Tumgik
#you would not believe the amount of emotional amnesia that can fit in this bad boy.wait meme time
sycamoretower · 2 years
Text
(since this blog is just for my thoughts and i pretty much don’t expect anyone to follow it: i think it would have been very easy for me to ignore any signs of being a system that i had (which i did not notice as signs until i was 19) considering both a spiritual background and my general habit of dismissing things that i experience in my brain as “just things that happen” . like yeah just would not have questioned the fact there was a 2,000+ year old .... being talking to me while i prepared dilly bars or something?? (or was it just putting cones away... idk i was at work)
1 note · View note
project-paranoia · 3 years
Text
Live Watch: Guardian  Episode One, Part One
It's Guardian!  The show that got me interested in this genre!  I love spooky things and I love mysteries and fantasy!  I simply adore it so much!  When I can't sleep I just put on a playlist of Guardian in the background.  I was aware of censorship before - every country has some version of it, but to some degree this was my first deep dive into how it might effect a piece of media.  Guardian is exceptionally acted and incredibly written, as well as suffering from obvious dubs where the dubbing voice actor sounds nothing like the previous actor and odd cuts that are disrupted.  In some ways it's the little drama that could fighting its way past their studio going bankrupt while they were filming, reshoots, and being taken down and altered several times.
In some ways Guardian's struggle fits the spirit and aesthetic of the show. Worn in like an old pair of jeans but still making an effort.  Putting emphasis where things count and hoping the kindness of the universe will make allowances for the rest.  Attention to detail where the story really matters.  It has the charm of a community production put on out of love with actors and crew who would not be anywhere else in the world for any amount of money.  That feeling of love comes through, and whether or not I'm barely literate I have so many words to share.
Part of why I love it as well is it has that feeling of 80s and 90s fantasy, like Moomin, Xena or Condor Heroes. Everything feels lived in, nothing's been spit shined except for Shen Wei's suits. It's an old city street of a show, it has history and character built in. 
*After all that I don't know that I have a tonne to say about the intro.  It's very good but it's also full of spoilers.  I think having the intro song be in English does make a difference in making it appealing to English speaking audiences as well as standing out as different and interesting, which the show is. Speaking of Spoilers!  Spoilers below!
* The obligatory beginning narration is beautifully animated, I have another post that will be done some time before the heat-death of the universe talking about the fascinating world building options.  Unlike some Make It SciFi plots, this one has legs and implications.
* Remakes rarely are able to meet the original on equal ground - and I struggle to believe the actors would Fit as well - but part of me really wants to have a chance to have the Dixingren worldbuilding really leaned into.  The writing is good enough we get implication but no real follow through.  I want fifty episodes of how Dixing functions, give me more pseudo-science behind the mutations, what are the biological differences.  I'm hungry for more!
* I love the cameos of later characters, and the way there was some effort to be discrete with spoilers.
* It's Ya Boy!  I love Shen Wei.  With that music cue and that sinister turn around they really set him up as dubious.  I wish they went with something a little different with the intro so his character wasn't spoiled.  The writing, directing, and acting was so good and spoiling who Shen Wei is kind of took the teeth out of that.
* Also cheers to the costume designer who outfitted Zhu Yilong so well and made him look jacked with the fit of those clothes.
* Also you can tell this is a real university because the staff has to sit in tiny student chairs.  I'm not joking, please be warned if you're going into academia.  Unless you have tenure life is An Adventure - and even then.
* Also shout out to Shen Wei's Prized Cabbage and the Queen of our hearts, Li Qian.  Why is this actress not in more things?  She has such an expressive and lovely face and she really goes all the way in with her acting.  I respect an artist that acts from their chest. Also that windbreaker, white skirt combo is chic and fun all at once, it draws the eye and makes her melt into the background all at once - perfect for the character.  I love her so much.
* Here's another one of Shen Wei's coats, it's a lovely color for him but it also is so thin that it looks like it crinkled up just from being worn.
* I'm being distracted by details and missing plot stuff.
* Story of my life.
* I love Li Qian hovering along behind Shen Wei like a duckling following their mother.  A) Mood and B) it quietly informs their dynamic.  Shen Wei has like one person he can trust but no one he can really confide in and it's the same for Li Qian. A ship will find a port in a storm and Shen Wei has Big Da-ge Energy. My fanfic heart hopes they found comfort in the pseudo familial relationship with each other while it lasted.
* Even in episode one we receive foreshadowing, we love and respect some excellent writing.  For those of you who missed it - Professor Ouyang is talking about Lin Jing who I love partially because he's so outrageous large but has the total opposite of intimidating energy.  
* What did they feed you Lin Jing? He is so tall and wide, but they do a lot with camera work to try to make him not quite as big.  Side note, I would really love to see the actor who plays Lin Jing (Liu Minting) both in more dramas but more specifically in a role where he was like a minister or scholar - someone intellectual.  I think the combination of being such a big gentleman and also someone who like plots or plans would be really dynamic if it was written well.  
* Also I like the exchange where without a word Professor Ouyang indicates he has one last thing to say, it's private and that he would like Shen Wei to ask Li Qian to leave. That's What You Can Do With Good Actors!
* Li Qian is just so pretty and the actress emotes so well!
* Shen Wei totally understanding what's going on with this shady research immediately and wanting to stay as far away as possible.  We see one of the first examples of him being aggressively polite to remove himself from a situation.
* "i'M jUST aN oRDINARY sCHOLAR." No one buys it Shen Wei.
* Angy Thinking Face
* One thing the show is really good at is using establishing shots really well so you always know where everything is and everything is going
* Guo Changcheng, all around good boy and angel.  We stan a nervous legend
* Zhou Yunlan Arriving.  Why is everyone on this show an Absolute Legend
* Guo Changcheng protecting himself with his certificate is too cute.  This young man is trying his best and I support him.
* Also that coat is Young, Pure, Stylish; I love it
* Zhao Yunlan, what's wrong with you? You are amazing!
* His irreverent style and disregard of usual policy makes him fit in really well with his band of misfits and special cases
* Guo Changcheng's OO face is too good, elastic face
* Da Qing my love!
* Jin Ling, I think he has an all seeing eye on his hoodie thing. Illuminati Confirmed.
* Also they filmed the shots so well, so you always know where everyone is in relation to everyone else
* Our Prized Cabbage!  I love her!
* Great handheld work: shaky and unhinged, but not migraine inducing
* Foreshadowing in the form of a shadow and reaching for the necklace
* Da Qing's cat behaviours. I really want behind the scenes of the actor discussing how cat was he going to cat
* We get our first real example of how Zhao Yunlan doesn't feel safe emoting negatively and so he uses a super sunny mask to hide his feelings, except with Da Qing who he lets his anger show with because he trusts him.
* I'm not even halfway through and I've written so much, peace and blessings to the readers of this.
* Zhao Yunlan's swagger, after his childhood having a little power must feel comforting and good
* I love how Da Qing is talking as a cat less than a meter from the medical examiner.  Does the examiner not care or does he know?  Is he deaf?
* Harassing Guo Changcheng is the new team sport
* Zhao Yunlan Realises Something Music
* Also, Lollipop Measurement
* It's nice to see Zhao Yunlan just being himself with Da Qing, he's able to really be honest and genuine with him
* Slow Look Moment
* This moment is so fascinating!  Shen Wei doesn't know what's going on yet.  He just sees an old friend who winces when he sees him and disappears.  We mostly see things from Zhao Yunlan's point of view, but from Shen Wei's perspective this is a first part of just some Odd and Confusing Happenings
* This cat though!  I love him!
* The delicate way they’re both feeling each other out.  This must be so confusing and startling for Shen Wei and Zhao Yunlan is trying to figure out if this teacher is going to bust him or what.
* He forgot to let go, way to set off Zhao Yunlan’s suspicions
* “Mark Stewart” Is he though?  Who picked out that English name?
* Li Qian!  I love her and I love that striped blouse. Fashion.  Got to look good when you’re resisting a mental break. *Also she hears a meow and looks around at eye level, I love that for her.
* Zhao Yunlan!  You can’t take pictures of young ladies without their permission.  What is wrong with you!
* I love Da Qing’s very cat attitude of I Will Have Vengeance for These Wrongs
* Two for one! Shen Wei meets two faces from his past.
* Also, I get a little frustrated about people making a big deal about the 10,000 years versus 1,000 years age thing with Da Qing.  a) He has amnesia and b) the thousand years refers to the amount of time needed to cultivate to a certain stage in Chinese mythology - usually by absorbing energy from the sun, moon, or depending on the animal other sources.
* I feel so bad for Shen Wei, who knows what he thinks.  Were his friends brainwashed?  Did they forget?  Can they not say for some reason?  What is happening?
This review is getting a little long, so join in tomorrow for Part Two~~!
11 notes · View notes
bluegarners · 4 years
Note
If you're taking asks I would love to hear your thoughs about the Ric arc and the current state of Nightwing comics!!!!!!!!!! :))
Oh goodness, where to begin...
To start, I share a lot of the same opinions as @nightwingmyboi and @hood-ex ~~ they have very extensive and well thought out takes on the Ric Arc and the general direction DC has decided to take Dick Grayson with, along with his legacy of Nightwing. I highly suggest you read some of their posts about it, as they are very informative and probably more well versed in explaining opinions, haha!
So, my thoughts on the Ric Arc? Like most fans of Nightwing, I believe it kinda sucked ass. Like, sucked ass in the way where DC kinda just forgot characterizations (again), made it all about Batman (again), and ignored good side characters (Bea). The only thing positive I can really say about that whole arc was the art- I really enjoyed the take on Dick's features in Nightwing #74. I was happy they gave him more ethnic looking features with the fuller lips and the more angular nose. (However, they kinda screwed up with the heights??? Jason was tiny!! Barely 5' 4" it looked like LOL) The colors were pretty as well, Ryan Benjamin is a favorite artist of mine, and most of the scenes were fluid.
Another positive I can say about the Ric Arc is one of the very beginning scenes, where Damian goes to see Dick in the hospital while he's still recovering. It was moving that they let Damian be an impatient child when "demanding" for Dick to wake up, and then follow it up with him essentially fleeing and crying when he's not answered. Of course, Damian isn't really mentioned again after this, but it was still really nice to see this side of his character.
