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There was a craft fair nearby so I stopped in and man, these are always a little depressing, aren't they? Part of the issue is just that most of the people making things at craft fairs are not very good at it, and anyhow the things they're bad at the same things everyone else is making, because those are the things that are cheap and easy. But that's not exactly it -- there was some decent stuff there!
The problem is that crafts are mostly durable goods designed for a functional or display purpose, so they aren't even worth zero dollars unless they fill those needs better than what you already have. And naturally this a set that you hone over the course of your life, so it gets progressively harder for new things to enter into it, like there is always someone at these things who sells nice wooden bowls, and I have bought them in the past, but how many wooden bowls does anyone actually need? And so even the well-made things are hard to imagine buying, just because, like, I already have this. Artisanal crafting of durable goods equilibriates with demand at a level where customers initiate contact and everything costs 10 times this much money, so it's awkward. (At this event people were mostly still still trying to make real things, but often this type of thing gradually degrades to a focus on gifts, where salability depends on superficially "giftlike" qualities and the burden of finding a place for it all falls on the recipients, who entomb things in the dark recesses of their china hutches, to see the light of day only when the gift-giver visits.)
I actually like to support these events on principle, but not to the point of buying stuff that takes up space. Traditionally the answer to this dilemma is "soap" or some kind of mid-tier snack, but it was pretty slim pickings this time around. Interestingly there were a lot of people selling stickers, which are kind of a similar space. There are some pretty good stickers but I do not really have the cultural positioning that permits me to cover laptops with them, which as I understand it is their intended use. If I were young I might go for it but you have to be trying to signal that you're at least two of young, trans, and a 1990s Hollywood cyberhacker, so, alas.
Pottery is interestingly in the middle. It's cheap enough that you can buy artisanal pottery a lot and use it every day, and if you use it every day it will break, so theoretically it's totally viable as a continuing low-end market! The problem in this case is just that most potters are not very good at it, and I have apparently unconventional positions on what size and shape earthen dishware ought to be. As a secondary factor, the post-pandemic remote work and office hotelling arrangements have decreased the market for breakable mugs, because either you're at home with less redundant dishware or you're at work but have to cart everything around in a way that bodes ill for earthenware. I have a metal work mug now, like a cowboy!
Anyway, all this makes me think we need more religious icons, just as a social subsidy to craft fairs. You know like when we find some prehistoric culture and there's no record of them except middens full of broken pieces of weird ritual rods, so we call them the Weird Ritual Rod Culture? I don't know what's up with that but clearly that was a good hustle: religious icons serve metaphorical/metaphysical functions, so the metaphysical property of "made by an artisan who lives near you" has more practical value there than it does for, like, salad tongs.
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When you're right, you're right.
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I've seen multiple people on Twitter complaining about YIMBYs not supporting rent control despite ostensibly wanting to make rents lower.
And of course the reply is all the standard arguments against rent control, but it got me thinking, maybe there is a synthesis here.
Modest proposal: Rent control, but it only applies to housing that's below the density limit for its zone.
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This is basically the Lizardman Constant of prediction markets.
interesting article pointing out something obvious i hadn't realized- since it's annoying and inconvenient to get money into polymarket, but quick and easy to shuffle it around once it's in, every market is also kind of a bet on how much trading people will want to do in any market before the resolution
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This song has single-handedly taken over my life and it’s only been like a week
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Pokemon challenge videos on Youtube: After retrying for hours and considering dozens of options, I've finally found the one line that gets me through this fight.
Actually playing the Pokemon games: Lass Katelyn wants to battle you with her three Lvl 5 Bidoofs. There are 50 more of her before you can get to the next gym.
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George Orwell's Politics and the English Language seems to me both timeless and dated. A lot of the ideas hold up, but consider one of the hypothetical passages he presents:
While freely conceding that the Soviet régime exhibits certain features which the humanitarian may be inclined to deplore, we must, I think, agree that a certain curtailment of the right to political opposition is an unavoidable concomitant of transitional periods, and that the rigours which the Russian people have been called upon to undergo have been amply justified in the sphere of concrete achievement.
