Review — Portal

The Cake is a Lie.

Underneath a clever physics game is gleeful homicidal glee with a cute voice.  Valve’s Portal, originally packaged in with Half-Life: The Orange Box, is a gem of a game that earned countless accolades last year.

Portal takes the simple idea of a two-way portal gun and makes a whole (if short) game around it, showing off their physics engine and their dark sense of humor.

In Portal, the closest thing you get to a weapon is the portal gun, which can shoot at a plane and create a portal on that plane, which connects to the other end of the portal, which you also deploy.  This lets you get up high to push buttons, or to send plasma balls around corners to activate switches, or to jump through the portal so you can jump through the portal again and use the accumulated velocity to jump up to new platforms.  The game is a clear test of the user’s physics knowledge and critical/spatial problem solving skills.

I also think it should be used in Physics classes world-wide, as possible.  The idea of vectors, conservation of momentum, and many other principles of physics are at work in Portal.

But if Portal were just a physics tutorial in game form, it wouldn’t be anywhere near as fun.  Along the way, your guide/host/jailkeeper is GlaDOS, an erratic computer that talks you through the early puzzles, unraveling to reveal its sadistic streak and its nature as the architect of countless attempts on your character’s life.  Physics experiments to test the portal gun and human ingenuity give way to the increasingly dangerous tests, where the player is prompted to design complex plans of layered portal use, planning several steps ahead.

Portal is the exact kind of video game that Steven Johnson (of Everything Bad is Good For You) declares as laudable — not only does the player have to explore and probe the world of the game, they are forced to think critically, implement their spatial awareness/intelligence, and are rewarded for their cleverness but also their curiosity, as occasional glimpses behind the curtains reveal previous test-subjects desperate scrawlings on the walls between the test areas, writings that indicate GlaDOS’s hidden agenda, the virtues of the companion cube (a weighted cube that is used as the only other tool at the character’s disposal), and most of all, that

The Cake is a Lie.

“Still Alive,” the game’s theme song, has become a geek music classic, makings its way through the livejournal/blogosphere shortly after the game’s release, and helping to catapult Geek Rocker Jonathan Coulton (who wrote the song) into the limelight within the subculture.  Another indicator of “Still Alive”‘s fan appeal can be seen in the fact that it was released as a free downloadable track for the game Rock Band.

The game is now available for download on XBox Live arcade, which is how I played it.  It is more than a mere tech demo wrapped in a thin game shell, and that elevation is thanks to tone and style– if GlaDOS had been unironic and uninflected, she/it would have been just another stereotypical computer-gone-evil.  Instead, she has earned a place as an iconic computer-gone-evil, appearing beside favorites such as HAL9000

Everything interesting about Portal adds up to a charmingly demented game that will make you laugh while you’re running around trying not to get blown up and figuring out how to arrange portals so you can get to the next room.

Mediating the 21st Century Geek

In case you haven’t noticed, geeks are big.  Geek culture is big, geek subculture is ascendant, being mainstreamed and both ideologically and commercially incorporated by said mainstream. This trend is not entirely positive or negative, but is complicated, like most things.

For this post, I’m going to be looking at two new TV shows that debuted during the WGA-strike-shortened 2007-2008 broadcast year.  Those shows are NBC’s Chuck and CBS’s The Big Bang Theory.  Both of these shows star characters who I call geeks, though in the shows, they are often known as nerds rather than/in addition to geeks.

First, let’s talk about geeks vs. nerds.  I’ve been reading Benjamin Nugent’s American Nerd: The Story of My People, which is a cultural studies history of the nerd.  For me, Geek and Nerd are sometimes synonymous terms which refer to substantially overlapping subculture groups.

Here’s the important overlap — Geeks and nerds are conceived of as intellectually inclined, socially mal-adjusted individuals with intense commitment to non-majoritarian hobbies.  Geeks are more associated with fandoms, computers, and media, wheras nerds are more associated with academia and scholarship.

Geeks were the kids who played Magic: the Gathering during lunch.  Nerds were the ones with their noses who spent afternoons at Science Olympiad/Academic Decathalon.  In high school, I was both a geek and a nerd, since I did all of the above.  Geek has become the more dominant term, and is also the one with the greater cultural cache at the moment, given things like Best Buy’s Geek Squad, The CW’s Beauty and the Geek, and the like.

