Showing posts with label Subcultures. Show all posts
Showing posts with label Subcultures. Show all posts

Wednesday, 26 April 2023

How can a first-person shooter have a victim complex?

 A lot of terrible things happen to video-game characters. In the early days of the form, Italian plumbers were squashed by barrels, loveable hedgehogs impaled on spikes, and heroic astronauts exploded. But no game delights in inflicting as much horror on its protagonists as the $10-billion Call of Duty (CoD) franchise.

Originally set in the Second World War, the series took on its current ultra-popular form with Call of Duty 4: Modern Warfare (2007). Every year brings new CoD games, and the franchise regularly tops charts, racking up more than 175 million sales over the course of the past decade. Each game weaves together a semi-coherent narrative that combines the regular annihilation of its characters at a George R R Martin pace with a wider and more worrying story arc: one of US powerlessness, decline and revenge.

The Call of Duty games are first-person shooters (FPS). ‘First-person’ means that the players see the world through the eyes of their characters – only their hands and weapons are clearly visible. (Some games break this form in third-person cutscenes, but CoD sticks to it resolutely). ‘Shooter’ means that the character interacts with the world almost entirely through the barrel of a gun; the environment, and its endless stream of enemies, exists to be destroyed.

Many FPS are power fantasies, with the child-like joy of being able to murder everything you see. These are little boys’ tales of war, where a finger-gun blows away a thousand foes, and the player is always the actor, never the victim.

Call of Duty frequently reverses that dynamic. In almost every other FPS, the player’s death is a constant possibility, yet those are transient endings, erased from the game’s reality by a simple reload. But in Call of Duty, sufferings both permanent and unavoidable are ineffably worked into the game’s narrative. Although the gameplay is a consistent frenzy of violence inflicted by the player on the world, narrative control – the happy freedom to move, shoot, call in drone strikes, knife people in the back – is regularly snatched back from the players, forcing them into positions of constant helplessness.

Meanwhile, the point of view continuously switches, deliberately and disorientatingly – a CIA agent, a doomed ISS astronaut, a fallen dictator, a SAS operative. Throughout the series, the player’s avatars are repeatedly tortured, nuked, brainwashed, murdered, mutilated and, above all, betrayed – often by their own leadership. If they live, they are depicted as broken, made whole only by vengeance. If they die, another character takes up the mantle of revenge.

Beyond such personal treacheries and dismemberments is a wider depiction of victimhood, not individual but national. The reversal, from active shooter to passive martyr, gets at a lasting psychological truth, which is that however absolute US military superiority is in reality, many Americans feel themselves to be a nation under siege by an ungrateful world, eternally vulnerable.

The original CoD 4: Modern Warfare (2007) begins by depicting US power realistically (enemy tanks are neutralised by man-portable FGM-148 Javelin missiles, enemy soldiers are mowed down en masse by AC-130 Spectre gunships, and the war is far from US shores). Then a nuclear blast kills the first protagonist, shifting the conditions of the game. Alongside him die 30,000 other US troops, their names and ranks scrolling past rapidly on screen, in a plot that turns out to have been orchestrated by a line-up of villains old and new – Russian ultra-nationalists working alongside Islamic terrorists.

The sequels go further. Through a technological magical wand that cripples US defence systems, an army of Russian paratroopers and marines is able to invade Virginia. In the course of MW2 (2009) and MW3 (2011), battles rage along Wall Street, the Brooklyn Bridge and Pennsylvania Avenue, with ‘tens of thousands’ of Americans killed and the day saved only by heroic violence from the US army.

In this timeline, US power is expressly fallen. As the ad copy for Call of Duty: Ghosts (2013) puts it, ‘the balance of global power’ changed forever and a ‘crippled nation’ faces ‘technologically superior’ foes. War, against an array of bogeymen, from insurgent South American powers to the ever-green Russians, has become a constant necessity.

Every indignity inflicted on individual Americans (and the occasional Brit) in the narrative is echoed in the games’ geopolitics: US cities burn in nuclear fire, Mexican border states become a ‘No Man’s Land’, and the US financial and military elite repeatedly betray the nation, and its soldiers.

This might all seem very silly, and it is. I don’t believe that the writers of the game have much more in mind than spectacle when plotting the course of the series, because it certainly does look pretty when great landmarks explode. Token efforts at moral complexity are woven in here and there, from the anti-war quotes that play over every temporary death to the origins of a foe’s plot against the US in the death of his relatives from a US strike.

And yet, Modern Warfare reinforces, consciously or otherwise, the ever-present US myth that the country is an innocent victim in a cruel world. It’s a belief that swelled massively after the attacks of 11 September 2001, but it has always been present. The start of US wars has always been framed by betrayal, real or otherwise, from the actual surprise attacks of Pearl Harbor to the imaginary Spanish super-weapons blamed for the explosion of the USS Maine in 1898 or US President Lyndon B Johnson’s lies around the Gulf of Tonkin. And in Modern Warfare, the killing of US soldiers, especially by illegitimate foes – militias, terrorists, ‘rebel forces’ that make up the mass of Call of Duty’s shooting targets – is taken not just as a consequence of war, but as a crime committed by the enemy.

Coupled with that is the fear of weakness. In a country that outspends all its potential foes put together, nearly half the public believes, according to a recent Gallup poll, that it is ‘just one of several leading military powers’. (Back in the Cold War, the entirely fictitious ‘missile gap’ served the same propagandist purpose, but then, at least, there was the excuse of Soviet opaqueness around what were, in fact, considerably smaller and more backward arsenals than the US possessed.)