I can't really imagine any notable political writing today sounding like that. First, it's not exactly the sort of language that goes viral on social media.
Second, if a political hack wants to downplay facts they find inconvenient, why would they even bring them up at all? Usually they'll just talk about something else instead, or find a different way to frame the issue that makes the inconvenient facts less salient.
Okay, I guess I can imagine two contexts for this sort of language:
Someone being cornered in a debate and forced to answer a question they have no good answer to.
A newspaper feeling that their journalistic integrity demands that they include a reference to the inconvenient facts, but burying the lede four paragraphs under a headline that says the opposite.
But it's not a central example of what political writing is like today.
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The obvious solution is to make the election have multiple rounds, with whoever gets the most votes in each round being eliminated. Like American Idol or Survivor.
last past the post voting system: whoever gets the least votes wins.
advantages: people hate politicians. while someone might be hard-pressed to find a politician they like and will willingly vote for, finding a politician you hate and will happily vote against is much easier.
disadvantages: the winner of most elections will be some rando who registered as a candidate as part of a drunken bet, which is probably not a great qualification for holding office.
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Fortunately no one actually reads email with their eyes anymore, they just shout "Computer! Summarize my latest messages!"
wondering how fucked up and evil email (as a protocol/spec) has become during star trek times
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Fun nerd-sniping puzzle found on X.
Actually not that hard once you think about it right.
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Sure, otherwise what is a "cheat code" for?
*for the sake of this question, playing a game by yourself and later comparing your results with other people (e.g. a speedrun leaderboard) is not considered a single-player game
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Ayn Rand novel about crypto: Atlas Rugged
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It's often noted, in discussions of the Death Note anime, that it's much weaker than the manga in its rendition of post-timeskip events partly for pacing reasons: the pre-timeskip parts of the anime adapt ~6.5 manga-volumes in 25 episodes, while the post-timeskip parts adapt ~5.5 in 12 episodes, so a lot more important detail-work is lost and the whole thing ends up feeling kind of perfunctory.
Much less often noted as far as I've seen, but nonetheless also true, is that the Death Note anime removes some important characterization-nuance from Light, starting right near the beginning, whose presence elevates the manga to be substantially better than the anime even before the time-skip.
In particular: the Death Note manga is, at its core, a tragedy in classic "character who has everything falls into ruin due to a fatal personal flaw" style. Light is a brilliant student who, in the future ahead of him, has the potential to do practically whatever he wants. He's driven to ruin by the fatal flaw of unwillingness to admit, either to others or to himself, when he's made a mistake. This flaw is an essential piece of his characterization, in the manga. And the anime pretty much entirely skips over it.
As portrayed in the manga, Light's decision to become Kira—which ultimately leads to his downfall—is made in the following way. First, he finds the Death Note, and is led by morbid curiosity to write a name in it, killing someone. Then, still not really believing it, he kills a second person too. At which point it hits him that he's killed two people. And at that point, after a viscerally-horrified breakdown about what he's done, the inability to admit mistakes kicks in, and he proceeds to rewrite his own value-system such that it yields the result that killing those people was actually okay, and in fact morally good. Because the alternative would be for him to acknowledge himself as having made a terrible mistake, and that, more than anything else, is something he's unwilling to do if he can see any other option at all. And then, having convinced himself that those two murders were good, he proceeds to reason that, if they were good, then doing more like them is good; and thus he becomes Kira, leading eventually, far down the line, to his ruin. The anime, by contrast, substantially deemphasizes this flaw of his, portraying him as much more calmly put-together through that series of events and thus making him come across as having been tempted in becoming-Kira-ward directions all along.
Similarly, in the anime, when Light leaks a bunch of information to L about his identity by using non-public information acquired via police channels, he declares that actually this was deliberate as a means of baiting L out so he can kill him, and the anime presents this declaration pretty uncritically. The manga, by contrast, presents it as an extension of that same character-flaw: Light is unwilling to admit to having actually just straightforwardly messed up, and therefore makes up a new plan to view himself to have been following-all-along, thus leading him to take more risks in his game against L going forward and thus, once again, helping him along the path to ruin.