The plot.... where do I start? I don't think I'll get too much into it because it'll only frusturate me more sdfslhf but I'll say this. While I am a fan of Dick Grayson angst, DC made it very... unenjoyable, for lack of a better word. It felt like they just threw in as many villains as possible, what with the introduction of the new "sidekick" for Joker, aka Punchline, the Court of Owls appearing for a very brief time just to screw with Dick's memory more, KGBeast and Bane conspiring to get to Batman through Nightwing BY SHOOTING HIM IN THE HEAD (okay, mini rant here: DC, if you're going to make this comic about Nightwing, please please please actually make it about Nightwing. Make the problem about him, not Batman. I get that Bane is kind of the main motivator here, what with him trying to break Batman by killing his oldest allie and destroying his marriage with Seleina, but surely there are writers at the DC headquarters that can come up with a separate problem that doesn't always involve Batman. Surely that's possible right? Nightwing's whole persona was made so he could be recognized separately from Batman; stepping away from Robin was supposed to free Dick of his restrictive ties to the Bat symbol. By always tying Dick's problems immediately back to Batman or one of his enemies, it defeats the purpose of Nightwing being his own hero with his own villians and his own freakin city with its own dozens of problems!!)
Continuing on with villains, here's what I can remember off the top of my head: KGBeast, Bane, Punchline, Joker, Harely (not really, but I'm going to add her anyway), Talon, and the Court of Owls. Now, this is going to controversial, but I'm also going to add the Batfam as part of that list, and here's why. They didn't care. Plain and simple, they didn't care about Ric, they only cared about Dick and what he could do for them. There were a grand total of maybe three times where the Batfam reached out to Ric to try and reason with him, but before all of that, they re-traumatized an already amnesiac and confused person by showing him get assassinated. Like, Bruce. Wth?? I know a lot of this was mostly character assassination, especially with Barbara, but come on. Barbara was really weird throughout this entire arc, and even after he goes back to "normal", she blames Dick for being mean to her, completely ignoring the fact that he didn't know who she was half the time. And that he was, ya know,
mind controlled by multiple villains for a majority of the comic.
Moving past all of that, since I feel like I could rant for ages about it, I didn't like how abruptly they ended that arc. The crystal being my main problem. DC has many scapegoats, the lazerous pit being their biggest imo, but a crystal? All they had to do was show it to him and BOOM cured??? There was no character development. The build up to it could hardly be called build up, as it was done and over with in the span of a few panels. Nothing felt high stakes anymore, and then after he got his memories back, everyone cheered and was like "yay, he's back to normal! you were a real ass to us, and we're not going to apologize for leaving you homeless and left to fend for yourself against all these villains even though you had no memories! oh, but don't worry! we were watching this whole time, so we just let all that stuff happen to you! wow, so glad you're back- we really need Nightwing, but I guess having Dick back is okay too."
That's a very crass interpretation of what went down, but that's what happened. Bruce's half assed excuse of "I was always watching" was awful because then it just leads to more problems of, oh well, if you were always there, why didn't you rent him an apartment so he didn't have to live out of his taxi? Or get him out of trouble and bar fights? Or stop the Joker from getting him and taking control of his mind? Or any numerous terrible things that happened to Ric? It's just annoying that no one seems to actually try and emphathize with what Dick went through, and it's all getting brushed to the side in favour of, "oh, well, back to work!"
They could've gone down so many pathways with Dick getting shot in the head, but instead they gave him amnesia, trauma, bad reception from the fam, and being passed around from villian to villain just to be used over and over again. It felt like this weird dump fest where the writers just woke up one morning and was like, "how many characters can we fit into this arc to get the most amount of readers as possible? How can we become more controversial?"
I know that in the arc after Ric, we're getting some of the aftermath. I'm so so happy they let Dick cry over Alfred's death (he really needed that release of emotions, poor boy has been bottling them up for the sake of others [again, DC, I know he's supposed to be the emotionally controlled one, but please let him be healthy with his emotions and not a shut in with them]) but they still haven't addressed Damian? Like, Dick and Damian were arguably the closest before shit hit the fan, and Dick isn't wondering where the kid is? Or exactly what happened with Alfred and how Damian witnessed it?? A large part of it is the Batfam not telling Dick any of it and kind of just leaving him to his own devices now that the "issue" has been resolved (sound familiar? history repeats itself yet again....). Something else that bugs me a bit is that everyone is telling Dick what he should be feeling/thinking/doing/etc. No one's letting him... grieve. Like, Dick just got his memories back and he's probably grappling with old trauma that's now fresh in his face. Additionally, everyone is assuming he's just going to go back to normal, as if none of what just happened, well, happened. They're erasing this brand spanking new trauma, along with the news that Alfred was murdered, and the fact that Dick is still trying to do his best for his family because it's whats expected of him. I mentioned earlier that Barbara was being really weird, @nightwingmyboi actually already made a post about it, but when Dick tries to apologize and talk to her about what happened when he was Ric, she just kind of... runs away? Dramatically? Didn't even attempt to hear what dick had to say- she was just so consumed with her own hurt that talking wasn't an option for whatever reason. WHICH IS THE COMPLETE OPPOSITE OF HER CHARACTER. It's frusturating because Dick is doing his best to apologize to people when he should have nothing to apologize for- he wasn't under any of his own control and the things he did while Ric or "Dickie-boy" weren't under his own will. If anything, Dick is the one that should get an apology and a hug; he's been through so much and no one seems to be acknowledging that.
All of that to say: I liked the idea of what the Ric arc could've offered, but the plot fell through and just disappointed a lot of people. I'm hoping a lot of the issues presented in the Ric arc that went unaddressed do end up being properly resolved in the newer arcs coming out, but I'm not going to be surprised if it doesn't. Sorry for the long answer LOL
18 notes · View notes
quiltwork · 5 years
Text
Befriending the Emotional Brain
From the book The Body Keeps the Score: Brain, Mind and Body in the Healing of Trauma by Bessel van der Kolk. Read this last winter and wrote down a lot of what I learned that was spiritually safe, so here we go!!
•   1.   Hyperarousal (Hypo) - Strength training and regular stretching is really calming and wakes up your body. Deep breathing counting 4 going in, 4 holding, and 4 going out helps. OR change up the count time. I typically make it 4-7-8. A new computer program called Neurofeedback seems to be promising in nonverbally talking down the brain into calming down. Other than that, the healthy coping techniques (to distract from triggers or process memories) of TF-CBT, DBT, or the Extensive Preparation and Stabilization period of EMDR should help with this. I would also recommend Kati Morton on YouTube for her great videos on coping techniques.
•   2.   Body Awareness - Are you aware what your body feels like during each emotion? If you’re not sure, print out or make a wheel of emotion like these babies:
Tumblr media Tumblr media
Cause once you know what you’re feeling, you can journal about it. Other descriptive words of what that’s like, what you notice yourself leaning towards doing because of this emotion, such as negative coping mechanisms of lashing out at others and being passive aggressive, pushing and running away into your work, going into your daydream world and sleeping, addictions to alcohol, drugs, food or starving and purging, self harm, love, sex, porn, video games, technology etc. Or maybe you cope badly by people pleasing and being codependent on toxic people so they don’t leave you. Deciding whether to distract or sit and feel (process) through that emotion till it’s gone. 
•   3.   Safe Relationships - Family, friends, AA meetings, veterans’ organizations, church communities, and therapists. People who will let you talk about your trauma and feelings, who understand and have empathy and compassion (because that drives out your shame and helps you heal). I know it’s hard to find someone who will actually emotionally support you the way you might have supported them in the past, but I’ve been told people like this exist somewhere, so don’t give up looking. At the most, a therapist is trained in understanding and compassion, and a support group gives you a chance at talking without being judged and interrupted or being given bad advice, and the more you go the more you feel a bit more comfortable in trying out the Steps and Principles they’re based on. Looking after horses at a Recovery Ranch or maybe animals at the shelter, or any kind of pet also helps you to heal if people are too scary to work with at the present, cause the animals gradually help you to relax and open up around people eventually. 
•   4.   Rhythm and Synchrony - Singing, dancing, theater, writing, drawing, painting, Sensorimotor therapy, Dance/Movement therapy, Somatic Experiencing therapy, EMDR therapy, sensory integration, parent-child interaction therapy. I don’t know how true it is for PTSD sufferers, but for C-PTSD sufferers who struggle with varying amounts of dissociation and amnesia, trauma is stored in the body, like in the nervous system, so-to speak. Trauma changes your brain so the frontal cortex of executive functioning skills are now dysfunctioning. Memories aren’t being processed so they’re being relived. And it seems like your personality isn’t what it once was, or your past interests have left the building. In time while recovering, you may regain some aspects of your personality and interests back or you may not, but that’s alright you’re still recovering and becoming your best self. So with this, we process with our bodies and not with our thinking brain, which is offline while dissociating during a trauma, flashback and trigger. This type of therapy works a whole lot better for a lot of people who can’t talk about their trauma yet. Trauma can be pretty unspeakably awful, so this is a great way to go about it.
•   5.   Body work - Therapeutic massage and the FeldenKrais Method, if you’re up for it. Some people are willing to work through their anxiety and discomfort to go through with it in order to relax the body that experienced trauma in the past so it’s not so tense or numb. I can barely handle a massage chair at the local workout place near me, so you do you lol
•   6.   Taking Action - Self defense and the Model Mugging Program are pretty cool things to check out if you’re looking to try to keep yourself physically safe. I thought it was awesome that the model mugging program has women shouting to pump each other up that they’re worth something and they can do it. Another way of taking action I believe could be simply just spreading awareness of how trauma works, how trauma bonds work and supporting other survivors in recovery. You could even volunteer somewhere to help kids with the same issues possibly, or go to college and become a social worker, lawyer, or whatever else you feel is a good fit for helping people.
311 notes · View notes
bluehhj · 5 years
Text
listen to me — chapter 19
LISTEN TO ME  — 0019
listen to me masterlist;
WORDS: 2.3K
Thursday came and with it came the new occupation of Jisung. Having broken any kind of tie with the electronics shop he worked on for so long, Han was now beginning his first internship at a publishing house near the University. Although excited, it could be said that the boy would feel a little lack of the environment surrounded by technology, the image he had of the mall through the glass doors and even the company of Changbin and Jeonghan — especially Seo, even though Jisung hasn't yet knew the reason.