We’ll be bouncing back and forth between nerdiness and geekiness pretty quick here, which is why I wanted to define terms before diving in.

Chuck — Meet the Lovable Geek

In Chuck, the titular character is Charles Bartowski, the head nerd of the ‘Nerd Herd’ at a ‘Buy More’ — TV-world versions of the Geek Squad from Best Buy.  Chuck was an engineering major at Stanford, but was expelled from the school due to the machinations of his former best-friend, Bryce Larkin (who also stole Chuck’s girlfriend away from him).  Five years after his expulsion, we meet Chuck in his aimless path working in the Nerd Herd and hanging out with his even-geekier friend Morgan Grimes.

Chuck is depicted in an archetypal role I’ll call the Lovable Geek.  Chuck is handsome in a goofy way (because everyone important on TV is pretty), kind and intelligent, but awkward around women who aren’t either related or under-age.  For Chuck, being a geek is about being smart and technically adept and interested in things like Batman and Dune and Call of Duty 4.  Morgan serves as a counter-point to Chuck, the Uber-Geek to Chuck’s Lovable Geek.  In Morgan, we see what Chuck could/would be if he had less social acumen.  Chuck is our protagonist geek because he is more accessible, less esoteric in his personality and interests.

The Big Bang Theory — Four Flavors of Geek

In The Big Bang Theory (shortened as TBBT) we find a similar configuration, but with more variants of the geek archetype.  The characters in TBBT are more firmly nerds than Chuck and Morgan in Chuck, but they are also most certainly geeks (they all dress up as the Flash for a halloween party, they play Talisman and Halo, they geek out about acquiring the original time machine prop from the 1960 film The Time Machine.  The four geek/nerds in TBBT are all faculty at and/or employed by Caltech.

The Lovable Geek lead in TBBT is physicist Leonard Hofstadder, PhD.  Leonard is the most socially adept of the four, and frequently acts as the group’s interpreter to the rest of the world (most frequently the neighbor Penny, who Leonard has a crush on).  Leonard and his roommate/friend Sheldon Cooper, PhD are the host for the geeky/nerdy antics of their circle of friends, including Howard Walowitz, an engineer and Rajesh Koothrappali, an astrophysicist.

Leonard’s romantic interest is Penny, a classically pretty bleach-blonde from the midwest who moves in next door to the geek/nerds.  Penny works as a waitress while trying to break in to show business, and is completely ‘Normal.’  She’s Everywoman, frequently the straight woman to the geek’s jokes.

Sheldon Cooper is the Uber-Geek for the show, manifested more properly perhas as the Uber-Nerd.  Sheldon has the highest IQ of the quartet of geniuses, and the complete social incompetance to go with it.  Sheldon is an instance of the double-edge of genius that makes it harder to communicate effectively with the rest of the world.  Sheldon was a child genius, and looks down his nose at those less intellectually capable than he.  Sheldon is the standoffish insular and hermitish geek/nerd, who pulls Leonard away from the rest of the world and more into the realm of calculations and formula and speculation.

Howard Walowitz, the engineer, is the Annoyingly Extraverted Geek.  Howard has no problem speaking to women, in fact he does so all the time, and thinks he’s awesome at it.  However, his confidence comes off as arrogance and the obvious attempts lack any natural charm.  Howard knows about charm and how it’s supposed to work, but is incapable of implementing the techniques he sees from others.

Rajesh Koothrappali is an Indian astrophysicist and the show’s Painfully Introverted Geek.  Rajesh is incapable of speaking to women without either alcohol or experimental drugs.  He represents the ethnic geek, those geeks from recently-developing countries like India, China, South Korea, etc. who are lumped in with the geek world.

Nerds and Race

At this point, I’ll interject with some of Nugent’s theory.  Nugent constructs a continum of racism with regards to nerds/jocks and ethnic stereotypes.  Nugent identifies a Animal<->Machine spectrum, where peoples of different types are conceived as being more animal-like or more machine-like.  Caucasians get to be the ‘norm’ in the middle (yay racism!) with Jocks on the animal side of average and nerds on the machine side.  Africans go further towards the ‘animal’ side due to racist conceptions of Africans and African-Americans as being more animalistic, associated with physical endeavors, etc.  Asians are opposite Africans, placed on the scale towards the Machine side, due to racist conceptions of Asians as being less feeling, more mechanistic and associated with the technical.