Et cetera.
Compared with the manga, then, the anime's version of Light's characterization ends up less interesting. And, moreover, it introduces a plot hole, when the Yotsuba arc comes around! It makes it much less clear why an amnesiac Light would be so straightforwardly aligned against Kira. In the manga, this is pretty clear: a Light who never killed anyone wouldn't have rewritten his values to consider killing people to be good, and therefore would look at Kira as straightforwardly evil. And, in fact, his amnesiac self has trouble taking the possibility of his having been Kira previously, even as the evidence starts building up, because becoming Kira would be a mistake according to his value-system of the moment, and this leaves him having a very hard time contemplating the possibility of its having in fact happened! Whereas the anime, by deemphasizing Light's big flaw, makes his amnesiac-self's differences from the way he is for most of the story up to that point come across as much more out-of-nowhere, much less narratively well-founded.
So, overall, the people who talk about the Death Note manga as superior to the anime specifically post-timeskip strike me as somewhat understating things. The manga is superior to the anime pre-timeskip, too, via that extra layer of characterization and a resulting improvement both in character-interestingness and in plot-coherence. And thus I consider the manga to be very much the definitive version of Death Note from start to finish, despite the anime's relatively-higher popularity.
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As someone who frequents gaming subreddits, I'm very sympathetic to the view that gamers are entitled.
But "game prices are low because gamers are entitled" is the same sort of non-explanation as "grocery prices are going up because companies are greedy". There have to be structural reasons for why greed prevails in some cases but not others.
In gaming, it's pretty clear. We have:
A huge number of available games, published by different companies that set their prices independently of each other.
Unlimited supply and approximately zero per-unit marginal cost of each game.
Those factors are recipes for a buyer's market, where gamers are free to be entitled and developers have to deal with it. If an individual developer decides to charge more, their game gets sorted to the bottom of a Steam wishlist with a hundred games on it.
And if you compare to the other entertainment categories from the original post, clearly the same factors don't apply.
Concert and movie tickets don't have unlimited supply, since they're tied to a physical venue.
There are fewer streaming sites than game developers, and streaming sites have reasonably high marginal costs for network bandwidth
Also interesting to note that live service games don't have the same factors of competition with regards to pricing - if you've been playing one game for years, there is only one seller for its microtransactions. And therefore, the prices for single items in live service games can be a lot higher than the prices of entire games on Steam.
You owe me your money, entitled gamer!
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It's interesting how people sometimes use "mediocre" to mean "of average quality (derogative)" and sometimes to mean "of substantially below average quality".
I guess it was originally applied in contexts where, as the saying goes, 90% of everything is crap. If 90% of everything is crap, to say that something is of average quality is to say that it is bad.
But then there are other contexts where 90% of stuff is good, where to say something was average would not be to say that it was bad. And in these contexts people still say "mediocre" to mean "bad", keeping the connotations of its original use but straying from the original literal meaning.
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420BLAZEIT2 is a really weird cultural artifact.
The game it's based on, Game of the Year 420 Blaze It, was made for a one-week game jam in 2014. It's a first-person shooter made entirely of stock assets that takes about 10 minutes to beat, and is entirely based around the "montage parody" memes that were popular at the time.
The sequel, which came out ten years later, is a Steam release with a campaign spanning ~4 hours and over a dozen levels. It has custom mechanics, secret challenges and unlockables, a story that is at least somewhat coherent.
You can't build an entire game of that scope around a meme that has been dead for ten years, so it branches out into a wider variety of memes from all the intervening time. There's Naruto-running into Area 51, a boss fight against Dhomas the Dank Engine, and gambling all your money on meme stocks.

But most of the levels are just taking a stereotypical action set piece - a car chase, a prison break, a zombie apocalypse - and doing it in a really meme-y way.