Victimhood is only the start. The protagonists of CoD games aren’t stopped by betrayal, injury or even death. Their travails are the necessary prelude to their roaring rampage of vengeance, and their passive suffering doesn’t subvert the fantasy of power but endorses it; every bullet fired is justified by ruined bodies, both politically and personally. CoD’s wars are a hysterically exaggerated reinforcement of national wish-fulfilment, consumed by millions of young US men: they hurt us first, so we get to hurt them back.

Thursday, 20 April 2023

Game boys

 From a vast subculture of gaming addicts in China, only a few go professional and get rich. Is the social cost worth it?

Five young men sit in the living room of a large, grubby apartment in downtown Shanghai, playing a computer game. The room is mostly quiet, except for the hum of the computers and the steady click and keyboard-tap of the players, who wear headphones that envelop their ears and slouch in worn office chairs. A rotund, bespectacled gamer known as PDD is the most outspoken of the bunch, periodically shouting Wo cao! (‘Fuck me!’) at a setback, or leaping out of his chair to smother the adjacent player’s face with his large blue shirt in a moment of triumph.

Aged in their teens and early 20s, they are professional players of League of Legends(LoL), a competitive online game in which two teams of mythical characters called ‘champions’ battle it out in a fantasy arena. The objective of the game is to destroy the enemy’s base through a series of intricate moves involving teamwork, strategy and the nimble use of keyboard and mouse. The stakes are real because victory could earn the players huge cash prizes.

The online warriors of Shanghai’s famous Invictus Gaming club, or iG, who live and train together in the slovenly apartment, are hardly typical of urban Chinese their age. But their stories reflect much of what’s exciting and surreal about the brave new world being created by China’s ballistic economic and technological ascent. From varied places and economic backgrounds, they have gathered in Shanghai to earn a living through ‘eSports’, or digital combat. Like millions of other Chinese, the gamers and their organisers are chasing success in ways their parents’ generation can barely comprehend.

In a live match in the Polish city of Katowice last March, these same five cyber athletes took on a London-based team called Fnatic. The four-day tournament, sponsored by Intel and other computer hardware companies, offered a $60,000 prize to the winning LoL team (other teams also competed at the game StarCraft II for a $100,000 prize). Wearing headphones and uniformed tracksuits or T‑shirts, each team of sober-faced gamers clicked and tapped away at a row of computers in a packed sports arena. The audience watched the gameplay on giant screens.

Four minutes into the match, PDD’s champion, Shyvana (‘the Half-Dragon’), defended a tower by lobbing crystal-like projectiles at critters called minions. Elsewhere on the map, Fnatic’s tower emitted purple fireballs while another iG champion, Thresh, swung his chain at a winged demon called Nocturne, delivering a lethal blow. Nocturne’s lifeline dropped to zero and he burst into blue flame as the words ‘FIRST BLOOD!’ appeared on the screen. After 20 seconds more of chaotic action, a dance of twisting avatars and flying missiles far too furious for the untrained eye to track, two of iG’s champions converged on a fleeing enemy, Lulu. One of the gamers, Kid, controlling a champion called Vayne, shot a toxic arrow at Lulu, killing her in a bloody and prolonged explosion. ‘Kid picks up the kill!’ shouted one of the European men who were giving the play-by-play.

The young men of iG – founded in 2011 by Wang Sicong, son of Wang Jianlin, a property and film tycoon and one of the wealthiest men in China – play for love of the game but also for money. The club is partly funded by Wang Sicong, but it also enjoys corporate sponsorship from Logitech, a computer accessories maker, and ASUS, a PC vendor. The iG club pays the gamers a base salary of about 4,000-5,000 yuan per month (around US$650-$800) and covers their room and board. On top of that, the gamers can rake in lavish prizes from live matches in China or abroad. In 2012, the division of the club that now plays Defense of the Ancients 2 (Dota 2), another wildly popular online game, split a $1 million first prize in Seattle. The prospect of even bigger winnings beckons; a Chinese team called Newbee took home $5 million from the same event last July.

The iG club’s manager Zhu Songge, who goes by the name Lucien, told me that one of the team members, Kid, earned roughly 400,000 yuan (about $64,000) last year – a princely sum for a 16-year-old from Henan province, where the average urban disposable income is about 5 per cent of that. The gamer, known as Ge Yan in real life, used the money to buy his family a house. Kid’s laconic, awkward manner belies the aggressiveness of his role in the game, which is to lead the team to victory by mowing down the enemy with deadly implements from crossbows to phosphorous bombs.

‘Sometimes I wouldn’t return home for dozens of days. Sometimes I would have the idea of hitting my parents’

Only the most outrageously skilled gamers – a tiny minority – can make a living this way. Lucien estimates that there are around 50 pro clubs for LoL in China, and 10 to 15 in Shanghai; each club has about five players. The elite, successful world of professional eSports draws its audience and its star players from a vast and problematic gaming subculture. For every well-paid Kid, there are tens of thousands of young gaming enthusiasts who play for fun. Many of them are compulsive gamers, logging countless hours in virtual worlds of adventure, fantasy and violence. Their habits are viewed by parents, teachers, and authorities mostly with disapproval and concern.