Looking at the Flavors

In TBBT, Leonard and Sheldon are conceived as one pair of geek types: Leonard is capable of walking in the ‘average’ world, though his intelligence and geekiness sets him apart.  Sheldon is mostly incapable of walking in the ‘average’ world, cleaving to the world of his hobbies and profession.  Howard tries to court women but is unsuccessful because his confidence is untempered by empathic understanding/skill, while Raj is a ‘great listener’ (he once gets picked up by a girl at a party without ever talking — in bed, she praises his skills as a listener.) who has a mental/emotional block to actually conversing with women.

TBBT portrays four flavors of geek, and it’s no surprise who our romantic male lead is:  Leonard makes efforts to reach out beyond the geek community in initially attempting to pursue Penny romantically, then inviting her into their social group when his initial efforts fail (and by fail, I mean fail to happen at all).  Leonard is the geek interpreter, the middle ground between Penny’s Everywoman and Sheldon’s Uber-Geek.  Normality and Geekdom seem to be portrayed as a continuum like Nugent’s Animal<->Machine spectrum.  As Leonard reaches out towards Penny, his fellow geeks see him moving away from his geek roots.  The show seems to be trying to work out the possibility of a geek dating a non-geek, reaching across the subcultural divide without losing your identity.

On the other hand, Chuck’s interest in Sarah Walker, the CIA agent assigned to protect him, is also a question of identity, but one determined by the Spy Show genre association of Chuck.  Sarah’s cover is as Chuck’s girlfriend, complicated by the fact that Chuck is interested in Sarah and suffers through the fake relationship that he wishes was real.  This shows an uncomfortableness with the world of fantasy and make-believe–of course, for Chuck’s life, the make-pretend life is the boring cover and the real life is the dangerous adventure of a James Bond film directed by Judd Apatow.  Chuck has to keep his spy identity secret from those he cares most about, his sister and his best friend.  The secret makes him closer to Sarah, and if he were to leave the spy business, it’d mean leaving her as well.

Chuck, like TBBT tells a story of a geek coming out of his shell and becoming more confident.  His sister hopes that Sarah will help Chuck regain his confidence and gain some momentum in life.  The spy experience moves Chuck from the role of geek slacker and moving towards the geek-chic Analyst/Field Agent.  It’s a kind of geek fantasy — we have to pretend we’re slackers to protect those we love because we’re actually so cool that it’s dangerous, our technical/cultural knowledge is actually highly important to the world.

California — The Land of Geeks

Another notable similarity between Chuck and The Big Bang Theory is that both shows take place in Southern California.  This makes sense, as California hosts many of the centers of geekdom — San Diego ComicCon, Silicon Valley, Hollywood.  Geeks are a predominatly urban and suburban subculture, thriving in places with a preponderance of hobby stores, technological infrastructure, and media entertainment.  A number of other big cities are also geek-tacular, like San Francisco, Seattle, Portland, Austin, etc.

Geeks and Cybercultural Technophobia

Why are more geeks being depicted in leading roles in mainstream TV/film?  Here’s a possible reason that you might not have thought of.  Geeks are the stand-in for the technocratic citizen of the possible future, a future where everyone is plugged-in, technically adept without trying, communicates predominantly through non-embodied media.   Ambivalence about geeks is ambivalence about technology.  Returning to Nugent’s Animal<->Machine continuum, geeks are cyborgs–with Bluetooth phones and PDA exo-cortexes, we’re becoming increasingly disentanglable from our technology, and not everyone is happy about this.  Sometimes you want to turn off your phone, put up an away message on G-mail and just go run around in the park.