It definitely has a lot more "balance" and "good game design" than the original, but I think that makes it worse as a conduit for memes. Some encounters are fairly challenging, and that makes me lock in and play more optimally.
Since this is mechanically a tactical first person shooter like Half Life or F.E.A.R or whatever, that means hiding behind corners taking potshots and scrounging for every medkit you can find, which is not exactly a very meme-y playstyle.
I guess my overall critique is, the first game focused hard on one thing and did it well, while the sequel does a lot more things but lacks that focus.
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Ender's Game (novel)
Is Ender Wiggin (pictured above as the little brother from Malcolm in the Middle) guilty of xenocide?
Actually, let's first answer a different, but related, question:
What game does the title "Ender's Game" refer to?
It's not as simple a question as it seems. There are three games that have a prominent role in the plot, all very different from one another.
The obvious answer is the Battle School zero-gravity game, where teams of competitors play glorified laser tag in a big empty cube. In terms of page count, most of the book is dedicated to this game. It's also the game depicted on the cover of the edition above.
Yet this game vanishes during the story's climax, when Ender is given a new game to play, a game he is told is a simulator of spaceship warfare. This "game" turns out to not be a game at all, though; after annihilating the alien homeworld in the final stage, Ender learns that he was actually commanding real ships against real enemies the whole time, and that he just singlehandedly ended the Human-Bugger war forever via total xenocide of the aliens. This is both the final game and the most consequential to the plot, despite the short amount of time it appears.
There's also a third game, a single-player video game Ender plays throughout the story. The game is procedurally generated by an AI to respond to the player's emotional state, and is used as a psychiatric diagnostic for the players. Of the three games, this is the one that probes deepest into Ender's psyche, that most defines him as a person; it's also the final image of the story, as the aliens build a facsimile of its world in reality after psychically reading Ender's mind while he xenocides them.
Because all three games are important, the easiest answer might be that the question doesn't matter, that the story is called Ender's Game not to propose this question at all but simply because the technically more accurate "Ender's Games" would improperly suggest a story about a serial prankster.
Fine. But why does the title use the possessive "Ender's" at all?
He does not own any of these games. He did not create them. He does not facilitate them. All of these games, even the simulator game, predate his use of them as a player, were not designed with him in mind, were intended to train and assess potential commanders for, ostensibly, the hundred years since the last Human-Bugger war.
It's in this question that we get to the crux of what defines Gamer literature.
These games are Ender's games because he dominates them into being about him. He enters a rigidly-defined, rules-based system, and excels so completely that the games warp around his presence. In the Battle School game, the administrators stack the odds against Ender, thereby rendering every other player's presence in the game irrelevant except in their function as challenges for Ender to overcome. The administrators acknowledge this in an argument among themselves:
"The game will be compromised. The comparative standings will become meaningless." [...] "You're getting too close to the game, Anderson. You're forgetting that it is merely a training exercise." "It's also status, identity, purpose, name; all that makes these children who they are comes out of this game. When it becomes known that the game can be manipulated, weighted, cheated, it will undo this whole school. I'm not exaggerating." "I know." "So I hope Ender Wiggin truly is the one, because you'll have degraded the effectiveness of our training method for a long time to come."
In this argument, Anderson views the game the way games have been viewed since antiquity: exercises in acquiring honor and status. This honor is based on the innate fairness inherent to games as rule-based systems, which is why in ancient depictions of sport the chief character is often not a competitor but the host, who acts as referee. In Virgil's Aeneid, for instance, the hero Aeneas hosts a series of funeral games (the games themselves intended as an honor for his dead father). Despite being the principal character of the epic, Aeneas does not compete in these games. Instead, he doles out prizes to each competitor based on the worthiness they display; his fairness marks him symbolically as a wise ruler. The Arthurian tournament is another example, where Arthur as host is the principal character, and the knights (Lancelot, Tristan, etc.) who compete do so primarily to receive honors from him or his queen.