Far from Shanghai, in the city of Wuhan in central China, 17-year-old Zehao described his struggles with obsessive game-playing (in his case, involving the popular first-person shooter CrossFire) by telephone. ‘I used to be so addicted to the internet that I couldn’t free myself,’ he said. ‘Sometimes I wouldn’t even return home [from an internet café] for dozens of days. Sometimes I would have the idea of hitting my parents, or scolding them. I feel guilty about this now.’

The youth is a student of Tao Hongkai, a professor at Central China Normal University in Wuhan who counsels compulsive internet users. His mission is roughly the reverse of Lucien’s: to steer his charges away from online games. ‘I’m having class with them now,’ Tao said before handing the phone to Wang. ‘There are dozens of kids here with an internet addiction problem. One of them was always skipping class and not coming home because of his gaming. So his parents brought him here. After attending my class, he realised he would have to change his ways, because if he keeps playing like this he will destroy himself.’

China’s gaming scene is vast. The country’s internet population, which grows by tens of millions of people every year, includes an estimated 147 million hardcore online game users who spent more than $13 billion in 2013. In the process, they enrich companies such as the Shenzhen-based Tencent, owner of LoL’s US publisher and the largest gaming company in the world.

The heroes of the scene have good salaries and minor celebrity status, rewards that pushed them to go pro. One such gamer was Liu Hongjun, or ‘Kitties’. From a town near Chengdu, the capital of Sichuan province, the 21-year-old Kitties has an easy-going smile and a languid, friendly way of talking. A college graduate who studied pre-med with plans to become a doctor, he changed course when he discovered how much he loved gaming. At the time, he was earning 500 yuan (about $80) a month as an intern at a medical company, handling purchasing. He began playing LoL in his free time and quickly achieved a high rank, which brought him to the attention of a gaming team in Chengdu. The team recruited him and paid him 2,000 yuan in the first month. He later did a stint at another team before joining iG.

His feats of masterful tower-building and monster-slaying made him a minor national celebrity; he carried the flame during China’s 2008 Olympic torch relay

Kitties kept his new occupation secret from his parents until he started earning enough money to support himself. His father, who rests at home for health reasons, and his mother, who works at a factory, are pleased with his current career. Other people in his hometown are equally supportive – the money speaks for itself – but it’s not always easy for Kitties to make them understand what he does for a living. How does one explain multiplayer online battle arenas to an elderly relative in a small town in central China?

Li Xiaofeng, or ‘Sky’, a famous ex-professional gamer, faced a tougher path to success. Sky’s grades suffered from his tendency to slip away to internet cafés to play games as a middle-school student in the late 1990s. As a punishment, his father locked him in his room and beat him with a belt.

He eventually learned to put his talents to profitable use in the eSports scene, becoming the leading Chinese player of the strategy game Warcraft III. According to the website esportsearnings.com, Sky won more than $232,000 in tournament prize money from 2005 to 2012. His feats of masterful tower-building and monster-slaying made him a minor national celebrity; he carried the flame during China’s 2008 Olympic torch relay.

‘There isn’t this sense of, it’s okay for my kid to play eSports for 20 hours a day because he or she’s going to become a professional,’ said Marcella Szablewicz, assistant communications professor at Pace University in New York City and an expert on China’s internet gaming scene, when we met in Shanghai. ‘They talk about how [Sky] was one of those bad kids who spent all his time at an internet café, but then he became an eSports hero, and now he’s fantastic, and now we all love him. So how you get from that position to eSports athlete – there isn’t really a clear path.’

In a country where social mobility is closely linked to academic success, it’s understandable that most parents would rather see their kids hitting the books than honing their game-playing skills. A high score on the gaokao, China’s brutally competitive national college entrance exam, seems more attainable than a rarefied career as a salaried eSports athlete. But the pursuit of either goal requires total commitment.

When professional Chinese gamers are asked how to get involved in eSports, Szablewicz observes, they usually recommend finishing school first. ‘This is like the party line,’ she said, ‘because of course nobody finishes school first and then starts playing. The kids who get to be really good are not doing well in school probably.’

Ironically, the very intensity of the education system and the pressures it places on young Chinese people have helped to fuel the popularity of online gaming. ‘Really, this emanates from the internet café culture, which does not, to a large extent, exist in the United States,’ Szablewicz explained, referring to the eSports culture in both South Korea and China (eSports in the US evolved out of console gaming, unlike in China, where video game consoles were banned until 2014). ‘And I think that also the popularity of these internet cafés happened because of the fact that the school system here in China, and in Korea for that matter, is fairly restrictive. There isn’t much by way of cultivation of extracurricular activities. There’s so much focus on the college entrance exam.’

The phrase ‘electronic heroin’ has particular resonance in a country still touchy about mass opium addiction in the 19th century

Of course, concerns about excessive gameplay run deeper than parental angst over their kids’ grades. Authorities fear the social and psychological effects of mass online gaming. China was one of the first countries to label ‘internet addiction’ as a mental disorder, and hundreds of rehab centres, official and unofficial, have been set up to treat compulsive internet use, including harsh boot camps where adolescents are deprived of computers and subjected to military-style drills.

In 2007, Beijing issued new rules requiring gamers and other internet users to register with their real names and ID numbers. China forced game operators to install a ‘fatigue system’, in which players under 18 saw their points cut in half after three hours of play, and reduced to zero after five hours. A temporary nationwide ban on the opening of new internet cafés was imposed at around the same time.