Leonard is negotiating between the romantic subsection of socialization, the scary embodied world of emotions aka ‘real life’ and the insular world of technology, science, and the mind.  It’s a false Cartesian dualism, but it’s one that continues to be propagated and used as argument against cyberculture.  There’s the fear that if we rely too much on machines, become too technically adept and cybercultural that we’ll lose our humanity, and so we use geeks as the testing grounds for those possible futures, trying to see how we can use the power of technology while remaining human.  It’s cyborg identity theory with geeks as the metaphorical (and sometimes literal–I mean, Chuck has a super-computer in his brain — even though it’s all still a flesh-and-blood brain) cyborgs for society to work out its issues.  And Leonard/Sheldon/Howard/Rajesh are test cases for the different ways that becoming technocrats/scientifically adept might affect our social/emotional capabilities.

Of course, I fall on the pro-geek side, but it’s interesting to see Geekdom not only being commoditized, but also used as a testing ground for us to try to resolve our ambivalent relationship with technological development and the growing role of mediated cyberculture.

Review: Marie Brennan’s Midnight Never Come

I don’t reach much historical fantasy.  I like history and all, but I tend to like my fantasy in created worlds, and there are sadly big chunks of history that my education has not left me as confident with as I’d like.  I can ramble all night about samurai-era Japan or early China, but I’ve never been that great on European history.

Luckily, this doesn’t matter for Marie Brennan’s Midnight Never Come. which occurs during the reign of Elizabeth the 1st, putting up a faerie queen called Invidiana as Elizabeth’s shadowy counterpart, ruler of the Onyx Court of fae under London.  Brennan finds that lovely balance between using history as a Hollywood backdrop and burying the plot in historical detail.  Instead, she doles out information here and there in neat packages, so that a reader such as myself with only a cursory knowledge of Elizabethan history can follow along quite confidently.

The novel follows two courtiers, one mortal and one fae.  Michael Deven is a mortal man seeking to make a name for himself and serve his queen and country.  Lady Lune is a disgraced faerie courtier trying to reclaim her former status.  The intricate overlapping stories contained in Midnight Never Come bring these two characters together in a fashion that delivers in several genre modes: romance, intrigue and mystery.

Something especially notable for this blog is that Midnight Never Come was inspired by a tabletop RPG campaign, most specifically a flashback segment of an ongoing game of Changeling: The Dreaming that Brennan ran several years ago. The Changeling-specific bits have been ironed off and the player-characters replaced by Brennan’s original creations, but it’s interesting to see honest-to-goodness RPG-generated fiction that’s, well, good.  I haven’t done extensive research into which of the many fantasy novels that seem like they’re cribbed from someone’s D&D game actually are, but I do know one very successful RPG->novel adaptation, and that’s the Wild Cards series.

Here’s the geek subcultural complex in action.  Writers like Brennan who are gamer geeks (I know this because I know Brennan–she’s currently in a Scion game that I’m running) in addition to being speculative fiction creators take inspiration from a different aspect of the overal geek subculture, creating a novel that appeals to fans of Elizabethan history as well as those who enjoy reading narratives about the fae.  Writers get inspiration from anywhere and everywhere, of course, but when that inspiration comes specifically from another not-as-often-used (well) aspect of geek culture, it’s notable.

But back to the novel itself. Brennan’s prose is lush and polished, her pacing is muscular, and the emotional lives of the characters reaches out from the page to the reader, so you can feel the struggles of the characters as they try to serve their kingdoms, their people, and themselves while trying to figure out how to deal with someone who has come into their life and stolen their heart at a time when quite frankly, it’s highly inconvenient to be distracted.

Midnight Never Come is a solid departure from Brennan’s first two novels, the action-adventure rides of Doppelganger and Warrior & Witch (being re-published as Warrior and Witch, respectively), but the change is one that Brennan seems very comfortable with.  More novels in the Onyx Court are expected in the future, interconnected but stand-alone novels set at various points in London’s history.  Give it a read, especially if you are a fan of Changeling, historical fantasy and/or Elizabethan England.

Tech, Transmedia and Geek Acceptance

In my introductory post,

Hello world

Chad made a response with enough meat that I’ve decided to respond in a full post here.

—-

I’d agree that technology has changed music distribution moreso than a lot of other things, but I think it’d be unwise to dismiss other changes due to technology.

The internet has created vast opportunities for niche communities to form around interests without specific geographic boundaries. Back in the day, fan culture was an underground circuit of mimeographed fan ‘zines and the conventions. Now, fan cultural activity happens substantially (mostly?) on the internet, with vast fan fiction archives, fan vidding and re-mix culture, live forum thread discussion during episodes, and more.