In Ender's Game, it is the antagonistic figure Bonzo Madrid who embodies this classical concept of honor; the word defines him, is repeated constantly ("his Spanish honor"), drives his blistering hatred of Ender, who receives both unfair boons and unfair banes from the game's administrators, who skirts the rules of what is allowed to secure victory. Bonzo is depicted as a stupid, bull-like figure; his honor is ultimately worthless, trivially manipulated by Ender in their final fight.
Meanwhile, it's Ender's disregard for honor, his focus solely on his namesake -- ending, finishing the game, the ends before the means -- that makes him so valuable within the scope of the story. He is "the one," as Anderson puts it, the solipsistically important Gamer, the Only I Play the Game-r, because the game now matters in and of itself, rather than as a social activity. In the Aeneid and in Arthur, the competitors are soldiers, for whom there is a world outside the game. Their games are not a substitute for war but a reprieve from it, and as such they are an activity meant to hold together the unifying fabric of society. The values Anderson espouses (status, identity, purpose, name) are fundamentally more important in this social framework than winning (ending) is.
Ender's game, as the Goosebumps-style blurb on my 20-year-old book fair edition's cover proclaims, is not just a game anymore. Its competitors are also soldiers, but the game is meant to prepare them for war; the spaceship video game is actual war. And as this is a war for the survival of the human race, as Ender is told, there is no need for honor. The othered enemy must be annihilated, without remorse or mercy.
This ethos of the game as fundamentally important for its own sake pervades Gamer literature beyond Ender's Game. In Sword Art Online (which I wrote an essay on here), dying in the game is dying in real life, and as such, only Kirito's ability to beat the game matters. Like Ender, Kirito is immediately disdained by his fellow players as a "cheater" (oh sorry, I mean a "beater") because he possesses inherent advantages due to being a beta player. In an actual game, a game that is only a game, Kirito's cheat powers would render the game pointless. What purpose does Kirito winning serve if he does it with Dual Wielding, an overpowered skill that only he is allowed to have? But when a game has real stakes, when only ability to win matters, it is possible to disregard fairness and see the cheater as heroic.
This notion of the "cheat power," a unique and overpowered ability only the protagonist has, is pervasive in post-SAO Gamer literature. To those for whom games are simply games, such powers can only be infuriating and obnoxious betrayals of the purpose of games; to those for whom games mean more than just games, for whom games have a primacy of importance, these powers are all that matter.
That's the core conceit of Gamer literature: the idea that the Game is life, that winning is, in fact, everything.
What sets Ender's Game apart from Sword Art Online is that it creates the inverted world where the Game matters above all, but then draws back the curtain to reveal the inversion. The Buggers are, in fact, no longer hostile. They are not planning to invade Earth again, as Ender has been told his entire life. The war, for them, is entirely defensive, and Ender is the aggressor. And due to Ender's singleminded focus on Ending, on winning, on disregarding honor and fairness, he ultimately commits the xenocide, erases an entire sentient species from existence. He wins a game he should never have been playing.
The obvious counterargument, the one I imagine everyone who has read this book thought up the moment I posed the question at the beginning of this essay, is that Ender did not know he was committing xenocide. The fact that the combat simulator game was not a game was withheld from him until afterward. Plus, he was a child.
Salient arguments all. Ones the book itself makes, via Ender's commander, Graff, to absolve him of sin at the end. They're probably even correct, in a legal sense (I'm not a legal scholar, don't quote me), and in a moral sense. In real life, it would be difficult to blame a 10-year-old in those circumstances for what he did. But in the thematic framework of Ender's Game the book, these arguments are completely inadequate.
Ender has been playing a fourth game the entire story. And this is the only game he doesn't win.
A game is defined by its system of control and limitation over the behavior of the players. A game has rules. His whole life, Ender has been playing within the rules of the system of control his military commanders place upon him.