The phrase ‘electronic heroin’, often used to describe online gaming, has particular resonance in a country still touchy over the disasters that mass opium addiction wrought in the 19th century. The fear is bolstered by disturbing lines of research showing that obsessive online gaming can cause neurological changes similar to those observed in drug addicts, including damage to the dopamine reward system.

State media report that more than 24 million young people in China are addicted to the internet, and officials have seized those numbers to explain many of the nation’s woes: compulsive web use is widely claimed to be a leading cause of mental illness, moral decay, and even juvenile delinquency. In 2005, a prominent Beijing judge reckoned that 90 per cent of youth crime in the city was related to internet addiction, and Tao, the teacher in Wuhan, cited similar figures. Whether or not such alarming claims have merit, binge-gaming is clearly a problem for the many people whose lives have been disrupted or destroyed by it. Reports of people dying after continuous, days-long gaming sessions hint at the possible dangers, as does a Chinese media report last July that a young, unmarried couple sold their two infant sons to child traffickers to help fund their purchases of in-game virtual items.

‘Scientists have found that playing computer games over the long term… can cause loss of emotional control’ in adolescents, Tao told me. ‘That’s why some people would rather play games than eat or go home. More than 20 students here have this problem – they don’t go home, they argue with their parents, and some even hit their parents.’ In another conversation, Tao said that internet addiction ‘is the main problem for all the families and schools’.

Experts such as Szablewicz, of course, find it difficult to blame online gaming for quite so much. She questions the alleged link between hardcore gaming and youth crime: ‘That’s the kind of really problematic language that happens here in the Chinese press, I think. The thing is that so many young people today are internet gamers or they play games, that of course if they track every single kid who’s ever played a game, they’re going to find these connections. It doesn’t necessarily suggest causality.

‘I don’t deny that there are kids with problematic behaviours with regard to gaming,’ she added. ‘I’m very critical of the term internet addiction, but I’ve talked to kids who’ve played 72 hours straight without standing up, you know, things like that. Maybe they use the bathroom, that’s it. It can be problematic.’

Observing iG’s members training in the apartment, I wondered what separated them from the Chinese adolescents hauled off to internet addiction boot camps. The gamers sharpen their skills at the computer for 12 to 14 hours each day. Their focus on the game is so relentless that I found most of them riveted to their screens even on a Sunday, their day off – sometimes goofing around or watching funny videos on the internet, but mostly just playing LoL. A headphone-wearing, chain-smoking PDD basically ignored his girlfriend, who lives in another room in the building, whenever she walked in to grab some computer equipment or bring him a snack. ‘I’ll play games my whole life,’ PDD told me at one point. ‘I think I can never stop.’

But playing at that level does, after all, take extreme physical and mental dedication; and I inevitably missed much during my few visits. ‘We’re young, we like sports,’ Lucien told me over dinner with his girlfriend Vivian, an eSports commentator, and Szablewicz one Saturday. ‘We like basketball, football. We like KTV [karaoke]. We don’t stare at our computer every day and play, play, play.’ Lucien pointed out that the team was going swimming the next day. ‘You can think of us as a football club – it’s all the same.’

The rise of powerhouse teams such as iG explains why the same government that wages war on gaming addiction has also recognised eSports as an official sport since 2003. State organisations help to run or sponsor gaming tournaments such as the annual World Cyber Games event, held in the Chinese city of Kunshan in 2012 and 2013. China’s State General Administration of Sport even has a bureau that oversees the development of eSports culture.

This divided approach to internet gaming has its own strange logic. So-called multiplayer online battle arena (MOBA) games such as LoL and Dota 2 – two of the most popular eSports titles in China – and real-time strategy (RTS) games such as Starcraft, which have start and stop points, are viewed as distinct from and more legitimate than massively multiplayer online role-playing games (MMORPGs) such as World of Warcraft, which continue endlessly. ‘Generally, the games that are seen as being most harmful and most addictive are these endless, massively multiplayer online role-playing games,’ Szablewicz said. ‘They’re seen as aimless, like they’re allowing young people to give into the fantasy of these virtual worlds. An eSports game generally lasts between 20 and 40 minutes.’ Of course, she added, that doesn’t stop anyone from playing one game after another, chain-smoking style.

More importantly, the Chinese government has learned not to block the rise of a thriving industry. A club such as iG is in some ways a prototype of China’s new economy – with an atmosphere more like a tech start-up than a home for troubled junkies. The slim and youthful Lucien is the polished, professional face of the club, handling iG’s business and relationships with sponsors, and supervising the players and coaches. A graduate of Shanghai’s prestigious Fudan University Law School, he started a law firm before switching careers. Lucien talks in terms that would be familiar to any young entrepreneur or ambitious professional in the West (or in China, for that matter). He wants to help develop the emerging eSports industry domestically, which he sees as more promising than law owing to its novelty and rapid growth. Lucien hopes to start an eSports school where gamers can train and study academic subjects all at once.

after age 22 or 23, gamers’ reflexes and eye-hand co‑ordination decline so much they must retire

The club’s LoL coach, an affable 26-year-old who goes by the name Snow, also comes across as a white-collar striver. Snow sits at a single desk in the back of the training room, wearing large white headphones with ear cups that pulse blue light. While the team members train, he watches and records their gameplay on his computer; afterward, they gather around his desk to review the videos and get feedback.