One of the main lines of argument in my hypothetical future dissertation will be to trace and explain how geekdom has come into the mainstream, from a marketing perspective, from a cultural diffusion standpoint, and more. Watching four year old kids come into the Build-a-Bear workshop and get really excited about making a monkey with a Spider-Man or a Batman bear makes it very clear that many superheroes have come around again in a fashion reminiscent of Superman’s overwhelming omnipresence during the 40s, the fact that comics used to have distributions that Marvel and DC would invade small 3rd world countries to have once more.

Yes, geek culture is being tapped as a source for commoditization, but the other side of commoditization is popularization and normalization. Looking at the new tv shows from last year, a substantial proportion were based on speculative fiction premises: Pushing Daisies, Bionic Woman, Chuck, The Sarah Connor Chronicles, Journeyman, Reaper, plus a number of shows from years immediately previous. As CGI and special effects become more affordable, the dramatic and cinematic opportunities of genre television became much greater. Companies are making genre shows to make money, but they’re also making <i>genre</i> shows to make money, and as a result, we’re getting more and more genre material in prime-time, where it gets exposure, seeping into the collective unconscious and changes the definition of what fantasy and sci-fi mean in the broader culture. Sci-fi means Flash Gordon, but it also means Battlestar Galactica and LOST. Used to be that SF literature fans bought every book that was published in the genre just to have more <i>stuff</i>. Now, the glut of genre lit means that we get to pick and choose and be really picky. It’s all out there, with people who wouldn’t identify as geeks spending lots of time talking about Lord of the Rings as a way to really talk about how hot they think Sean Bean and Orlando Bloom are and how hot they’d be together.

Geekdom is gaining acceptance the way anything does — slowly and almost imperceptibly. Plus, making jillions of dollars goes a long way towards getting people to listen to what you say. Peter Jackson will be able to make whatever movies he wants for quite a while, until he completely fracks up and loses people a lot of money.

As for transmedia cultural diffusion — Of course not all Buffy fans will buy the board game and CCG and RPG, but a few will, and the kind of RPGing they do will be different than other modes of RPG-ing, mostly because it’ll probably look a lot like the freeform text-based RPGs people do online. And when the transmedia storytelling requires fans of a property/world to jump between media (and here’s the important part) and does so in a fashion that is both inviting and provides good materials in the multiple media but also makes it so that the different manifestations can stand on their own, then we’ll really see the media/cultural crossover. Things like the Matrix series did the transmedia bit, but not as effectively as they aught.

I’ve watched The Big Bang Theory and had a similar response at first, but re-evaluated my opinion when I decided that there is at least as much a loving treatment of geekdom as their is subtle condemnation. This acceptance comes later in the season, when Sheldon throws Penny’s critique of Nerdmabilia back in her face re: her Hello Kitty stuff, Beanie Babies, etc. And while most of the nerd leads are exaggerations of geek stereotypes, it’s a sit-com, so exaggeration of mockable traits is part and parcel with the genre. And at the show’s heart is the promise that love may be able to grow across the seemingly vast cultural divide represented by the hallway between Leonard & Sheldon’s apartment and Penny’s. And as much as the show makes fun of geekdom, it also makes fun out of geekdom. It’s not a paragon of positive representation of geek culture, but it is a representation of geeks as dramatic leads in their own right.

Geeks are still geeks, but many geeks are also the techno-shamans of our age, the early adopters of digital culture and exist in a feedback loop of SF literature and media going back and forth with scientific and technological development. Geeks may not be the 21st century Hollywood starlets, but they are making our computers, our blockbuster movies, and our bestselling novels. Geeks have made a space for themselves, partially out of being dragged in to be marketed and partially by claiming a space for themselves as the vanguard of digital cultural development.

Hello world

Welcome to 21st Century Geeks, an academic blog focusing on geek cultures and media convergence.

Here are the stakes:

We are entering and/or are already in a golden age of geek culture. Geek movies continually rock the box offices (Lord of the Rings, Spider-Man, Transformers, Iron Man), video games have become an immensely profitable entertainment medium embraced by the mainstream, and techno-culture is in.

