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Back After Baby

By the time you read this, I should already be on paternity leave – and if not, it’ll be happening imminently. With that in mind, I shall go ahead and take my Summer social media break now, so you shall have to get your nonsense without me for a while. I’m sure you’ll manage. Feel free to leave comments – I will get to them in due course. Have fun without me!

Only a Game returns later this year.


Corporate Megatexts

Corporate Megatexts was a serial in three parts that ran here at Only a Game from May 3rd to 17th 2016. It considered the way that we ‘play’ with the fictional worlds of books, movies, and TV shows as if they comprised a single conherent setting and the conflict between authentic expansion of such megatexts and the commercial custodianship required to make this happen. Each of the parts ends with a link to the next one, so to read the entire serial, simply click on the first link below, and then follow the “next” links to read on.

Here are the three parts:

  1. Authenticity
  2. Canonicity
  3. Faithfulness

Special thanks to Chris Billows, Rob Briggs, John Brindle, Geek Boy (AKA Al Swettenham), Scott Gibbens, Auriea Harvey, Alex Hempel, It's John, Matti Karhulahti, Metal Blackbird, Cuchlann, J.P.J. Garvin, Jeroen Stout, Jacek Wesołowski, and Jose Zagal for contributing to the discussions on Twitter that helped shape this short serial.

If you enjoyed this serial, please leave a comment. Thank you!


Allen Wood on Free Will

The indefatigable Allen Wood recently sent me this reply to my piece Is Free Will Too Cheap? which I post here with his permission, and with its original US English spellings.

Dear Chris,

Very good post. Having just plowed through one tome of mine, this may not come to you as welcome news, but a new tome has just appeared [Fichte’s Ethical Thought].

The arguments to which you refer about Fichte on freedom are reprised in the first half of Ch. 3 of this book. More generally, I think Fichte was on to the kinds of views you're discussing. He called them ‘dogmatism’ and insisted that transcendental philosophy is the only way to avoid them. My book talks about this, especially in Ch. 2.

I have said – and still believe – that if there is a solution to the traditional problem of free will (“How does our freedom to choose fit into our objective conception of the natural world?”) then it would have to be a compatibilist one. Unfortunately, however, it does not follow from this that any form of compatibilism is a defensible position. The traditional problem of free will, so understood, may be insoluble. I would reject my colleague Tim O’Connor's views too, since they involve a supernaturalist way of solving the problem. They too are trying to fit free will into some conception of the objective world. It’s just that they include supernature as well as nature. I don't find supernaturalism a defensible position since there is no good evidence for it. The fact that we can't solve the free will problem is no evidence for anything except that we can’t solve the free will problem.

Hume is usually understood as a compatibilist, and in the Enquiry, he does describe his view about the causal determination of the will and the conditions of moral responsibility as a “reconciliation project.” But for reasons of literary popularity, Hume was trying to be audience-friendly in the Enquiry and to downplay the paradoxical side of his views. In the Treatise, he is more candid and shocking. His view is that we lack free will – our every action is causally determined by particular passions or other motives. But far from it's being the case that this destroys moral responsibility, Hume argues that it is a necessary condition of moral responsibility. That shocking paradox – which can't be described as compatibilism about free will and determinism, since it supports only determinism and denies free will, his his real view.

In short: Those who call Hume a compatibilist are whitewashing his views (and probably their own as well). In the Treatise, Hume is being more candid. He's not reconciling anything, or showing anything to be compatible. He is claiming baldly and bluntly that free will is incompatible with moral responsibility.

The remark you quote from Ramachandran, and the view ascribed in your post to Crick, puts them, and those who agree with them, in the following position: Either (a) they, as “scientists,” are mysteriously exempt from what they say about the rest of us, or else (b) their own claims that none of us exist, none of us understand why we do what we do, that nothing of what we believe about ourselves is true, are self-discrediting. For if their views are true about themselves, then they are in no position to assert those views and can have no reasons for them. For they do not exist, and whatever they think about themselves – including the science that they believe in – is an elaborate post-hoc rationalization that bears no relation to the truth. The same would of course be true of us if we became convinced of their views, and so our being convinced of their views would involve the same illusion.