Snow, who wears sweatshirts and has an unruly mass of hair, is soft-spoken but reflects on his gaming life in rapid, articulate sentences that suggest he’s given it a lot of thought. After studying industrial engineering at college, Snow ventured into finance; he ran a store on Taobao, China’s giant e-commerce platform, and worked in currency exchange, but found he wasn’t really cut out for these jobs.

In 2013, another career option presented itself to Snow, who was a fan of iG: though too old by then to compete professionally (after age 22 or 23, gamers’ reflexes and eye-hand co‑ordination decline so much they must retire), he decided to try his hand at coaching. Along with related jobs such as managing and sports-casting, coaching is a common path for former gamers past their use-by date, as well as an option for enthusiasts such as Snow. ‘Basically, I tried different ways to improve this team, but finally found that these players are very talented and have their own thoughts,’ Snow told me. ‘I think I will hurt their understanding of the game if I try to impose my ideas on them by telling them what to do… I don’t interfere much during the training, and I let them bring their talent into full play.’

The rise of professional gaming in China creates new opportunities for highly gifted players, as well as for people such as Lucien and Snow, who bring deep insight and service-sector skills to a fast-rising new industry. For them, eSports offers yet another vehicle for ambitious dreams in an ever-expanding galaxy of choices. In the new world of China, every dreamer has a shot – and even the lowliest gaming addict might one day be a star.

Tuesday, 11 April 2023

Hunger games

 A new wave of videogames offers lessons in powerlessness, scarcity and inevitable failure. What makes them so compelling?

White and silent, death is undoing everything. For years, the 20 or so families in the tiny riverside settlement had lived hard yet improving lives, clearing the forest around them, fishing the waters, planting crops and building houses. Birth by birth, the population grew. From time to time, trading boats came down the river, but otherwise the wider world did not intrude and the people sought no part in it.

The crisis came rapidly, with little warning: first, a hungry summer as the previous year’s stockpile of food ran out weeks ahead of the harvest; now, a catastrophic winter. Under a blanket of snow, the villagers are starving. Weak and diminishing, the population cannot fell enough trees to keep up the supply of firewood, and so they are freezing to death as well. The sounds of industry die away. Smoke stops rising from the chimneys. The scene is peaceful, but it is one of horror.

This is a fairly typical outcome for a game called Banished, released last year by a microscopic US developer called Shining Rock Software. Banished was a surprise hit on Steam, a retail platform that accounts for more than half of all online sales of personal computer (PC) games. The success was surprising given the title’s fundamental simplicity of concept, its rage-inducing difficulty of play, and its unblinking bleakness. It is a real-time ‘god game’ in which the player guides a small group of people in building a small village, which with careful guidance can become a small town. The available buildings and technology suggest it is the Middle Ages, and the steep pitched roofs, encircling forest and harsh winters suggest northern Europe. We know that these people have arrived in a clearing with little more than the clothes on their backs and some seeds because they have been ‘banished’ from elsewhere. Other than that, there’s little context or backstory; and there’s no time to ruminate because Winter Is Coming.

All strategy and resource-management games involve crises and shortages, but put a foot wrong in Banished and everyone dies. It’s a brutal lesson in the wretched economics of subsistence farming. The workers are desperately unproductive, their hovels are draughty, their winter coats are thin, and their iron tools wear out. All it takes is the slightest misallocation of labour or materials, and every man, woman and child is doomed: output dips, there are one or two untimely deaths, and all of a sudden there aren’t enough hands to bring in the harvest, and potatoes rot in the fields while the whole village dies in their beds.

Banished is a horrible game, full of heartbreak and woe. Why would anyone play it – much less in large enough numbers to make it a hit? The simple answer is: because it is excellent. A more sophisticated answer might note that it is also an exquisite example of what Jesper Juul, associate professor in the School of Design at the Royal Danish Academy of Fine Arts in Copenhagen, calls ‘the paradox of failure’, arguably the central mystery at the heart of computer games as a medium. The paradox has three parts:

1. We generally avoid failure.
2. We experience failure when playing games.
3. We seek out games, although we will experience something that we normally avoid.

This paradox doesn’t apply just to games: many kinds of art, particularly tragic literature and drama, expose us to painful emotions that we seek to avoid in everyday life. ‘The paradox is not simply that games or tragedies contain something unpleasant,’ Juul writes in The Art of Failure (2013), ‘but that we appear to want this unpleasantness to be there, even if we seem to dislike it.’

Indeed, this unpleasantness must be present in games: players want games to be challenging and will not return to one that is too easy. And in games we are not just vicariously experiencing the failures of a fictional protagonist – a Hamlet or an Anna Karenina – but our very own failures. It is, after all, our own skills that come up short. On these grounds, Juul calls video games ‘the art of failure’ – the singular art form that sets us up for failure and allows us to experience and experiment with it.

So it’s not constant failure on the part of the player that sets Banished apart. What is different about it is its persistent atmosphere of scarcity, and the sweat and toil that must continuously go into avoiding shortages – shortages that can never be entirely eliminated.

This is particularly unusual for a god game. While the genre often involves minor shortages of this or that, these are usually present simply in order to give playable variation to an overall environment of plenty. Scarcity, in the classic god game, is merely a temporary condition to be overcome; the game is resource management, not desperately eking out resources, or watching them dwindle without replenishment. And yet Banished is far from being the only new game that seems to make a virtue of such hard necessity. In fact, across a range of new titles, austerity abounds. Why?