Fan culture has grown and diversified, and convergence media allows for consumers to become cultural producers with wide distribution of their works, with intensely complex and thought-out works that bring into question the validity of IP and cultural ownership which is very visibly bringing copyright and IP into question. Harry Potter slash-fiction may prove to be one of the primary factors that leads to the downfall of copyright and IP laws as we know them. People who grew up in slash-writing communities move into college and go to law school and become IP lawyers years down the road. Each generation re-works the social order in subtle and not-so-subtle ways to fit their generational worldview/zeitgeist.

When the Napster Generation/Gen X/Y/Insert Catchy Generational Label Here hits the age of being able to dictate policy on these matters, we very may well have a sea change on our hands. Music distribution is already changing, especially as stockholders check the numbers and move to handing over the reins to younger execs more in tune with Web 2.0 and other 21st century marketing/business models, where attention is the commodity to be cultivated by a company. In a world where you can watch the whole first season of the smash hit Heroes online and watch one add five times instead of ten adds five times, the advertising paradigm has to change. Combine that with the rise of DVD-sales and direct-to-DVD cultural properties and we’re already in a transition.

What does that have to do with geekdom, though? Well, if we look at things like the short-lived show Firefly which was re-lit for a feature film because of intense fan engagement and DVD sales, or the direct-to-DVD Hellboy and superhero films, we’re seeing that geek media is in the foreground of these transitions in marketing strategy and cultural production. Where geeks go, the technology follows. Or where the tech goes, the geeks follow. It’s a perpetuating cycle of technological advancement and commoditization of cultural production.

As geekdom continues its ascent and moves towards the mainstream, it’s also manifesting more and more distinct subcultural markers. T-Shirts seem to be the primary display of geek style, with obscure video-game references, coding jokes, and markers of affiliation with comic characters providing the canvas for geeks to display their subcultural affiliation. Recognizing and obscure t-shirt is one of the secret handshakes of geekdom. It’s one thing to compliment someone on a Greatest American Hero t-shirt, it’s another thing to identify the Blue Sun logo and greet a fellow Browncoat and reminisce over shared love of Firefly. Geek culture is being marketed top-down and bottom up, with Geek Magazine, Hot Topic’s t-shirt lines, and in situations like online dating, with www.geek2geek.com and www.sweetongeeks.com – where the early adopters of the internet, dissatisfied with the mainstream inclination of most online dating sites, have moved to create geek-friendly dating sites, where the ability to have an intense discussion about time-travel physics or partition a hard drive are the turn-ons, and Mac vs. Pc (with/without Linux) or X-Box 360 vs. PS3 vs. Nintendo Wii are sorting questions for potential partners.

Geek culture has long been decentralized, fractured but interconnected, with cultural properties bringing their fan bases across media, across subcultures. Fans of Buffy the Vampire Slayer follow the tv show, then pick up the collectible card game and move into another geek subculture, then stop by the comic store every other week to buy the comics. Geeks move between the member subcultures of what I call the ‘geek subcultural complex’ – basically a bunch of overlapping subcultural groups that draw from similar sources and have developed interconnections while remaining sufficiently autonomous such that one can be a geek without necessarily participating in any one of the groups, as long as they participate in others.

A superhero comic reader who plays MMOs need not be a programmer or play Dungeons and Dragons to be a geek, but their D&D playing comrades are no less geeks for eschewing MMOs and not being able to tell Captain Marvel from Captain Mar-Vell. There are many ways to be a geek, and they feed into and out of one another. Convergence culture and transmedia storytelling (ala Henry Jenkins) means that these connections are being strengthened as they are commoditized, with IP crossing media with properties like the Matrix series, which had films, anime, video games (console and massive online), comic books, and more. A fan of a world/universe will follow that cultural property across platforms and into various groups, under the rubric of their own fandom, and thus, the groups cross-pollinate. Follow the money. Or, follow the fandoms. It’s another cycle, a feedback loop.

There is lots of geek culture out there. And lots of people talking about geeks. What I hope to facilitate with this community is a place for scholars of geek culture to meet, collaborate, and draw together disparate threads of geek studies as the subculture grows and changes in the age of digital convergence and massive wars over IP/DRM/revolutions in distribution and commercialization.