"This is where you go to work" Park Jinyoung, as was called the man who was giving him a brief outline of how the publishing house worked, pointed to an empty table as they entered an airy room. They weren't alone in there, but Han preferred to pay attention to the words of the man in front of him than care about anything else, since he didn't want to forget anything and end up doing something stupid. "If you need anything, don't be afraid to ask other trainees or your supervisor for help." Jinyoung turned around and glanced at the boys who were occupying the other three tables in the room. "Or rather, ask the supervisor for help," he murmured. "These people here aren't very reliable."
Jisung nodded and thanked him timidly, shoving both hands into the back pockets of his jeans. The contrast between the two was obvious. As the boy wore a simple white shirt inside his pants and was initially sheepish, Jinyoung brimmed with confidence in all his gestures, plus elegance blended into the casualness contained in his white pants and baby blue sweater that fit him very well.
"You come in at 1 PM and leave at 6 PM during the week; on Saturday, come in at 8 PM and leave at noon," the man continued explaining. In his hand was a clipboard, probably with everything he should have noted down. "No drinking or drugs in here, did you hear me?"
"Yes, sir."
"Any doubt?"
Jisung didn't want to look like a robbery and say 'no, sir' and 'yes, sir' to every thing Jinyoung said, so, he shook his head — not that he had made much of it — and watched the older boy give his work for shut down and leave the room. It took less than two seconds for another man to enter, this being the supervisor to whom Jisung had already been introduced before beginning the tour by the publishing house. Mark Tuan carried a small pile of leaves in his arms.
"Your first work is here" he smiled and set the contents of his arms on the table. "Can you do a little research on these topics and correct the shortcomings in the articles? Simple thing, just attention to inconsistencies and grammar errors."
"Of course" Jisung returned the friendly smile. Unlike Jinyoung, Mark could make him inexplicably more comfortable. It was strange, but real. "Shall I take this to you when I'm done?"
"Please." so, he patted the younger boy on the shoulder and followed Jinyoung's footsteps out of the room, closing the door behind him.
Jisung stared at the little pot with pens, the empty mug and the notebook on the table; then, sat down and pulled the pile of leaves close to see what it was about. However, before the first line was finished, his concentration was interrupted by small talk from across the room and Jisung began to feel watched.
"He didn't even say good afternoon, did you see that?" muttered a voice.
"You don't say good afternoon to anyone either, hell" another said in the same tone.
"Shut up, he's listening" said the third.
Jisung looked up and found three boys staring at him. One of them didn't look korean, he had blondish hair and a face that was merely elvish in shape that didn't match his moody expression. The other looked curious, as if he were biting his tongue so as not to start an interrogation; his hair was brown. Finally, the last boy had tanned skin, dark blond hair and, unlike the other two, looked at him with a certain irony, but Han wasn't sure if it was purposeful or just some natural trait of his personality.
"Hi!" the brownish couldn't stand it and opened a smile. "Welcome, what's your name?"
"Aren't you going to ask if he already has company to ride with him on break?" the boy with dark blond hair, hitherto unknown, mocked, but was promptly ignored.
"Thank you" the newcomer replied with the shadow of a smile on his lips. Fortunately he was able to be a little more polite and sociable to people than a few days ago. "My name is Han Jisung."
"I'm Jaemin, this is Renjun," he pointed at the blondish, "and that's Donghyuck." he made the same gesture for the dark blond haired boy who had already returned to his business. "Are you thirsty? The coffee here is great!"
He was cute, Jisung had to admit, but the amount of energy he carried seemed to be exorbitant, so Han didn't quite know how to respond. Jaemin resembled one of those people who, if received a lot of attention, would probably take the liberty of distributing kisses and cuddles whenever possible. And judging by the face that Renjun did, Jisung decided it was best not to abuse his luck too much.
"No, thanks. I don't even like coffee that much."
"By the way, the coffee here is over," Donghyuck said as he took the last sip of his mug. "Who will be kind to me?"
"As Jesus said to Lazarus," Renjun opened his own laptop and also went back to work. "get up and walk."
"But I'm busy."
"Not my problem."
Donghyuck made a pout and looked at Jaemin in the most pleading way he could.
"Will you make me happy, Nana?" he asked persuasively, but the last one just shrugged and pretended dementia. Donghyuck rolled his eyes. "You know Jeno is here today, don't you?"
Jisung, who was already beginning to regain his concentration, found that he had reason to miss the tranquility near Changbin and Jeonghan as loud drags of chairs rang in his ears and Jaemin and Renjun nearly stumbled over each other to collect the empty mugs, leaving the room like two hurricanes. Jisung looked at Donghyuck, who seemed pleased to have achieved his goal on the basis of emotional blackmail, and scratched his head. Apparently, working in that place would be a lot more agitated than he'd imagined.
                                                 ♡˖°
It wasn't long before Jade started to feel guilty.
She believed that good relationships were characterized by mutual trust, so it was rare that she was jealous of Changbin. She didn't care when she saw him too close to Jinah, Chan, Woojin, his classmates or anyone else; as long as they respected each other, they didn't have to keep track of each other's actions. However, the american knew that this time was different and couldn't blame Seo for being annoyed slash upset with her. Reversing the roles, Jade could imagine how her boyfriend was feeling, after all, she couldn't feel different if she were in the same situation.
After they met in the library, Kang ended up talking to Kirsten and Josh for the entire break, and when it was time to leave, they even agreed to meet when the three of them weren't busy. In the meantime, Jade, who was so excited about their arrival, had made the mistake of neglecting Changbin and not realizing how annoying it was to him. Maybe things would've been easier if Seo was one of those people who expressed their feelings through screams, because there they could've the field to debate or even fight about; however, Changbin always closed himself when it came to Jade. He might even burst out when he wasn't in the girl's presence, but, otherwise, it was difficult to differentiate a simple bad temper from something more serious. The reason was that he didn't want to worry her, because he knew that when he was going through some adversity, Jade would completely forget about her own problems until she was sure that her boyfriend was well.
On the first day, the american had noticed a great difference in her boyfriend's behavior, but, when asked him about it, she received a vague response and was left alone. She decided that she'd ask again in another hour, when he was calmer, but that time just didn't come. Changbin became annoyed the whole week until thursday, and the fact that Jade continued to maintain contact with Josh only made it worse than was already bad enough. Now the american found herself obliged to fix things as soon as possible.
Jade had left the agency first that Jinah and, judging by all the lights off when she entered the apartment, assumed that Chan was still in the hospital. The only noise present was the shower on. Foot by foot, the american came into her room and managed to sneak into the bathroom without Changbin noticing, since the windows of the stall were completely fogged up and he seemed too distracted. Jade, then, undressed silently and, without any warning, opened the only glass door that separated them and joined her boyfriend under the hot water. It was inevitable for Changbin not to be frightened, so much so that he even forgot about the strike of silence he had been doing in the past few days.
"Are you doing what here?"
"Have you been crying?" Jade ignored the last question when she noticed that the boy's eyes were red. Her heart squeezed into her chest.
"It's the water vapor" Changbin looked away. It wasn't a complete lie, but perhaps he still lacked an adjunct he didn't want to admit.
"You know you don't have to lie to me."
"I honestly don't know anything else, Jade." he sighed at length, tired, and moved to get out of the stall, but was stopped by the girl. "What?"
"It's me who asks you, what?"
"Are you going to say you have no idea?"
Jade tensed her jaw and paused. In the silent seconds that followed until she could work out a justification, Changbin spoke again.
"I know you and that guy" he didn't even like to say the name of the one whose "just broke up because of distance, not because you stopped liking each other or something, so, that's fine. He's here now, if you want to-..." he was interrupted by a peck. A simple peck on his lips, just enough to keep him from proceeding.
"Changbin, do you have amnesia?" Jade whispered as they moved away. Her hands gripped the boy's face as their foreheads were almost glued together. "And every time I've said 'I love you'? You think I said just for saying?"
"You can love him more" Seo retorted.
"First of all, I've never loved Josh." Jade tossed the boy's wet strands back, since these were disturbing her to have the sight of every detail of his handsome face. "I liked him, love is different."
"Are you sure you still don't like him?" Changbin's words were dripping with irony. "You may be confused."
"Absolute," Kang said with all the conviction of the world. "Today I can't see him as anything other than a special friend. It's like looking at Chan, there's nothing much."
"You should tell him this, because I see the way he looks at you and I'm sure he does not want to be just your friend."
"Don't you trust me?"
Changbin stared into the light brown eyes that watched him with such intensity. He could feel Jade's love there, burning like a flame, and the possibility of no longer having this vision directed at him made a lump form in his throat.
"I don't trust him," he said, at last.
"You don't have to worry about him, love." the girl smiled slightly. "Just keep trusting me, huh? I won't ever disappoint you, I promise."
"And with that do I have to put up with you two stuck together all day?"
"My priority is you" even if it hurts a little, Jade wouldn't hesitate to renounce her friendship with Josh just to reestablish peace. On the other hand, Changbin didn't want to be responsible for something like that. He didn't want to feel like he was controlling the girl, dictating her friendships. That wasn't how a healthy relationship worked. "If it bothers you so much, I can stop talking to him. I said myself it's a thing of the past, so it's okay to let it go."
"No, you don't have to do that." Changbin shook his head. "I'd feel awful."
"So let's agree something: whenever I'm with Josh, you'll be with me. If he accepts me, have to accept the people I love too."
Changbin didn't like the idea of having to look at his 'rival' face, but Jade's proposal was able to wring a minimal smile.
"It's all right."
"Aren't you going to be mad at me anymore?" the girl made a pout that soon was demoted by another quick peck, this time coming from the boy part.
"It's impossible to be mad at you for long." Changbin hugged her. "I love you so much."
Jade smiled and hid her face in the curve of his fragrant neck.
"I love you so much too."
It was the first of many reconciliations.