Their control extends even before he was born; as a third child in a draconian two-child-only world, his existence is at the behest of the government. Graff confirms this to Ender's parents when he recruits him to Battle School: "Of course we already have your consent, granted in writing at the time conception was confirmed, or he could not have been born. He has been ours since then, if he qualified." Graff frames this control utterly, in terms of possession: "he has been ours." He does not exaggerate. Since Ender was young, he has had a "monitor" implanted in his body so the army could observe him at all times, assess whether he "qualifies"; even the brief moment the monitor is removed is a test. "The final step in your testing was to see what would happen when the monitor came off," Graff explains after Ender passes the test by murdering a 6-year-old. Conditions are set up for Ender, similar to the unfair challenges established in the Battle School game; he is isolated from his peers, denied practice sessions, held in solitary confinement on a remote planetoid. It's all in service of assessing Ender as "the one."
Ender wins this game in the sense that he does, ultimately, become "the one" -- the one Graff and the other military men want, the xenocider of the Buggers. He fails this game in the sense that he does not break it.
The other three games Ender plays, he breaks. Usually by cheating. In the single-player psychiatry game, when presented with a deliberately impossible challenge where a giant gives him two glasses to pick between, Ender cheats and kills the giant. "Cheater, cheater!" the dying giant shouts. In the Battle School game, Ender is ultimately confronted by insurmountable odds: 2 armies against his 1. He cannot outgun his opponent, so he cheats by using most of his troops as a distraction so five soldiers can sneak through the enemy's gate, ending the game. At the school, going through the gate is traditionally seen as a mere formality, something done ceremonially once the enemy team is wiped out (there's that honor again, that ceremony), but it technically causes a win. Even Anderson, the game's administrator, sees this as a breach of the rules when Ender confronts him afterward.
Ender was smiling. "I beat you again, sir," he said. "Nonsense, Ender," Anderson said softly. "Your battle was with Griffin and Tiger." "How stupid do you think I am?" Ender said. Loudly, Anderson said, "After that little maneuver, the rules are being revised to require that all of the enemy's soldiers must be frozen or disabled before the gate can be reversed."
(I include the first part of that quote to indicate that Ender all along knows who he is really playing this game against -- the administrators, the military men who control every facet of his life.)
Ender beats the war simulator game in a similar fashion. Outnumbered this time 1000-to-1, he uses his soldiers as sacrifices to sneak a single bomb onto the alien's homeworld, destroying it and committing his xenocide. Ender himself sees this maneuver as breaking the rules, and in fact falsely believes that if he breaks the rules he will be disqualified, set free from the fourth game: "If I break this rule, they'll never let me be a commander. It would be too dangerous. I'll never have to play a game again. And that is victory." The flaw in his logic comes not from whether he's breaking the rules of the game, but which game he is breaking the rules of. It's not the fourth game, Ender's game, but the war simulator game, simply a sub-game within the confines of the fourth game, a sub-game the fourth game's administrators want him to break, a sub-game that gives Ender the illusion of control by breaking. When Ender tells his administrators about his plan, the response he receives almost taunts him to do it:
"Does the Little Doctor work against a planet?" Mazer's face went rigid. "Ender, the buggers never deliberately attacked a civilian population in either invasion. You decide whether it would be wise to adopt a strategy that would invite reprisals."
(And if it wasn't clear how much the administrators wanted him to do this all along, the moment he does it, they flood the room with cheers.)
Ender wins his games by cheating -- by fighting the rules of the game itself -- and yet he never cheats at the fourth game, the game of his life.
In this fourth game, he always plays by the rules.
In the inverted world of Gamer lit, where games define everything, including life and death, it's a common, even natural progression for the Gamer to finally confront the game's administrator. Sword Art Online ends when Kirito defeats Akihiko Kayaba, the developer. In doing so, Kirito exceeds the confines of the game, not simply by ignoring its rules and coming back to life after he's killed, but by demonstrating mastery against the game's God. Afterward, Sword Art Online truly becomes Kirito's Game, with nobody else able to lay claim to the possessive. Kirito demonstrates this control at the end of the anime by recreating Sword Art Online's world using its source code, completing the transition into a player-administrator.