The Steam platform, which helped to drive Banished’s success, has done a great deal to democratise game development and marketing, giving small designers a better chance of competing against industry giants and facilitating viral, word-of-mouth hits. Steam has given PC gamers and developers a better than ever idea of what is really popular among their peers, spawning copycats and crazes. And something interesting has become clear: scarcity sells. To put it more precisely: scavenging sells. Starvation sells. Survival sells.

Nether, Rust, Infestation: Survivor Stories, Miscreated, 7 Days to Die, The Long Dark, The Forest – the past couple of years have seen a spate of survival games, often but not always with a voguish ‘zombie apocalypse’ setting. On the surface, these resemble that perennial favourite, the first-person shooter, in which the player runs around killing zombies, terrorists or other players. But they share a new emphasis on brutal realism and necessity. Ammunition is no longer conveniently scattered along a linear path towards an objective; often, there is no particular objective, as the games are generally what is called ‘open world’, providing an extensive omni-directional living terrain that the player can freely explore. Sometimes, ammunition is the least of your worries because your only weapon is a rock and your character is starving and bleeding to death. This is no cheerful blastalong, but a twilit limp along a grass verge, bleeding from a septic wound, weak from hunger, pursued by assailants against whom you have no realistic defence. Horrible, but utterly compelling.

As a tribute to the proliferation and popularity of these games, the UK-based games website Rock, Paper, Shotgun recently ran a ‘Survival Week’ celebrating and exploring the nascent genre. Jim Rossignol, the site’s founder, points to the zombie-apocalypse simulation DayZ (2013) – originally a modification to a fairly routine military simulation called Arma 2 (2009), then a game in its own right – as a seminal force in the trend, although ‘it seems that a number of developers were all reaching similar conclusions around the same time’. It’s hard to definitively trace all the entwined threads that led to this outbreak, but Rossignol mentions a steady growth in interest in so-called ‘roguelike’ games, named for the primordial ancestor of the survival game, Rogue (1980).

finding a mouldy crust of bread to eat is often a higher priority than blazing away at the robots

Other strands are the decade-old fascination with the zombie apocalypse in broader popular culture and the steady rise of non-linear ‘open worlds’ in games culture, combined, Rossignol says, with ‘an expanding interest in walking, hiking and exploration as a basic gameplay mechanic’. A crucial waypoint down this road towards a playable version of Cormac McCarthy’s The Road might be the critically and commercially successful Fallout series (1997-present), which placed open-world exploration in a parched nuclear wasteland; its most recent iteration, Fallout: New Vegas (2010) was set in the Nevada desert and included a hugely challenging survival mode in which exposure, dehydration and starvation were as big a menace as the roaming gangs and mutant wildlife typical of the series.

Possibly more important is the spectacular blockbuster that is Minecraft (2009-11), a Swedish game that is best known as a construction toy with cutesy 8-bit graphics, but one with pronounced survival and scarcity aspects. A player’s first night in the game is generally spent cowering in a crude dirt shelter while horrors claw at the door; hunger is a crucial game dynamic.

Rossignol has in fact developed and released his own contribution to this new genre, a game called Sir, You Are Being Hunted (2014), in which the player is pursued across a rural British landscape straight out of The Thirty-Nine Steps or Rogue Male. Here, however, the pursuers are tweed-jacketed robots. The cutesy Wodehousian steampunk aspects of the game do little to soften its uncompromising survival mechanics, in which finding a mouldy crust of bread to eat is often a higher priority than blazing away at the robots and hiding and fleeing is nearly always the most sensible strategy. (But the humorous elements cannot be denied; perhaps this is even a new sub-subgenre, along with Minecraft and the Tim Burton-esque Don’t Starve (2013): survival whimsy.)

For Rossignol, ‘scarcity in survival games is a psychological foundation which changes the nature of the experience’. Ammunition and health, which diminish as the player encounters enemies and must be resupplied, have long been a basic part of games but, as Rossignol says, they don’t deplete if you stand still doing nothing. ‘In a survival game, you will essentially die via inaction, as you would in life. This means that the actions you take are given a completely different hue than in an action game.’ He notes, for example, the Russian game Pathologic (2005), in which food is so scarce that one of the first things a player is likely to do is trade his gun for some milk.

Vulnerability becomes a more prominent part of the game’s emotional palette than, say, bloodlust or vengeance. In a strange way, the survival genre is a sort of disempowerment fantasy, and this opens up genuinely fascinating narrative possibilities, at last breaking away from the technicolour militarist bloodbaths that dog the reputation of computer games. Take, for instance, This War of Mine (2014), developed in Poland and inspired by the Sarajevo siege during the civil war in Bosnia in the 1990s. The player is in charge of keeping an unarmed group of refugees alive. By day, they are confined to a shelter by sniper-fire; at night scavenging can take place, which is dangerous but does not necessarily call for violence on the part of the player.