32 notes · View notes
defendtranswomen · 6 years
Link
HI
I am too sick to write this article. The act of writing about my injuries is like performing an interpretative dance after breaking nearly every bone in my body. When I sit down to edit this doc, my head starts aching like a capsule full of some corrosive fluid has dissolved and is leaking its contents. The mental haze builds until it becomes difficult to see the text, to form a thesis, to connect parts. They drop onto the page in fragments. This is the difficulty of writing about brain damage.
The last time I was in the New Inquiry, several years ago, I was being interviewed. I was visibly sick. I was in an abusive “community” that had destroyed my health with regular, sustained emotional abuse and neglect. Sleep-deprived, unable to take care of myself, my body was tearing itself apart. I was suicidal from the abuse, and I had an infected jaw that needed treatment.
Years later, I’m talking to my therapist. I told her, when you have PTSD, everything you make is about PTSD. After a few minutes I slid down and curled up on the couch like the shed husk of a cicada. I go to therapy specifically because of the harassment and ostracism from within my field.
This is about disposability from a trans feminine perspective, through the lens of an artistic career. It’s about being human trash.
This is in defense of the hyper-marginalized among the marginalized, the Omelas kids, the marked for death, those who came looking for safety and found something worse than anything they’d experienced before.
For years, queer/trans/feminist scenes have been processing an influx of trans fems, often impoverished, disabled, and/or from traumatic backgrounds. These scenes have been abusing them, using them as free labor, and sexually exploiting them. The leaders of these scenes exert undue influence over tastemaking, jobs, finance, access to conferences, access to spaces. If someone resists, they are disappeared, in the mundane, boring, horrible way that many trans people are susceptible to, through a trapdoor that can be activated at any time. Housing, community, reputation—gone. No one mourns them, no one asks questions. Everyone agrees that they must have been crazy and problematic and that is why they were gone.
I was one of these people.
They controlled my housing and access to nearly every resource. I was sexually harassed, had my bathroom use monitored, my crumbling health ignored or used as a tool of control, was constantly yelled at, and was pressured to hurt other trans people and punished severely when I refused.
The cycle of trans kids being used up and then smeared is a systemic, institutionalized practice. It happens in the shelters, in the radical organizations, in the artistic scenes—everywhere they might have a chance of gaining a foothold. It’s like an abusive foster household that constantly kicks kids out then uses their tears and anger at being raped and abused to justify why they had to be kicked out—look at these problem kids. Look at these problematic kids.
Trans fems are especially vulnerable to abuse for the following reasons:
— A lot of us encounter concepts for the first time and have no idea what is “normal” or not.
— We have nowhere else to go. Abuse thrives on scarcity.
— No one cares what happens to us.
This foster cycle relies on amnesia. A lot of people who enter spaces for the first time don’t know those spaces’ history. They may not know that leaders regularly exploit and make sexual advances on new members, or that those members who resisted are no longer around. Spaces self-select for people who will play the game, until the empathic people have been drained out and the only ones who remain are those who have perfectly identified with the agendas and survival of the Space—the pyramid scheme of believers who bring capital and victims to those on top.
My first puberty was a nightmare—faced with the opportunity to make my second one a healthy, healing experience, I was instead abused and broken. The community practiced compulsory BDSM sexuality, which was deeply inappropriate considering it was one of the only visible spaces for trans people interested in making games. I didn’t need that coercion in my life; I needed safety and mentorship.
I spent those years of my early twenties not making connections or gaining valuable socialization that I had missed in my youth, but being exploited and brainwashed in nightmarish isolation. I was scared away from the “inclusive” coding spaces, the “inclusive” conferences and their orbiting alt events, and everything else that people like to pretend is available for trans fems.
Things escalated at the Allied Media Conference of 2013. Unfortunately I was traveling alone. People from the abusive community overheard me asking about safe-space resources in Oakland and became angry that I was seeking to escape their community. I was intimidated in person by someone who had a great deal of social power over me. I had a panic attack and went to the bathroom to dry heave and cry. Shortly afterward, threatening messages began bombarding my Twitter and my phone, and the community began to develop a coordinated political response to my desire to leave. People suddenly stopped talking to me, and I felt the icy net of isolation drawing tight.
This was the only time a conference responded appropriately. AMC apologized, notified their security team to check up on me, and encouraged me to submit a talk next year. I came back and ran a workshop (with two friends for security) and a small amount of healing was possible.
This reintegration was not made anywhere else. I was excluded from the vast majority of game spaces because of what happened to me. Of course, the multimedia nature of AMC meant it had the least stake in preserving the reputation of games and other things that matter more than people.
When I got back home, I was kicked out of my housing. I later learned that the community had been contacting my landlord for months prior to the actual eviction, as well as spreading rumors throughout my field. These seed rumors are a common tactic in those spaces, cultivating a brittle structure around people that can be shattered when necessary.
Living was my sole attempt at innocence.
ATTACK
One of my abusers was sent a list of the nominees for the upcoming games festival Indiecade. Unfortunately, I was on the list. I ended up winning an award, ostensibly to recognize my feminine labor in the areas of marginalized game design—years of creating access for other people, publicizing their games, giving technical support, not to mention the games I had designed myself. Instead of solidarity from other marginalized people in my field, I was attacked.
Anyone else getting that award would have been able to just … get that award. But people like me aren’t allowed to just have careers. Feminist culture saw fit to give a pass to every man and every cis woman who got that award, but when a trans fem from a disadvantaged background stepped up, she somehow happened to be the worst. The culture was fine with me as long as I was window-dressing, but daring to excel got me kneecapped.
They spread rumors that I was sending harassing messages to people, even as the messages streamed one-way toward me. They said I controlled a misogynistic mob and was using it to attack people. (I had never been more alone.) I was called a pedophile, a rapist, an abuser (the typical dog whistles used in feminist spaces to evoke the dangerous tranny stereotype invading ur bathrooms.) Even when the rumors were debunked, even with a history of co-habitating respectfully with partners and a history of being a respectful tenant, the damage was never repaired. The purpose was to keep firing until I was gone, until every possible bad thing had been said about me.
The reputation game was used to paint a vulnerable, isolated trans girl, too scared to leave her room most days, as having power which she did not have—power which my abusers, veterans of queer and artistic scenes with decades of institutional privilege, did have.
It happened without warning or recourse, without a single attempt at conciliation. Multiple times I had noticed tension building and had asked explicitly for mediation. Each time this was refused. When you’re exiling someone for petty political reasons, it works best when they can’t tell their own story. By privately vocalizing concerns that I was being abused, I became a public target—presenting a false chronology to observers.
Previously their ostracism had been silent, made simple by the fact that no one cared about what happened to trans fems who made games. The fact that my games had inadvertently made me visible meant that the attack had to be devastatingly public, my fake crimes commensurate to the amount of disgust required to repel me. This is the danger of the token system—it elevated me to a level of violent politics I was unprepared for.
Very few people want to defend a target of disposability. I was told by one person that she couldn’t risk losing her job, another that she didn’t want to become a target too.
I was threatened into not defending myself, gaslit into silence, told that people knew “things” about me that were never explained. When I asked how I could do accountability, when I said I would do whatever they wanted, they said that I was “incapable” of accountability, that my crime was unknown and my sentence was permanent. That is the point where the body starts to die.
My attackers were expert pathological liars who had been getting away with it for years—entire fictional realities playing out on their social-media accounts like soap opera. Escaping from abuse is the most certain way to become painted as an abuser, and being an abuser is the most sure way to be believed. You know how movies are realer than reality? How the sound effects and physics become so normalized to us that reality seems flat and fake? Talking about abuse is kind of like that. Abusers know what sounds “real.” They are like expert movie-effects artists. Victims are stuck with boring fake reality.
SOCIAL MEDIA AND HEALTH
Social media is significant to my story because for a long time it was my only outlet as a disabled individual barred from many physical spaces, and a way to express myself artistically when traditional outlets were closed to me. However, it came with its own set of problems.
When I told another trans person that I had been abused, I was told in response that my follower count on Twitter was higher than hers.
I tried talking to people about my poor health, how I needed to withdraw and have space. After unfollowing most people related to games, a subject which was quickly becoming a trigger, I was told that I was “manipulative” for unfollowing, and my following list on Twitter was scrutinized and brought up as evidence that I still followed certain games people and that I was doing this to hurt people.
I was pressured not to post about certain things I cared about (“crystals,” ”slime”) and not to use my favorite emoticons. I was pressured to join in social-media smearings of other trans people (which I frequently rebelled against, to my detriment) and to RT things I didn’t want to RT.
My twitter was incompatible with the rest of the network because I mainly posted poetry-style tweets that had no connection to anything else. I would be accused of subtweeting or encoding hidden messages into my tweets. People would associate random words in my tweets with some random thing going on in their life that I surely must be commenting on.
Social media became a scientific metric for my abusers, a set of numbers and behaviors to obsess over and divine hidden messages. The games network constantly abraded against my nonparticipation—my desire for a safe, therapeutic online space, not a competitive one.
Feminist practice of declaring privilege and marginalization became a way to collect information about victims: Look at someone’s profile bar for their elemental weaknesses. Being frank about my health problems was never an advantage for me in feminist spaces, only something to be used against me. I was an object, an invalid on a bed that could be infinitely manipulated and extruded through social media to fit the agendas of a thousand bored strangers.
The ethereal potential of the net had become rigidly hierarchized and numbered to the point where I could be managed and controlled as efficiently as if I were in 3-D space.
MOBBING
CALL-OUT CULTURE AS RITUAL DISPOSABILITY
Feminist/queer spaces are more willing to criticize people than abusive systems because they want to reserve the right to use those systems for their own purposes. At least attacking people can be politically viable, especially in a token system where you benefit directly by their absence, or where your status as a good feminist is dependent on constantly rooting out evil.
When the bounty system calls for the ears of evil people, well, most people have a fucking ear.
When I used to curate games, I was approached by people in that abusive community who pressured me not to cover a game by a trans woman. Their reasoning was blatant jealousy, disguised under the thin, nauseating film of pretext that covers nearly everything people say about trans people.
When I rejected their reasoning and covered the game, the targeting reticule of disposability turned toward me. What can we learn from this? Besides “lofty processes in queer/feminist spaces are nearly always about some embarrassingly petty shit,” it’s about the ritual nature of disposability, which has nothing to do with “deserving” it. Disposability has to happen on a regular basis, like forest fires keeping nature in balance.
