What if horror games are actually driven by banality? Is Call of Cthulhu best when it’s mostly full of the everyday?
Continue readingAuthor Archives: Henry
Losers (Netflix 2019)
Another snippet, like last week.
Losers might be the wrong title for this series. But I think that’s the point, and I think it’s a point worth making. Where sports narratives often feel caricatured or inevitable, this feels more human. It’s good.
Continue readingGhosts, a tiny post
This is just a brief one, but…
I’ve been reading A Lesson in Vengeance, been part way through it for a while. The combination of that book, plus my own meditations, has left me musing on the nature of ghosts and how they work in stories. I don’t think I’m saying anything revolutionary when I say that, while ghosts are often said to have unfinished business, they can also be interpreted as the unfinished business of those they haunt.
Ghosts make a neat device for unwelcome and intrusive thoughts.
Continue readingWorldbuilding: leave room for later
Leave yourself room for later. If there’s anything I’ve learned from doing lots of worldbuilding—for my own linear fiction and for the collaborative fiction of RPGs—it’s that trying to fill every last nook and cranny of a setting is a daunting task. And actually filling up everything is choking, stifling. Don’t fill up everything. It leaves no room for the future, and it leaves no room for anyone else.
Continue readingChasing realism is a trap
Chasing realism is a trap.
This might be true of art in general, but it’s video game graphics that keep reminding me of it. Chasing realism is an expensive luxury. Unless realism is a core part of whatever you’re trying to make, it’s probably not worth fixating on it. That’s because…
Continue readingTraveling
I’m traveling, hence missing my regular post yesterday. I have some thoughts to share in short essay form some time soon, but I didn’t manage to finish writing them before I left. Because I was traveling I also saw some movies, so here’re some quick sleep-deprived impressions.
Continue readingDogs in the Vineyard, moral conundrums, quick thoughts
Somehow, despite a decade of posts on this blog, I’ve never gone in-depth into Dogs in the Vineyard or what I love so much about it. There’s more to Dogs than I could easily cover in a single post: cooperative story-telling and turn-taking, cinematic descriptive and narrative tools, a conflict mechanic that encourages brinksmanship and escalation, a well-articulated method for understanding what’s at stake… all those elements are a delight.
But there’s another piece that Dogs explicitly encourages groups to home in on. That’s the experience of wrestling with moral conundrums, something many modern CRPGs both want—and struggle—to deliver. That’s what I’m focused on today.
Continue readingMajora’s Mask, Time, & Consequences, quick thoughts
I’m thinking about Majora’s Mask again.
One of my RPG groups is currently struggling to solve several time loops and their various disasters. I love time loops (see my thoughts on Palm Springs). But at the end of our last run some of my players asked: “Are we actually getting anywhere? Because I don’t want to keep doing this if we’re not making any progress.” And that showed me that I needed to open up a little more, because, well…
Continue readingProgress for Deep in Trouble
It’s been a while since I last wrote about Deep in Trouble, Cesi’s sequel to Bury’em Deep. A friend of mine inhaled Bury’em Deep recently, and her enthusiasm has reinvigorated mine. It’s also prompted me to revisit the setting and my ideas for how Deep in Trouble would work, and I’ve started making progress again!
Continue readingMegacorp Nobility, my cyberpunk + feudalism brainworm
Cyberpunk megacorps are feudal hierarchies… or at least they’re close enough that we can map one to the other. My brain wandered into this realization a few months ago, and now I can’t stop thinking about cyberpunk stories and fantasy or historical fiction through this lens. If I’m stuck with it, I might as well share it with you.
A set of feudal class assumptions are baked into many cyberpunk stories; the corporate elite, the people running the mega corps are just a renamed set of feudal lords. This lends itself perfectly to the preservation of power within the corporation’s systems. Story-wise, this parallel makes the corporate power politicking easier to understand. We can simply hold onto our assumptions about feudal nobility, swap the words in the marquee, and get a rough idea of whatever is going on.
Is the mapping perfect? Not quite. Some power structures are a little different. Some power is passed differently from one generation of leaders to the next than it is / was in feudal nobility. Transitions of power are probably less bloody.
But the same class divide is still there, separating those with rank in the megacorp (nobility) from the have-nots. The nepotism is often still there. The same sense of inbred privilege and power is there. The same social expectations still reign supreme—a scion of the corporation owes their loyalty to the corp, and will obey the CEO their liege. Power flows down through the hierarchy, and the ultimate responsibility of any person in authority is to contribute the power they create to the corporation’s (the kingdom’s) bottom line.
Most of the same caveats apply too. Maybe someone plans to make a power play, attempting to supplant a current member of the C-suite or the Board. They still need to create a strong enough claim to that position, garner influence and support, etc., before they attempt any sort of uprising. People in a cyberpunk megacorp who make a play for a higher position and fail are likely to suffer consequences, from a slap on the wrist to firing to pressing criminal charges (with whatever repercussions those charges might have).
Honestly, I could go further, draw more parallels with other systems: the key, as far as I can tell, is how each system embodies kyriarchy (a power structure built around assumptions of domination). I’ll leave it here for the moment.
As with many other elements of cyberpunk worldbuilding, I think this connection between semi-feudal social dynamics and corporate hierarchy was frustratingly prescient. Advocates for neo-feudalism exist now (usually with ties to one or many of authoritarianism, the Dark Enlightenment, white supremacist movements, accelerationists, and extreme adherents to the Gospel of Wealth-style capitalist meritocracy myth). Our society’s continuing concentration of power, privilege, and access to wealth and its benefits further stratifies the population and creates a new form of aristocracy, breaking down the egalitarianism that strengthens democracy. All this—the way in which our world continues to develop in strange parallel with the dystopian warnings of cyberpunk novels—gives us another perspective on how to map historical or fantasy feudalism and corporate feudalism onto each other.
I don’t have more here at the moment. I’ve just had this brainworm gnawing at my thoughts for a while. That’s why I’ve been dreaming up feudal fantasy versions of cyberpunk stories and cyberpunk versions of classic tales of medieval nobility. There could be something fun done with the Fisher King in a cyberpunk setting, right?