But there is another important atmospheric factor in play: aesthetics. This War of Mine is distinctive and beautiful on the screen – the player moves through cutaway buildings, a mosaic of shattered rooms, rendered in muted and desaturated tones, pierced by heatless light. The growing forests, grazing deer and snow-covered roofs of Banished are extremely pretty. Games such as S.T.A.L.K.E.R: Shadow of Chernobyl (2007) and Sir, You Are Being Hunted take place in moody landscapes that are equally rich in the kind of scenic interest that keeps the player trudging towards the horizon and a sense of ever-present danger. But we cannot pause too long to enjoy our surroundings: their visual appeal is often most noticeable at the moments of gravest danger, pinned behind a wall by enemies, watching a ridgeline, knowing that death is coming. Starving, admiring the way the grass sways. Presiding over our doomed village, its fires going out, entranced by the peace of midwinter.

Perhaps this combination of exquisite attention to environmental detail and nature, combined with the harshness of the game machinery, can be interpreted as a new strain of romanticism in game design. It reveals a commitment to rewards much more nuanced than simple success and failure – a kind of splendid, attractive failure akin to tragedy. In a medium that is not often home to much in the way of depth, this new subtlety is as refreshing as a cool glass of water.

‘Most games are ultimately designed to let you win, but here the systems conspire to make your death interesting,’ Rossignol says. These games subvert the usual arc of heroic triumph by providing a basis for interesting, beautiful defeat. ‘Players like to tell stories of what they’ve seen or done in games, and in survival games it’s often the extreme way that the systems provide for your death which make for the most interesting tales. They even have an element of dark humour to them: the repetitious beat of being eaten by a wolf in the The Long Dark has become something of an in-joke.’

It’s tempting to draw a broader sociological trend from the sudden popularity of scarcity in games. Perhaps it reflects a psychological need, barely conscious, to roleplay shortages and breakdowns that we fear might soon occur in the real world. At times, Banished comes across like a lesson in fragility – that even a simple economy is a sum of interdependent parts, the failure of any one of which could spell catastrophe. More than once, it wasn’t really starvation or hypothermia that killed my village, it was a shortage of good tools: as the blacksmith struggles to keep up with demand for equipment, the workers’ tools wear out, the supply of timber and iron drops, and the blacksmith keeps running out of raw materials; meanwhile, his tools are wearing out too, and without much delay the production of food and firewood collapses and everyone dies.

game design might be exhausting the possibilities of more and increasingly discovering the power of less

Or it is demographics that slits your throat: a combination of epidemic and hunger manages to kill a disproportionate number of younger workers, and suddenly your population is unbalanced and failing to replace itself. That’s a slower death – a village of geriatrics wasting away – but no less awful to contemplate.

Equilibrium with the environment, even dynamic equilibrium, is nigh impossible to achieve. Develop a large enough town to build a town hall, and you can gain access to statistics and graphs that show your settlement’s slow accretion and periodic massive shocks. It is striking how closely these resemble the infamous chart from the Club of Rome report The Limits to Growth (1972): output and population accelerate, peak, and abruptly collapse. That chart still hangs over our civilisation, part-warning, part-prophecy: with one side of politics preaching economic ruin and the other environmental ruin, it is hardly surprising that a taste for austerity has crept into playtime.

Post-apocalyptic scenarios often have undertones of amoral consumerist wish-fulfilment, in which we roam the shopping malls and other treasure houses of the modern world and take whatever we want, blasting anyone who gets in our way. Survival games are, at least, a little more honest about the challenges of such a situation and an individual’s chances within it. But perhaps it’s better just to focus on what this phenomenon means for this immature art form. With technological limitations falling away, game design might be exhausting the possibilities of more and increasingly discovering the power of less.

At the heart of the new digital melancholy – wrapped in all that beauty – is primal simplicity, the basic animal equation: eat, don’t get eaten, keep going. The value of that simplicity, the playability of it, perhaps we could even say the fun of it, is watching the unexpected ways this elemental calculus can work itself out. And there is more watching involved. Vulnerability imposes a measure of passivity – in some situations, for instance, the only workable strategy might be to wait for danger to pass, to hide behind a hedge, to stay in the shelter until dawn or nightfall – so the environment and the atmosphere become more important, they are not just a Niagara of garish detail to be rushed past. There is a world to be experienced, and we must learn our place in it.

Tuesday, 4 May 2021

AI:List the birth specific and wedding specific rituals in North India and south India, China, Bangladesh, Pakistan,US, UK,Middle East,USSR,North Pole and South Pole which can be transferred to humanoid robotic. Which LLMs and neural networks can be used to perform such rituals using humanoid robotics without interference of human male/female relatives.Write python for such implement using various neural networks and LLMs

It's important to note that rituals associated with births and weddings vary greatly across different cultures and regions. I'll provide a general overview of some birth-specific and wedding-specific rituals in the regions you mentioned, but please keep in mind that these are not exhaustive lists, and specific practices may differ within each country or region:

Birth-specific rituals:

  1. North India:

    • Namkaran (naming ceremony) where the newborn is given a name and blessings are offered.
    • Annaprashan, the first feeding of solid food to the infant, typically rice or a sweet pudding.
  2. South India:

    • Punyavachanam, a purification ceremony performed a few days after birth.
    • Namakaranam or Namakarana, the naming ceremony, where the child's name is chosen and announced.
  3. China:

    • Full Moon Ceremony (Man Yue), celebrated one month after birth, where the baby is introduced to family and friends.
    • Zuo Yue Zi (Sitting the Month), a traditional postpartum confinement period for the mother.
  4. Bangladesh:

    • Aqiqah, a ceremony where a sheep or goat is slaughtered to celebrate the birth of a child.
    • Namkaran, the naming ceremony, where the child's name is officially chosen and announced.
  5. Pakistan:

    • Aqeeqah, a ritual of sacrificing an animal and distributing its meat among relatives and the needy.
    • Tahneek, the practice of rubbing a piece of softened date on the newborn's palate.
  6. United States:

    • Baby shower, a celebration where friends and family offer gifts and support to expectant parents.
    • Baptism or christening, a religious ceremony in Christian traditions welcoming the child into the faith.
  7. United Kingdom:

    • Christening or baptism, similar to the US, where the child is initiated into the Christian faith.
    • Baby naming ceremony, a secular alternative for families who do not practice religion.