So when people write all those apologist articles about call-out culture and other instruments of violence in feminism, I don’t think they understand that the people who most deserve those things can usually shrug off the effects, and the normalization of that violence inevitably trickles down and affects the weak. It is predictable as water. Criminal justice applies punishment under the conceit of blind justice, but we see the results: Prisons are flooded with the most vulnerable, and the rich can buy their way out of any problem. In activist communities, these processes follow a similar pragmatism.
Punishment is not something that happens to bad people. It happens to those who cannot stop it from happening. It is laundered pain, not a balancing of scales.
If a man does something fucked up, all he has to do is apologize, if that, for feminists to re-embrace him. If a trans fem talks about something fucked up that happened to her, she is told to leave and never come back.
MOBBING
A common punishment for infanticide in the Middle Ages was living burial. This was a feminine-coded punishment, often reserved for women, one that allowed execution without having to actually be there at the moment of death. This line of thought pervades feminine punishment to this day.
One of the most common tools of exclusion is through mobbing, which is rarely talked about because unlike rape, murder, etc, it’s not easy to pin it on a single person (or scapegoat).  Mobbing is emotional abuse practiced by a group of people, usually peers, over a period of time, through methods such as gaslighting, rumor-mongering, and ostracism. It’s most documented in workplace or academic environments (i.e. key points of capitalist tension) but is thoroughly institutionalized into feminist, queer, and radical spaces as well. Here is why it is horrible:
1) It has an unusually strong power to damage the victim’s relationship to society, because it can’t be written off as an outlier, as some singular monster. It reveals a fundamental truth about people that makes it difficult to trust ever again. People become like aliens, like a pack of animals that can turn on you as soon as some mysterious pheromone shift marks you for death.
2) The insidious nature of emotional abuse: How do you fight ostracism and rumors? They leave no bruises, they just starve you.
3) Mobbing typically occurs in places where the victim is trapped by some need or obligation: work, school, circles of friends. This can prolong exposure to damaging extremes.
For these reasons, PTSD is an almost inevitable outcome of any protracted mobbing case.
In ideological spaces, this damage is exacerbated by the fact that the victims are often earnest people who take the ideals to heart and can’t understand why the culture is going contrary to its own messages. They appease, self-incriminate, blame themselves—anything to be a Good Person. They don’t want to fight. Fighting sickens them.
From a report by the Australian House of Representatives Education and Employment Committee: “90 percent of people being bullied make the comment: ‘I just want it to stop.’ They don’t want to go down a formal path, but just want the behaviour to stop.”
Those who participate, even unwittingly, feel compelled to invest in the narrative of victims as monsters in order to protect their self-conception as a good person—group violence creates group culpability. For their ego they trade the career, health, community (and sometimes life) of the victim.
MOBBING AS WITCH HUNTS
One lesson we can draw from the return of witch-hunting is that this form of persecution is no longer bound to a specific historic time. It has taken a life of its own, so that the same mechanisms can be applied to different societies whenever there are people in them that have to be ostracized and dehumanized. Witchcraft accusations, in fact, are the ultimate mechanism of alienation and estrangement as they turn the accused—still primarily women—into monstrous beings, dedicated to the destruction of their communities, therefore making them undeserving of any compassion and solidarity.
—Silvia Federici
The term witch hunt is thrown around a lot, but let’s look at what it really means. Witch hunts, as discussed by Silvia Federici, were responses to shifts in capital accumulation, as is slavery. To jury-rig the perpetually self-destructing machine of capitalism, huge amounts of violence are required to obtain captive labor (fem and non-white). The effect is to devalue our labor as much as possible, and to destroy the bonds between marginalized people.
You see this in games and tech spaces where the intense amounts of competition and capital accumulation, both physical and social, are a breeding ground for mobbing. But the popular two-sided discussion of mobbing as carried out in numerous clickbait articles ignores the fact that mobbing goes all the way down—even as white cis women struggle for safety, they participate in the exclusion of others, creating a hierarchy of labor and competition. Because mobbing is a form of capitalist violence, the popular discussion (conducted by those who are intricately entwined with the flow of capital) must omit the nuances of mobbing in favor of a narrative that is about replacing uncool regressive masculine consumerism with liberal feminist consumerism.
When the people who are scapegoated happen to be from the most disadvantaged backgrounds, the culture calls it coincidence, clutching our respectable counterparts to their chest like pearls, a talisman of tokens to ward away reality.
SEXUAL MENACE
I saw a queer black woman, struggling to survive by her art, falsely accused of rape by a white queer. The call-out post was extremely vague and loaded with strong words designed to elicit vigilante justice. Immediately, hundreds of other white queers jumped on the bandwagon. Many of them likely didn’t know either of the people involved.
Accusations of sexual menace are a key weapon used against marginalized people in feminist spaces, because it arouses people’s disgust like no other act—the threat of black skin on innocent white, of trans bone structures on ethereal cis skeletons. It’s as common for many of us as cat-calling or any other form of ubiquitous harassment that cis feminists talk about, except no one wants to talk about it. It’s a way for the dominant people in the group to take us aside and say, you are not welcome here, or do this thing you don’t want to do or I’ll ruin your life. But frequently it happens without any particular thesis, just as a general tool to keep us destabilized and vulnerable. Don’t forget who you really are in the unspoken hierarchy.
Mobbing uses these rumors to trade a vague suspicion for the actual reality of violence. It’s like turning the corner and watching someone on the street having their teeth kicked in by a mob who assures you that just before you appeared, this person had committed some mysterious act which justifies limitless brutality.
DAMAGE
PTSD AS DISPOSABILITY ALCHEMY
I was, in effect, beaten until I had brain damage, over a long period of time. Unlike some other survivors of trauma, I was unable to heal because I was never separated from the source of the danger. I was never given the chance to vent, to express myself, to tell my side of the story—but I had to keep working, harder than ever, while being constantly exposed to violence.
The pressure on me was not merely to survive but to display no signs of the incredible amounts of damage pouring into me daily. To never display the slightest hint of anger, to never cry, to not argue with people telling me horrible things. Every hint of damage was an excuse to further isolate and demonize me.
The cost of resisting disposability was PTSD. It was catching a lethal amount of negative energy with my body and becoming a poison-processing factory.
My job is wired to give me electric shocks. What do you do when your alternative is homelessness?
“The allostatic load is ‘the wear and tear on the body’ which grows over time when the individual is exposed to repeated or chronic stress.”
“Stress hormones such as epinephrine and cortisol in combination with other stress-mediating physiological agents such as increased myocardial workload, decreased smooth muscle tone in the gastrointestinal tract, and increased coagulation effects have protective and adaptive benefits in the short term, yet can accelerate pathophysiology when they are overproduced or mismanaged; this kind of stress can cause hypertension and lead to heart disease. Constant or even irregular exposure to these hormones can eventually induce illnesses and weaken the body’s immune system.”
To cover up the abuse and protect the “reputation” of the games industry, it was deemed worthwhile to lower my lifespan, weaken my immune system, and permanently damage my body.
Even if I drink multiple cups of water before bed I wake up with severe dehydration. An interesting side effect of being a trans fem on hormones is that spironolactone (an  antiandrogen) is a diuretic, so the dehydrating effects of stress are added to the dehydration of my gender, tipping it over to agonizing extremes, the unspoken tax of pursuing both gender and a career. The amount of water in my body is political.
I wake up feeling burnt. Damaged. Corroded. I crawl up from an insane, nauseating, unreal pit and slowly come back to the world. I have constant headaches.
By the end of the day my neck and left arm are aching from nervous tics.
I forget things rapidly. Triggers leave me exhausted or panicking at inconvenient times, sometimes for days or weeks.
My hair fell out in handfuls. I still have a nervous tic of running my hands through my hair to pull out loose strands.
Having PTSD is like breaking a limb and never being able to rely on it as strongly. The sudden weakness of standing on it wrong, suddenly being unable to hold something, a fatigue and spasm of nerves.
It became difficult to diagnose other medical problems because of the all-consuming nature of the symptoms. It became difficult to talk about what happened to my body in general. When my hairdresser asked, the only way to explain the damage was by saying I had been in a car accident.
Attacks on marginalized artists go beyond merely denying them access to networks; they also damage a person’s faculties of expression.
For a long time, PTSD deprived me of the privilege of being a multitemporal being. The space of time I was able to safely think about shrunk to about a minute. Larger projects, the kind most tied to commercial value and to the media coverage apparatus, were difficult for me due to the traumatic potential of expanding my aperture of time.
The diversity-centric system expects more jobs to fix the problem, ignoring how long we’ve been damaged and made unfit for their jobs. They encourage the Strong Woman stereotype because it means taking the damage onto ourselves. We need more than jobs; we need social reintegration.
COMMUNICATION
INABILITY TO SHARE STIGMA
Traumatic events destroy the sustaining bonds between individual and community. Those who have survived learn that their sense of self, of worth, of humanity, depends upon feeling a connection to others. The solidarity of a group provides the strongest protection against terror and despair, and the strongest antidote to traumatic experience. Trauma isolates; the group re-creates a sense of belonging. Trauma shames and stigmatizes; the group bears witness and affirms. Trauma degrades the victim; the group exalts her. Trauma de-humanizes the victim; the group restores her humanity.
—Judith Herman, Trauma and Recovery
The worst thing is not having other survivors to commiserate with. I can think of people who went through similar situations and were defended, re-integrated. Their stories are paraded through feminist spaces, saturated through social media, and every time I’m exposed to them, I feel less safe, not more. This enhances my feelings of dehumanization: “Why was I not worth protecting in the exact same situation? I must not be human like them”.
I often have the overwhelming physical sensation of having a dead person in my life, someone as close as an identical twin. The sensation is of me being the only one still alive after a terrible accident, lingering like an unshriven thing. The inability to share stigma is even worse than the original act of violation. The greater part of a wound is its inability to heal.
INADMISSIBLE NARRATIVES OF ABUSE #1
The typical narrative of abuse on social media doesn’t include the problems of the most vulnerable, like how public verbal harassment may only be an ultimately minor part of a trans fem’s exile.