One has to suppose that they do not intend to exempt themselves from the human condition that their views describe – although sometimes one has to wonder about this. One of my favorite movie lines comes early in Ghostbusters. A lady has just seen a ghost, and Bill Murray, in cross-examining her, asks her insultingly if this is “her time of the month.” Another guy wonders if this is a proper question for him to ask. Bill Murray replies: “Back off, man. I’m a scientist!” A lot of scientist-philosophers seem to take the same attitude toward their audience (namely, us).

I think it has to be admitted that their views might be true, but if they are, then neither they nor we nor anybody else (except a God or pure intelligence who is exempt from the conditions of human cognition) could ever be in a position to know or justifiably to believe that their views are true. And if their views include (as they usually do) that disembodied cognition is impossible, then no such divine or pure intelligence could exist either.

Best regards,

Allen

PS: Relating to the quotation from Crick, I should also have quoted a remark from one of my favorite writers – Robert Benchley, a writer for the New Yorker for many years. In one of his articles: ‘Did You Know That...?’ he is satirizing columns in magazines and newspapers that purport to inform you of little known and paradoxical truths. On his (absurd) list of these supposed truths is the following: “No one has ever actually seen the Brooklyn Bridge. It is merely the action of light waves on the retina of the eye.” Crick’s quoted statement reminded me of that.


Brian Eno on Politics and Philosophy

We’re always being pulled in two directions, one is the sort of utopian side that says ‘we could make a better world’ and the other is the side that says ‘the world is getting bad, we’d better defend the bit we’ve got’. And that’s actually an easier message to sell, unfortunately. You can actually not ever find a position where you’re not doing politics. You’re always doing politics and you’re always doing philosophy as well – they’re sort of the same thing, you know. The position you take is a philosophy, whether you call it that or not.

Brian Eno, interview broadcast on Stuart Maconie's Freak Zone, BBC 6 Music, Sunday 8th May 2016.


Corporate Megatexts (3): Faithfulness

Flash Gordon Star WarsThere are just three screenings of the new Star Wars-branded movie left in my city and I'll have survived the new release with my honour intact, and the film unseen. This is a small and entirely personal victory, a test of my free will and my principles. It does not matter to me whether the new film is ‘any good’, because my concerns are not about being entertained... there was never a shortage of ways to be entertained. My concern is about the meaning we make of our megatexts (i.e. fictional worlds with many contributing works), and our relationship to the corporations that own them. I want to examine this topic as a question of faithfulness, which is to say a matter concerning the practices of authenticity (discussed two weeks ago) – and this is categorically not just about ‘being a fan’.

Surviving J.J. Abrams’ heavily promoted Star Wars film was challenging because I actively wanted to see it. I fell in love with the 1977 Star Wars as a five year old (the movie that would later be retitled A New Hope), and although I don’t consider myself a fanboy and have had a love-hate relationship with George Lucas ever since – I endured Caravan of Courage for a start – I never stopped caring about how the Star Wars megatext was being handled. Taking the classic Buster Crabbe Flash Gordon serials of the thirties and cross-breeding them with E.E. Doc Smith’s Lensman space operas, Kurasawa’s Hidden Fortress, and a sprinkling of World War II aerial dogfight movies was a creative masterstroke.

Mind you, it was also extremely inventive to take the Hollywood Biblical-Historical Epics of the 60s as a template for the prequels, and to layer in a positively prescient reflection on US foreign policy – not that anyone noticed. (The Phantom Menace was released in 1999, four years before Operation Enduring Freedom). But errors in aesthetic judgement matter more to audiences than grand designs: Jar Jar was the harbinger of doom both in and out of the fictional universe of Star Wars as far as a great many fans were concerned. As a matter of custodianship, however, the prequels were unquestionably a commercial success, with returns on investment that outstrip Abrams’ movie, and challenging any of Lucas’ films on authenticity grounds seems like a losing prospect. No matter how disgruntled some fans of the original trilogy might have been in respect of the prequels, they were in no position to overthrow the House of Lucas. That particular throne had to be abdicated.