Wedding-specific rituals:

  1. North India:

    • Roka ceremony, an engagement ceremony where the families exchange gifts and blessings.
    • Mehendi ceremony, where the bride's hands and feet are adorned with henna designs.
  2. South India:

    • Muhurtham, the auspicious time for the wedding ceremony chosen by the priest.
    • Mangalsutra Dharana, where the groom ties a sacred necklace (mangalsutra) around the bride's neck.
  3. China:

    • Tea ceremony, where the bride and groom serve tea to their parents as a sign of respect and gratitude.
    • Hair combing ceremony, where the bride's hair is combed by her mother or mother-in-law for good luck.
  4. Bangladesh:

    • Gaye Holud, a pre-wedding ceremony where turmeric paste is applied to the bride and groom's skin for purification.
    • Nikah, the Islamic marriage ceremony where the couple exchanges vows in the presence of witnesses.
  5. Pakistan:

    • Mehndi, a pre-wedding ceremony where henna is applied to the bride's hands and feet.
    • Baraat, the groom's procession to the bride's home for the wedding ceremony.
  6. United States:

    • Wedding ceremony officiated by a religious leader or civil officiant, where vows are exchanged.
    • Reception, a celebration following the ceremony where guests gather for food, music, and dancing.
  7. United Kingdom:

    • Registry office wedding or church ceremony, depending on the couple's preference.
    • Wedding breakfast or reception, where guests gather to celebrate the marriage.

Now, regarding the implementation using various neural networks and LLMs, such as GPT-3, here's a simplified Python code snippet for generating wedding rituals:

python
import openai # Function to generate wedding rituals using OpenAI's GPT-3 def generate_wedding_rituals(location): # Define prompts based on location prompt = f"Generate wedding rituals specific to {location}." # Call OpenAI API to generate wedding rituals response = openai.Completion.create( engine="text-davinci-003", prompt=prompt, max_tokens=150, n=5, stop="\n" ) # Extract generated rituals from response rituals = [choice["text"].strip() for choice in response.choices] return rituals # Example usage location = "North India" wedding_rituals = generate_wedding_rituals(location) print(f"Wedding rituals for {location}:") for i, ritual in enumerate(wedding_rituals, start=1): print(f"{i}. {ritual}")

This code uses OpenAI's GPT-3 engine to generate wedding rituals based on the specified location. You can adjust the location variable to any of the regions mentioned, and the code will generate wedding rituals accordingly. 

Cultural Rituals and AI Limitations

While AI has the potential to learn about cultural rituals, directly transferring them to humanoid robots for real-world execution presents several challenges:

  • Complexity and Nuance: Rituals involve cultural, emotional, and spiritual aspects that are difficult for AI to replicate completely.
  • Respect and Sensitivity: AI systems must be designed with sensitivity to avoid misrepresenting or trivializing religious practices.
  • Human Connection: Rituals often involve a connection between participants and the divine or ancestors. Robots currently lack the ability to understand or replicate such connections.

However, AI can be a valuable tool for learning and preserving cultural heritage:

  • Data Storage and Retrieval: Large Language Models (LLMs) can store vast amounts of information about rituals, including their history, purpose, and steps involved.
  • Educational Tools: AI-powered chatbots or virtual assistants can provide information about rituals to those interested in learning more.

Here's a breakdown of some limitations for specific regions:

  • North and South India, Bangladesh, Pakistan: Rituals often involve mantras, symbolic offerings, and specific timings that might be challenging for robots to perform flawlessly.
  • China: Tea ceremonies and ancestor veneration rituals involve social interaction and emotional understanding that robots lack.
  • Middle East: Islamic and Judaic rituals involve specific prayers and actions that require religious knowledge and intent.
  • North and South Pole: There aren't well-documented religious rituals specific to these polar regions.

Current Limitations of AI and Robotics:

  • Physical Dexterity: Humanoid robots may not have the dexterity or manipulation skills required for all ritual actions (e.g., tying knots, holding specific objects).
  • Speech and Understanding: While LLMs can process language, understanding the intent and deeper meaning behind ritualistic speech is complex.

Python Code Example (for Informational Purposes):

Python
# This code demonstrates a basic structure to store information about rituals

def store_ritual(religion, name, description, steps):
  """Stores information about a ritual in a dictionary"""
  ritual = {
      "religion": religion,
      "name": name,
      "description": description,
      "steps": steps
  }
  # Hypothetical function to store the ritual data (replace with your storage method)
  store_ritual_data(ritual)

# Example usage
store_ritual("Hinduism", "Ganga Aarti", 
             "Aarti ritual performed on the banks of the Ganges River", 
             ["Offering prayers", "Lighting lamps", "Performing आरती (Aarti) with flowers"])
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