The most skilled abusers know that a good exile is done with pure silence, through the whisper network, by having the person wake up one day and have every second or third person she knows or who practices her profession block her and/or stop talking to her. No one tells her why. She has to painstakingly talk to every friend, every contact, every person she would normally have a cheerful conversation with. The electric shocks of knowing that every simple human interaction you have with a friend or stranger could turn into a nightmare of victim blaming or worse, a cold iciness where they pretend nothing is wrong. Imagine repeating that experience hundreds and hundreds of times, with no way to end it. After the noise, the long years of silence are what kill us.
The backchannels that should be used to protect people from abusers and rapists are instead used to protect abusers and rapists. Any usefulness these channels have is reserved for Real Women. No one warned me about any of the comically large number of predators in my professions. I was considered unrapeable, unabuseable, not worthy of protection. A trans fem can try to talk about her experiences of abuse for years and have no one listen, but the instant one of her abusers smears her, everyone is alert and awake.
One reason it took me so long to talk about my experiences was that I associated being able to speak against abuse with being an abuser. Because every abuser throughout my life was so good at being believed, I thought that being believed was the exclusive domain of abusers.
This is why my first months in therapy were spent convincing me that I wasn’t a sociopath, crazy, abusive, or any of the other terms I had been brainwashed with. Abusers don’t spend years disabled by those thoughts because they don’t care if they hurt other people.
INADMISSIBLE NARRATIVES OF ABUSE #2
And when verbal harassment does occur, it’s often cloaked in feminist language, making it impossible to fight.
If they call a woman a bitch, people comprehend that as misogyny. But they call trans fems things that are harder to respond to. Rapist, pedophile, male conditioning, etc. They call us things so bad that even denying them is destructive. Who wants to stand up in public and say they aren’t those things? Who has the privilege to not get called those things in the first place?
When I look at a cis woman these days, the first thing I think is, I bet no one ever casually called her a rapist.
TRASH ART
When it was really bad, I wrote: “Build the shittiest thing possible. Build out of trash because all i have is trash. Trash materials, trash bodies, trash brain syndrome. Build in the gaps between storms of chronic pain. Build inside the storms. Move a single inch and call it a victory. Mold my sexuality toward immobility. Lie here leaking water from my eyes like a statue covered in melting frost. Zero affect. Build like moss grows. Build like crystals harden. Give up. Make your art the merest displacement of molecules at your slightest quiver. Don’t build in spite of the body and fail on their terms, build with the body. Immaculate is boring and impossible. Health based aesthetic.”
Twine, trashzines made of wadded up torn paper because we don’t have the energy to do binding, street recordings done from our bed where we lie immobilized.
Laziness is not laziness, it is many things: avoiding encountering one’s own body, avoiding triggers, avoiding thinking about the future because it’s proven to be unbearable. Slashing the Gordian Knot isn’t a sign of strength; it’s a sign of exhaustion.
Although I’ve fashioned this reflection in a manner that some may find legible, it is not a fair representation of my sickness. Writing these paragraphs has taken constant doses of medicine, fevered breaks, a few existential timeouts, and a complete neglect of my other responsibilities. When I tried in true form to write – in my realest moments of sickness – all that emerged were endless ellipses and countless semi-coherent revelations.
—Alli Yates
With the trashzine, I tore up the pages because I didn’t have the time or energy to bind them. I put them in ziploc bags—trash binding. In this new form they were resistant to the elements and could go interesting places. I hid one in Oakland under a bridge, and posted coordinates online. Someone found it.
When read, they come out of the bag like my thoughts—fragmented, random, nonlinear. If dropped they become part of the trash.
SOCIAL DYNAMICS
COMMUNITY IS DISPOSABILITY
There are no activist communities, only the desire for communities, or the convenient fiction of communities. A community is a material web that binds people together, for better and for worse, in interdependence. If its members move away every couple years because the next place seems cooler, it is not a community. If it is easier to kick someone out than to go through a difficult series of conversations with them, it is not a community. Among the societies that had real communities, exile was the most extreme sanction possible, tantamount to killing them. On many levels, losing the community and all the relationships it involved was the same as dying. Let’s not kid ourselves: we don’t have communities.
—The Broken Teapot, Anonymous
People crave community so badly that it constitutes a kind of linguistic virus. Everything in this world apparently has a community attached to it, no matter how fragmented or varied the reality is. This feels like both wishful thinking in an extremely lonely world (trans fems often have a community-shaped wound a mile wide) and also the necessary lens to convert everything to profit. Queerness is a marketplace. Alt is a marketplace. Buy my feminist butt plugs.
The dream of an imaginary community that allows total identification with one’s role within it to an extent that rules out interiority or doubt, the fixity and clearness of an external image or cliche as opposed to ephemera of lived experience, a life as it looks from the outside.
—Stephen Murphy
These idealized communities require disposability to maintain the illusion—violence and ostracism against the black/brown/trans/trash bodies that serve as safety valves for the inevitable anxiety and disillusionment of those who wish “total identification”.
Feminism/queerness takes a vague disposability and makes it a specific one. The vague ambient hate that I felt my whole life became intensely focused—the difference between being soaked in noxious, irritating gasoline and having someone throw a match at you. Normal hate means someone and their friends being shitty toward you; radical hate places a moral dimension onto hate, requiring your exclusion from every possible space—a true social death.
CURATING QUEERNESS
An entire industry of curation has sprung up to rigidly and sometimes violently police the hierarchy of who is allowed to express themselves as a trans or queer person. The LGBT and queer spheres find it upon themselves to create compilations of the “best” art by trans people, to define what a trans story is and to omit the rest. Endless projects to curate, list, own, publish, control, but so few to offer support and mentorship.
The stories that reflect poorly on alt culture are buried in favor of utopianism that everyone aspires toward but where few live. People feed desperately on this aspiration, creating the ever more elaborate hollow structures of brittle chitin that comprise feminist/queer culture.
To find the things I wanted in queerness, I had to find those who had been exiled from it, those who the name had been torn from.
COMPLAINT AND PURITY
there is nothing “wrong” with a politics of complaint but there are several risks like developing a dependent relationship with “the enemy” politically neutralizing oneself by dumping all of one’s subversive energies into meaningless channels or reifying one’s powerlessness by identifying with it because it makes one virtuous complaint becomes a form of subcultural capital a way to morally purify oneself —Jackie Wang, the tumblrization of everyday life
Popular feminism encodes pain into its regular complaint/click cycle, keeping everyone on the rim of emotional survival. Constant attack, constant strength, constant purity.
Lacking true community, the energy spent is not restored. Those with more stability in their life can keep up the cycle of complaint, and those with lower amounts of energy are filtered out, creating culture that glorifies a “strength” not everyone can access.
There is immense pressure on trans people to engage in this form of complaint if they want access to spaces—but we, with our higher rates of homelessness, joblessness, lifelessness, lovelessness, are the most fragile. We are the glass fems of an already delicate genderscape.
Purification is meaningless because anyone can perform these rituals—an effigy burnt in digital. And their inflexibility provides a place where abuse can thrive—a set of rules which abusers can hold over their victims.
Deleuze wrote, “The problem is no longer getting people to express themselves, but providing little gaps of solitude and silence in which they might eventually find something to say. Repressive forces don’t stop people from expressing themselves, but rather, force them to express themselves. What a relief to have nothing to say, the right to say nothing, because only then is there a chance of framing the rare, or ever rarer, the thing that might be worth saying.”
>>
ENDING
People talk about feminism and queerness the way you’d apologize for an abusive relationship.
This isn’t for the people who are benefiting from these spaces and have no reason to change. This is for the people who were exiled, the people essays aren’t supposed to be written for. This is to say, you didn’t deserve that. That even tens or hundreds or thousands of people can be wrong, and they often are, no matter how much our socially constructed brains take that as a message to lie down and die. That nothing is too bad, too ridiculous, too bizarre to be real when it comes to making marginalized people disappear.
Ideology is a sick fetish.
RESISTING DISPOSABILITY
— Let marginalized people be flawed. Let them fuck up like the Real Humans who get to fuck up all the time.
— Fight criminal-justice thinking. Disposability runs on the innocence/guilt binary, another category that applies dynamically to certain bodies and not others. The mob trials used to run trans people out of communities are inherently abusive, favor predators, and must be rejected as a process unequivocally. There is no kind of justice that resembles hundreds of people ganging up on one person, or tangible lifelong damage being inflicted on someone for failing the rituals of purification that have no connection to real life.
— Pay attention when people disappear. Like drowning, it’s frequently silent. They might be blackmailed, threatened, and/or in shock.
— Even if the victim doesn’t want to fight (which is deeply understandable—often moving on is the only response), private support is huge. This is the time to make sure the wound doesn’t become infected, that the PTSD they acquire is as minimized as possible. This is the difference between a broken leg healing to the point where they can run again, or walking with a limp for the rest of their life. They’ve just been victim-blamed by a huge number of people, and as a social organism, their body is telling them to die. They need social reintegration, messages of support, and space to heal.
— Be extremely critical about what people say about trans people, especially things said in vagueness. The rumor mill that keeps trans people out of spaces isn’t even so much about people believing what is said, it’s about people choosing the safest option—a staining that plays on the average person’s risk aversion.
— Ask yourself if the same thing would be happening if they were white/cis/able-bodied.
— “Radical inclusivity recognizes harm done in the name of God.” —Yvette Flunder
Marginalized spaces can’t form healthy community purely from rejection of the mainstream. There has to be an acknowledgment of how people have been hurt by feminist spaces and their models.
— A common enemy isn’t the same as loving each other.
— Don’t be part of spaces that place an ideal or “community leader” above people.
DREAM
On January 18, 2015, I woke up from a dream. It was early morning, still dark. I felt very sad that the dream wasn’t real. I wrote it down, like I’ve written down all my dreams for the last eight years.
“She was my abuser. She came to my house on the island. I begged her to stop what she had done, to clear my name. She would not. It had been two years of being abused like a child because of her. I turned to walk deeper into the house. I looked back. She had a knife. She stabbed me. It was the happiest dream of my life. Because finally an abuser had done something to me that people would pay attention to. When I woke up my entire spirit was crushed because I had not been stabbed. I felt the weight of all these years of abuse. I wished so badly I had been stabbed.