(Though I wonder, how much of a class reading could one give to this new brand of Gamer lit? If classical games were told from the perspective of the one who controlled them, then is there not something innately anti-establishment in Kirito overcoming the controller? This is the gist of many other death game stories, like The Hunger Games, though none of them may be the most sophisticated takes on the subject, more empty fantasy than anything else.)
Ender never fights or defeats his administrators. He never even tries, other than rare periods of depressive inactivity. He doesn't try even though the option is proposed to him by Dink Meeker, an older student whom Ender respects:
"I'm not going to let the bastards run me, Ender. They've got you pegged, too, and they don't plan to treat you kindly. Look what they've done to you so far." "They haven't done anything except promote me." "And she make you life so easy, neh?" Ender laughed and shook his head. "So maybe you're right." "They think they got you on ice. Don't let them." "But that's what I came for," Ender said. "For them to make me into a tool."
Instead, Ender finds comfort in the control exerted on his life. When sent to Earth on leave, he seeks out a lake that reminds him of living in Battle School.
"I spend a lot of time on the water. When I'm swimming, it's like being weightless. I miss being weightless. Also, when I'm here on the lake, the land slopes up in every direction." "Like living in a bowl." "I've lived in a bowl for four years."
Because of this, Ender never cheats against Graff. He could; Graff states several times that Ender is smarter than him, and the fact that they have Ender fighting the war instead of Graff is proof he believes it. But Ender never considers it. He never considers gaming the system of his life.
If Gamer literature emphasizes the inversion of the world order, where games supersede reality in importance (and, as in Sword Art Online, only through this inverted order is one able to claim real power by being a Gamer), then Ender's Game acknowledges both sides of the inversion. For Ender, the games he plays are not simply games anymore. The psychology game, the Battle School game, the war simulator game; all of these he must win at all costs, even if it requires disrespecting the foundational purpose of these games. But his real life? Ender wants that to be a game, craves it to be a game, can't live unless the walls slope up around him like a bowl, can't stand it unless there is a system of control around him. He does what Graff tells him, even though he recognizes immediately that Graff is not his friend, that Graff is the one isolating him from others, rigging things against him. He does what Graff tells him all the way up to and including xenocide, because Ender cannot tell game from real life. That's the core deception at the end: Ender is playing a game that's actually real and he doesn't know it -- or refuses to acknowledge it, since nobody has ever tricked the genius Ender before this point.
Actually, that's not true. They tricked him twice before. Ender twice attacks his peers physically, with brutal violence. The administrators conceal from him that he murdered both his foes; he simply thinks he hurt them. The only way to trick Ender is to do so in a way that insulates him from the consequences of his actions. The only way he will allow himself to be tricked.
So, is Ender guilty of xenocide?
Under it all, Ender believes he is.
The dying Buggers, after reading Ender's mind, recreate the psychology game in the real world. The story ends when Ender finds this recreation, yet another blurring of the lines between game and reality.
The psychology game is different from the other games Ender plays, because nobody expects him to win it. Its purpose is not to be won, simply to assess his mental health. Yet Ender approaches it like the other games, cheats at it and systematically kills all his enemies until he reaches a place called The End of the World. (Another End for Ender.) His drive to win, to dominate, does not come solely from the pressures of the system around him, but from deep within himself, which is what Ender fears the most. But it is here, at The End of the World, where Ender finds atonement, both in the game and in the game-made-real. In the game, he kisses his opponent instead of killing them, and reaches a resolution he is happy with. He stops playing the game after doing this, though the game seems to continue (when an administrator asks him why he stopped playing it, he says "I beat it"; the administrator tells him the game cannot be beaten). It is through this act of love that Ender can escape the game-like system of control that puppeteers him no matter how smart and clever he is or thinks he is.
In the game-made-real, Ender finds his atonement in the same place, The End of the World. The Buggers left for him here, in this place that they (reading his mind) understood as the location of his mercy and compassion, an egg that can repopulate their species. Through this egg, Ender is given the chance to undo his xenocide. But that chance is also contingent on what The End of the World means to Ender, an end to the game, not simply the games he plays but the fourth game, the game of his life. Ender's Game.
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