You shoot impotently as cops flood enclosed space. They overwhelm you. Cut to decades later, and youâre speaking at GDC as the esteemed videogame critic who invented âgameism.â Criticism Roundup, perhaps, is the first of 50 Short Games that feels genuinely like a journal entry, resigned to its own imperfections in a way thatâs different from the previous four, because not only does its execution lack conventional polish, but the idea itself is somewhat dubious. It remains halved. Two phantom limbs eye each other suspiciously from opposite sides of a room.
This game also appears to look outward more than the others; the way it flirts with its imagined audience seems pretty flippant at first, but ends up feeling anxious. Iâll go ahead and say that I think the part at the end about being discovered, where the speaker rants about finally getting the attention deserved, is a genuine fantasy, no matter how deeply couched it is in the punchy, elusive tone. You could say that this game is just making fun of âthe state of games criticismâ or whatever, but that seems too easy.
The fantasy that an audience will eventually notice great work that has gone unappreciated for too long is in some ways a product of Western literary economy, which holds that a canon should be uncovered, appreciated, and cauterized over time: If a work is truly brilliant, then someone will just stumble over it later, recognize its brilliance, and exhaustively document that brilliance for posterity. With the benefit of historical distance, the workâs true audience will emerge.
Of course Criticism Roundup also roundly critiques this fantasy as ultimately insular and unproductive, and hopes to distance itself. I can see how itâd be easy to entertain this fantasy, especially while making games that hope to avoid presenting as products. Itâs hard to get anyone to care about anything, easy to complain about whatâs most visible. Ironic joke tweets about E3 always get more play than clumsy enthusiasm for undiscovered work, and thereâs an established economy of paying attention to undiscovered work that moves too fast for most of us to keep up with. Thereâs already so much we feel like weâre failing to pay attention to. Ultimately, itâs both self-serving and self-defeating to feel like everyone else should pay attention to the work I produce, or that I find most interesting.Â
This observation is not new or particularly insightful, and Criticism Roundup doesnât treat it with much nuance, but I think itâs something thatâs hard to talk about, because itâs hard to talk about whatâs reasonable to expect of an audience when your work doesnât command a high price on the market of exchange value under capitalism, and when it has a tenuous relationship with that market in the first place. Is the way we conceptualize âaudienceâ antithetical to the way we might hope to conceptualize âcommunityâ? Itâs sort of like the problem of disseminating knowledge through authoritative teacher-student relationships.
To an extent some of thecatamitesâ work and writing has already been âdiscovered.â Their value has been recognized and appreciated, if on a small scale. What is this scale? When each of 50 Short Games was released originally on Glorious Trainwrecks as individual works, they were free; they didnât participate directly in the market of exchange value. Later, they were repackaged as a compilation and commercial release. The individual, free versions are still available. I think that altering the gamesâ presentation and selling them for a price definitely changed the way their value was conceptualized. There was a flurry of attention, though it didnât translate into much sustained conversation with the work. In some ways, selling the games meant insisting they are worth an audience now, as they are, and shouldnât have to wait for someone to stumble across them in some ghost archive decades later. In other ways, itâs a resignation. A price gives the audience a reason not to participate. Except we donât really need any more reasons. Time is already our most valuable commodity.
Intellectually, itâs easy to see through the fantasy of âbeing discoveredâ, to recognize that itâs crass, and that even if it happens, attention doesnât bring fulfillment like we expect it should. At the same time, audience feels necessary. Audience is magic. Knowing someone else is reading literally changes the way we see our own words on the page.
The creative process softens loneliness, but somehow the creative product can intensify it, because for most of us part of the process is always rhetorical, imagining a conversation, not a monologue, and an audience that may or may not show up. I think that now, with so many options for constructing an online presence, it can be easy to confuse the creative process with a compulsion to validate every thought and emotion, to justify oneâs existence through a constant stream of content, to seek out and shape an internet audience just to avoid disappearing. Iâve been thinking of the rapid production of 50 Short Games as a kind of journaling exercise, but daily journal entries are quaint and slow compared to the content of most Twitter feeds.
The author has explored similar ideas in a blog post on the site Mystery Zone, dated June 22, 2011:
âA much more unsettling idea, I think, is that of the net as just a kind of huge escape valve from ubiquitous ârealâ media, which seems ever more alien⊠The implicit sense that most of these mass cultural products (big films, pop acts, etc) are essentially as unstoppable and untouchable as glaciers, that criticizing them or trying to think of them as human products - in the context of human systems of ideology&finance which promotes some ideas/works and treats others as untouchable - is by now impossible. That they just sort of happen, and complaining about it is like shouting at clouds. I donât really have the critical vocabulary to talk about this properly but thereâs a sense in which the generally accepted idea that anything worthwhile will just be tucked away secretly on some server is only possible due to a mass alienation (aaaa) from âwider cultureâ as a whole. And hence that thereâs some level of reduced expectations and internalised cynicism at work in the way we think about those things. The âmoleâ/âtoadâ idea that all you can do or hope for is burrow your own hole in the massive plains and hope maybe someone steps in it⊠even this geocities site is a function of this idea, maybeâŠâ
A difficult idea to articulate, because once articulated it risks sounding trite. It lives in the narrow space between cynicism and hope, between narcissism and the desire to connect with other humans. A scary place to think about, but I think itâs probably true that most people end up wanting to express ideas in the first place in hopes of making some kind of dent in the aforementioned glacier, but this usually doesnât work, or at least, it feels like itâs not working, and I guess in many ways productivity is a structure of feeling? So maybe all you can do is burrow down and take it one sublime accidental human encounter at a time, and maybe thatâs what wisdom is. But then, what about the glacier? Does this mean we just gave up? Were we just not cut out to live on a glacier?
âI dunno. Sometimes I worry about PK Dickâs idea of the Chinese Finger Trap of paranoia, where the more you struggle to get out the deeper youâre enmeshed. Thereâs something eerie about realising the hold that certain ideas have on you. Or maybe itâs just the blow to the ego of realising that youâre not complex, really, youâre still harbouring the same obsessions and desires. They might be filtered through bookchat and Beckett rather than homemade video game maps and rented movies but youâre still the same person. Itâs kind of a sad feeling but itâs also a hopeful, grounding one as well, I think. Thereâs something horribly insular and self-absorbed about trying to understand yourself, or at least of using this as the focus of your life, but maybe not. It could be that real self-knowledge is being able to see yourself in context and hence involves an equal amount of awareness about the world, your place in it, how you think about it, the secret lights by which you make your way through it.â
Is audience the difference between âworkingâ and just âtrying to understand yourself?â I worry that my own analysis of these games sometimes veers into the insular and self-absorbed, like Iâm using them as an excuse to write my own Wiki page or something: I think we usually refer to this as âprojection.â I guess itâs probably obvious by now that I see Criticism Roundup, as well as the rest of 50SG as a conversation with the âChinese Finger Trap.â They try to outpace both frivolous adolescent interests and technological seduction, hoping to stop them from dictating creative output without leaving them behind entirely. The compilation suggests an effort to change, but also to stay grounded somehow, to avoid floating away.