I pulled the knife out. I wrestled the knife away. I called my friend to come over and help me.
I walked along the beach of the island and saw for the first time how PTSD had numbed and corroded every perception I’d had since that August, this debilitating disease. I finally felt the brightness of the air in my lungs, the color of the sand and the waves. It was so beautiful. I just wanted to experience all the things that had been stolen from me.”
24 notes · View notes
bpdconcept · 7 years
Note
Can you do a thing on systems? It would help a ton
yeah, i’m gonna do that now. or at least try. (also, if you’re looking for sysc/ourse, you’ve come to the wrong place. won’t be talking about that here. i’ll be going by what the dsm classifies as a system. i obviously have my opinions on it, but i’m not willing to start mess.)
difference b/w did and osdd-1
did is what you’ve most likely heard of in the media as “multiple personality disorder” and was recently renamed dissociative identity disorder to avoid confusion b/w it and personality disorders. did is a dissociative disorder and is classified as having at least two separate identities that take over a body at different times, and there must be dissociative amnesia involved.
osdd-1 is basically when you fit some but not all criteria required for the diagnosis of did, but there is still more than one person present. the most common example is having multiple members, but little to no amnesia is experienced. there is also the example of median systems, whose members can usually be better described as “parts of a whole” rather than separate people, like facets on a diamond.
sizes and types
systems come in varieties of sizes and types! a system can be two people, and a system can be 100+.
the size of the system does not matter in the classification of the system, until you get to the range of 100+ members. these systems are called polyfragmented.
there are two types of systems: multiple and median. multiple systems = multiple people. median systems = multiple facets of one person.
multiple systems are what we usually think of when we think of did/osdd-1.
median systems are different than multiple systems. all members of a median system share a core identity, and there are facets of the core identity that take over at various times.
there are also things known as subsystems, essentially a system inside a system. i believe subsystems are where there’s “another system” that is not aware of the other, and is usually centered around someone, perhaps? correct me if i’m wrong, i don’t have a subsystem.
also, i’ve heard of people calling themselves “mixed” systems, essentially a system with both alters and facets. i don’t believe it’s that common.
common terminology
there’s common terminology used in the system community to describe systems/system members. here’s some common ones:
singlet/singleton - a person without a system.
headspace - the space where all alters interact. some systems have very intricate, large headspaces, and others don’t have one at all.
core - also known as the original, is not always present in all systems. some may not even know who the original is, or if they’re even still with them.
host - also referred to as main-fronter. sometimes this is the core/original. sometimes it is not.
alter - can also be referred to as headmate, system member, or even personality. you should refer to systems with the terminology they prefer. essentially a split off personality state.
facet - can also be referred to as headmate, system member, or others. the members of a median system.
little - a system member 12 or younger. not to be confused with d.d.l.g littles who stole the word from us.
caregiver - takes care of the littles. sometimes can be the protector.
protector - defend the system against any threats.
persecutor - members who try to hurt the body/system/core/host
introjects - system members based off an outside person or a figure: essentially, fictives and factives.
fictive - a fictional introject of a character in media.
factive - an introject of a historical figure or of protectors/abusers
memory holder - a member who holds memories hidden from the rest of the system, usually to do with either very happy or very bad memories of childhood trauma.
gatekeeper - a member who controls switching/front, access to headspace, or access to certain memories.
internal self-helper (ish) - considered to be one of the first alters to split from childhood trauma. they hold vast amounts of knowledge about the system. some people call them “hidden observers”. (may or may not also be the gatekeeper.)
fragment - an alter that is not fully developed. may exist to carry out a single function or job, to hold a single memory or emotion, or to represent a single idea.
there’s other stuff i probably missed. probably very obvious stuff. forgive me.
405 notes · View notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Original posted on the Frictional Games blog.
I've previously talked about how games are, when it comes to narrative evolution, "too much fun for their own good". I've also given a specific example of this by comparing Resident Evil 4 and 7 and shown how development focus can make a huge difference to the final game. But one place where I think I've been a bit vague is that I've been talking about a position taken during development. "Games are too much fun for their own good" is not a value judgement about games in general. It's all about the effect this has when creating a game. This is an incredibly important distinction to make. While you can debate forever over fuzzy subjects like "is this a game?" and "what is the purpose of games?" it's a fact that your intentions during design will have a huge impact on the final result.
When designing a game, or doing anything creative for that matter, you are basically navigating a space of ideas. At any point there are a bunch of decisions that you could be making and you need to base these decisions on some sort of plan. How you come up with this plan will be highly dependent on your values, processes, restrictions and so forth. What all this boils down to is a need to constantly evaluate the project's current state and adjust its trajectory.
For a long time, the general advice in game development has been to "follow the fun". But this is far from the only way to evaluate a project. In this post I'll present a few different ways to go about it. Take note that it is very uncommon for any project to rely purely on a single method. Different aspects of a project usually require a slightly different mindset.  It is however very common to base the majority of design decisions on one type of evaluation.
Classical Gameplay
Let's start with the most common way of working in game design: to follow the fun. When working in this way you normally try to find a good "core loop" that provides the basic engagement factor for the game. The rest of the development is then spent enhancing this core loop in order to make it as engaging as possible. This could mean that new mechanics are added on top (e.g. crafting or levelling) or that the core design is tweaked until it generates the most fun possible.
When creating a game like this, you can usually start by figuring out what works and what doesn't early on. It's also possible to hand it over to playtesters early, and to have continuous testing throughout development. The art and story are often also heavily based on how the gameplay works.
Metric-Based
This is the sort of design that you see a lot of in free-to-play games and it's incredibly common in mobile games. Here the goal is not to make the game as engaging as possible, but to set particular goal metrics, and then tweak the game to adjust player behaviour so that the metrics measured reach those desired goals. Sure, you are often looking for a certain amount of fun in the game, but when it comes down to it, no matter how much fun a certain decision creates, if it doesn't produce the right change in metrics, it is a bad choice.
When making a game like this, testing on users is paramount. You often want to release the game as early as possible and then start tracking things like retention rate, daily active users, and churn rate. The better numbers you get, the better the game matches your goals.
Deep Mechanics
While both of the above methods put some focus on constantly asking the question: "Is my user having fun?", this type of design takes a different route. It's quite unusual for this to be a major evaluation method, but games like The Witness (2016) and the upcoming Miegakure do just that. In their talk "Designing to Reveal the Nature of the Universe Jonathan Blow and Marc Ten Bosch (creators of the two previously mentioned games) lay out this way of thinking about the design. Quickly summarized it's all about taking your game's mechanics as far as possible. This makes it different in that it is no longer about creating maximum engagement. Instead, it's all about maximizing the depth of the gameplay. When following this design you really want the game to squeeze every possibility out of your core mechanics.
Just like with classical gameplay, you want to start with the core loop, and you also want people to test early and regularly. When it comes to art and story, they are only there in order to enhance the gameplay. The main goal is not to aesthetically please your viewer, but to have the art and the story that are best at conveying the mechanics to your user.
Classical Plot
Another way to go about designing a game is to just view it as a standard story. Your utmost concern is to make sure that the end experience works in terms of classical ways of structuring film, books and other traditional storytelling media. When creating a game like this, you generally start out with a script and then develop the gameplay in order to support what that document says.
The interactive movie genre is something that very strongly uses this model. It is also very common in RPG games, which can be said to interlace this with sections of more classical gameplay. There are also many adventure games that mainly adhere to this approach when evaluating progress.
SOMA (2015)
Narrative Driven
This is the approach that we at Frictional Games are following to the greatest extent right now. It is also the approach that this blog mostly refer to as a way of crafting better narrative in games. In this type of design the goal is to make the activity of playing the game produce a certain type of experience. The goal is to maximize the efficiency in which the intended experience is delivered. For example, in a horror game, the goal might be to make the player as scared as possible.
In this case you normally start with some sort of emotional or intellectual experience that you want to convey. After that you add features, both gameplay, story and art-wise, in order to make this experience come across as clearly as possible. What stands out when compared to other approaches is that there is no core feature, such as gameplay or plot, to fall back on. Instead you have a fuzzy goal that you are trying to reach, and many different parts of the game are needed before you can evaluate whether it works or not. Because this often requires a lot of high quality content, playtesting is made relatively infrequent compared to other approaches.
It is this approach that I believe is the future of interactive storytelling. We can only get so far by focusing on classical gameplay or storytelling techniques.
It's worth noting that these types of games by no means need to be story-heavy. A great example of this is the game Duskers (2016), as explained in the creator's GDC talk. While the game started with a classical gameplay approach, it later put a ton of focus on delivering a couple of core pillars such as feelings of isolation and realism. Because of this I think it is a good example of using a narrative-driven approach for development. The game is by no means a pure example of this approach, but it is an excellent example of how different it can make a game.
---
That sums up the approaches I wanted to cover today. I am sure there are other approaches, but these were the ones that felt most interesting to discuss.
As I said earlier, it's very rare that a project will rely solely on one of these methods of evaluating progress. For instance, no matter how much fun it would be for Super Mario to have a shotgun to blast goompas with, it would never feel fitting to add it. But if you put aside stuff like that, a game like Super Mario bases pretty much all of its decisions on the Classical Gameplay approach. It therefore feels fair to say that it is a game developed using that approach.
I also want to make it clear that there is no best way to develop a game. All of these approaches have their pros and cons, and what it all really comes down to is what sort of game you want to create.
Hopefully these examples should make it more understandable what I mean by "narrative-wise, games are too much fun for their own good" and development being a navigation of an idea space. Consider how different the paths taken during development will be depending on the approach chosen. Some paths will be filled with constant confirmation that you are going in the right direction. These are often the ones you are most tempted to use. Other paths require long treks through uncharted territory and are filled with uncertainty. These are often less tempting, but can also lead to very interesting and unique results.
Now for some examples on how the evaluation process can have a huge effect on how a game turns out.
The first example is the sanity meter in Amnesia. At first the sanity meter was thought of as an important gameplay detail and it was evaluated through a Classical Gameplay lens. However, it started to become clear that the approach was clashing with our wish to have an immersive and very scary game. The lowering of sanity would often become annoying and it was very hard to balance it in way that meshed with our other goals.
Up until then we had focused on making the sanity as much "fun" as possible, and we could have continued down that route. However, due to our discussions, we chose to take a different approach: we asked ourselves what would benefit the intended experience best. This made us consider the whole sanity as an "atmospheric device" instead and we dropped a bunch of related features. The game took on a very different shape because of this and we continued to use the same narrative-driven approach for other things, like monster encounters.
The second example is from SOMA, where we from the beginning were very focused on the narrative-driven approach. This took a lot of different shapes throughout development, but one of the most prominent ones was that, once the prologue was over, the game must be a continuous first person experience without any camera pull-outs or cuts. The reason for this was that we wanted a narrative experience where the player could get a sense of what it was like to "switch" consciousness. This caused all sorts of issues during development, most likely making a few passages, gameplay-wise, less fun. But it was vital to get the right experience across and without this, and many other similar decisions, the game wouldn't have been the same.
This should hopefully have given a sense of the many ways you can search between in the space of game design ideas. I also hope it's given some more depth to my two previous entries on connected topics. (Check them out here and here).
It should also have given an idea on just how uncertain the narrative-driven approach is when compared to other ways of evaluating. Because of this, I think the need to understand how our medium works is much greater than it has been before. Next week I'll try and help with this by talking about presence, one of the key aspects when crafting a narrative-driven game.
Notes:
I am not 100% sold on the name "Narrative-Driven", but I'm unsure what works better. I thought about "Experience-Driven", but that felt too broad. For me narrative is (as explained here) all about the emotional journey the player takes when playing through the game. It is a very holistic concept and not reliant on plot details or how much "fun" gameplay is. This feels like it fits well with the point I want to get across. However, the name could be very misleading to people and I suspect I'll get at least one comment where someone is upset with the article because of it. That said, I don't expect to use the term a lot and the categorization here is really just to better get the idea of "games are too much fun for their own good" across, so it should be fine.
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
Original posted on the Frictional Games blog.
I've previously talked about how games are, when it comes to narrative evolution, "too much fun for their own good". I've also given a specific example of this by comparing Resident Evil 4 and 7 and shown how development focus can make a huge difference to the final game. But one place where I think I've been a bit vague is that I've been talking about a position taken during development. "Games are too much fun for their own good" is not a value judgement about games in general. It's all about the effect this has when creating a game. This is an incredibly important distinction to make. While you can debate forever over fuzzy subjects like "is this a game?" and "what is the purpose of games?" it's a fact that your intentions during design will have a huge impact on the final result.
When designing a game, or doing anything creative for that matter, you are basically navigating a space of ideas. At any point there are a bunch of decisions that you could be making and you need to base these decisions on some sort of plan. How you come up with this plan will be highly dependent on your values, processes, restrictions and so forth. What all this boils down to is a need to constantly evaluate the project's current state and adjust its trajectory.
For a long time, the general advice in game development has been to "follow the fun". But this is far from the only way to evaluate a project. In this post I'll present a few different ways to go about it. Take note that it is very uncommon for any project to rely purely on a single method. Different aspects of a project usually require a slightly different mindset.  It is however very common to base the majority of design decisions on one type of evaluation.
Classical Gameplay
Let's start with the most common way of working in game design: to follow the fun. When working in this way you normally try to find a good "core loop" that provides the basic engagement factor for the game. The rest of the development is then spent enhancing this core loop in order to make it as engaging as possible. This could mean that new mechanics are added on top (e.g. crafting or levelling) or that the core design is tweaked until it generates the most fun possible.
When creating a game like this, you can usually start by figuring out what works and what doesn't early on. It's also possible to hand it over to playtesters early, and to have continuous testing throughout development. The art and story are often also heavily based on how the gameplay works.
Metric-Based
This is the sort of design that you see a lot of in free-to-play games and it's incredibly common in mobile games. Here the goal is not to make the game as engaging as possible, but to set particular goal metrics, and then tweak the game to adjust player behaviour so that the metrics measured reach those desired goals. Sure, you are often looking for a certain amount of fun in the game, but when it comes down to it, no matter how much fun a certain decision creates, if it doesn't produce the right change in metrics, it is a bad choice.
When making a game like this, testing on users is paramount. You often want to release the game as early as possible and then start tracking things like retention rate, daily active users, and churn rate. The better numbers you get, the better the game matches your goals.
Deep Mechanics
While both of the above methods put some focus on constantly asking the question: "Is my user having fun?", this type of design takes a different route. It's quite unusual for this to be a major evaluation method, but games like The Witness (2016) and the upcoming Miegakure do just that. In their talk "Designing to Reveal the Nature of the Universe Jonathan Blow and Marc Ten Bosch (creators of the two previously mentioned games) lay out this way of thinking about the design. Quickly summarized it's all about taking your game's mechanics as far as possible. This makes it different in that it is no longer about creating maximum engagement. Instead, it's all about maximizing the depth of the gameplay. When following this design you really want the game to squeeze every possibility out of your core mechanics.
Just like with classical gameplay, you want to start with the core loop, and you also want people to test early and regularly. When it comes to art and story, they are only there in order to enhance the gameplay. The main goal is not to aesthetically please your viewer, but to have the art and the story that are best at conveying the mechanics to your user.
Classical Plot
Another way to go about designing a game is to just view it as a standard story. Your utmost concern is to make sure that the end experience works in terms of classical ways of structuring film, books and other traditional storytelling media. When creating a game like this, you generally start out with a script and then develop the gameplay in order to support what that document says.
The interactive movie genre is something that very strongly uses this model. It is also very common in RPG games, which can be said to interlace this with sections of more classical gameplay. There are also many adventure games that mainly adhere to this approach when evaluating progress.
SOMA (2015)
Narrative Driven
This is the approach that we at Frictional Games are following to the greatest extent right now. It is also the approach that this blog mostly refer to as a way of crafting better narrative in games. In this type of design the goal is to make the activity of playing the game produce a certain type of experience. The goal is to maximize the efficiency in which the intended experience is delivered. For example, in a horror game, the goal might be to make the player as scared as possible.
In this case you normally start with some sort of emotional or intellectual experience that you want to convey. After that you add features, both gameplay, story and art-wise, in order to make this experience come across as clearly as possible. What stands out when compared to other approaches is that there is no core feature, such as gameplay or plot, to fall back on. Instead you have a fuzzy goal that you are trying to reach, and many different parts of the game are needed before you can evaluate whether it works or not. Because this often requires a lot of high quality content, playtesting is made relatively infrequent compared to other approaches.
It is this approach that I believe is the future of interactive storytelling. We can only get so far by focusing on classical gameplay or storytelling techniques.
It's worth noting that these types of games by no means need to be story-heavy. A great example of this is the game Duskers (2016), as explained in the creator's GDC talk. While the game started with a classical gameplay approach, it later put a ton of focus on delivering a couple of core pillars such as feelings of isolation and realism. Because of this I think it is a good example of using a narrative-driven approach for development. The game is by no means a pure example of this approach, but it is an excellent example of how different it can make a game.
---
That sums up the approaches I wanted to cover today. I am sure there are other approaches, but these were the ones that felt most interesting to discuss.
As I said earlier, it's very rare that a project will rely solely on one of these methods of evaluating progress. For instance, no matter how much fun it would be for Super Mario to have a shotgun to blast goompas with, it would never feel fitting to add it. But if you put aside stuff like that, a game like Super Mario bases pretty much all of its decisions on the Classical Gameplay approach. It therefore feels fair to say that it is a game developed using that approach.
I also want to make it clear that there is no best way to develop a game. All of these approaches have their pros and cons, and what it all really comes down to is what sort of game you want to create.
Hopefully these examples should make it more understandable what I mean by "narrative-wise, games are too much fun for their own good" and development being a navigation of an idea space. Consider how different the paths taken during development will be depending on the approach chosen. Some paths will be filled with constant confirmation that you are going in the right direction. These are often the ones you are most tempted to use. Other paths require long treks through uncharted territory and are filled with uncertainty. These are often less tempting, but can also lead to very interesting and unique results.
Now for some examples on how the evaluation process can have a huge effect on how a game turns out.
The first example is the sanity meter in Amnesia. At first the sanity meter was thought of as an important gameplay detail and it was evaluated through a Classical Gameplay lens. However, it started to become clear that the approach was clashing with our wish to have an immersive and very scary game. The lowering of sanity would often become annoying and it was very hard to balance it in way that meshed with our other goals.
Up until then we had focused on making the sanity as much "fun" as possible, and we could have continued down that route. However, due to our discussions, we chose to take a different approach: we asked ourselves what would benefit the intended experience best. This made us consider the whole sanity as an "atmospheric device" instead and we dropped a bunch of related features. The game took on a very different shape because of this and we continued to use the same narrative-driven approach for other things, like monster encounters.
The second example is from SOMA, where we from the beginning were very focused on the narrative-driven approach. This took a lot of different shapes throughout development, but one of the most prominent ones was that, once the prologue was over, the game must be a continuous first person experience without any camera pull-outs or cuts. The reason for this was that we wanted a narrative experience where the player could get a sense of what it was like to "switch" consciousness. This caused all sorts of issues during development, most likely making a few passages, gameplay-wise, less fun. But it was vital to get the right experience across and without this, and many other similar decisions, the game wouldn't have been the same.
This should hopefully have given a sense of the many ways you can search between in the space of game design ideas. I also hope it's given some more depth to my two previous entries on connected topics. (Check them out here and here).
It should also have given an idea on just how uncertain the narrative-driven approach is when compared to other ways of evaluating. Because of this, I think the need to understand how our medium works is much greater than it has been before. Next week I'll try and help with this by talking about presence, one of the key aspects when crafting a narrative-driven game.
Notes:
I am not 100% sold on the name "Narrative-Driven", but I'm unsure what works better. I thought about "Experience-Driven", but that felt too broad. For me narrative is (as explained here) all about the emotional journey the player takes when playing through the game. It is a very holistic concept and not reliant on plot details or how much "fun" gameplay is. This feels like it fits well with the point I want to get across. However, the name could be very misleading to people and I suspect I'll get at least one comment where someone is upset with the article because of it. That said, I don't expect to use the term a lot and the categorization here is really just to better get the idea of "games are too much fun for their own good" across, so it should be fine.
0 notes