At a more personal level, I have to decide what my relationship with Disney and with Star Wars will be going forward. Working this out involves difficult questions about corporate megatexts, community, and even friendship. Fiction matters, but it can matter for good reasons and for bad ones. My rejection of the newest Star Wars-branded movie was a chance to test my own principles, but it was not just knee-jerk nostalgiarism that provoked me. Disney and LucasFilm owe me nothing as a childhood fan of Star Wars: fans ‘buy in’, they don’t and can’t ‘buy out’ like Disney can. What troubles me here is the sheer extent of my entertainment money going to one creative economy – Marvel, Star Wars, The Muppets, Pixar, Disney Classics... it’s a rare day I find myself in a cinema without paying the Big Mouse these days. Of course, you can say that Disney is just the money behind these productions, and that different creative forces are being funded by them. Or you could take a hard-line stance and simply refuse to pay them (although it’s worth noting that refusing to pay while still watching the movies through piracy still supports the corporate megatexts through indirect patronage and cultural participation).

The commercial power of fiction in our century lies in the megatext, and the corporate powers will always acquire the successful megatexts. There are no blockbuster movies without media corporations (nor AAA videogames and ‘event’ mini-series for that matter), so to reject Disney outright is to give up spectacle cinema cold turkey. Yet I don’t want my son to never experience this media form even if I also don’t want it to be his only experience of narrative media. And I don’t want to have to give up going to see the latest dumb superhero movie with an old friend, for whom each new release gives us an excuse to get together and reminisce about comics from our youth. What I need is a principled way of declining to participate in popular culture, one not based solely upon the mere capacity to entertain.

A few years ago, I wrote about the concept of faithful adaptation in the context of the Peter Jackson movies collectively entitled The Hobbit. Here, the question was the role of the source book in the ‘game’ being played with the movie. Faithful adaptation requires the source materials to accord authentically with the new production (in terms of make-believe theory, for the book to be a viable secondary prop in games played with the film). This concept can be extended to new works: a faithful extension of a megatext is one that offers ‘games’ to be played with any combination of earlier works that are part of the relevant canon. Thus determining faithful works depend upon the notion of canonicity, discussed last week.

Although last week’s discussion focussed on how creative people ended up in the role of ‘arbiter of canon’, it is also clear that fictional canonicity is a community practice. Sole authors wear the crown by tradition; in bigger projects, there are always multiple heirs to the throne, which can be passed down in a family but need not be. It is the ‘players’ of megatexts who determine, through agreement, or rather, alignment, who have this role. It seems as if we want a person to have a claim to Regent of Canon because then there are always answers to the ambiguous questions, as if our imaginative experiences were anchored in part upon them existing outside of us, always offering a final court of appeal. Perhaps we learned this habit from Plato’s view of reality, and if so it would be no coincidence since the nerds who sustain the practices of canonicity are also greatly into the sciences.

This means the concept of a ‘faithful work’ leads to the notion of a ‘faithful community’, and thus of faithfulness. A person displays faithfulness to any given canon when they withhold their support from works that deviate from it (the ones that are heretical, if you will). This all sounds overtly religious, and it should: prior to the twentieth century, the megatexts that nerds fought about were holy scriptures. It is no coincidence that the term ‘canon’ being applied in this context comes from the code of church laws in the Middle Ages. Contemporary usage of ‘religion’ as a derogatory term often obscures the way our religious practices are quintessentially human practices, and as such are shaped by situational factors such as tradition and ideals, whatever their ultimate meanings might be. These practices never go away, but they change – often radically – over the centuries.

So is my resistance to the new Star Wars movie an act of faithfulness? Not exactly. The faithful community of fiction I belong to that grounds my non-co-operation with Disney in this case is not Star Wars but Star Trek. In this regard, it is noteworthy that demands of custodianship could be invoked to explain why Abrams had to ditch almost every aspect of the thematic and moral background to the Star Trek megatext in order to bring it to as wide an audience as possible in the cinema. One of the things that was lost in this popularising move was the ethical role of the Prime Directive, which Roddenberry and his writers created to serve as a surrogate for Westphalian sovereignty by transposing the relationship between nations into the relationship between planets. It is noteworthy that a great many Trekkies and Trekkers do not support this concept in or out of the fictional world they love, since they favour international interventions around the world on ethical grounds that would be judged utterly unacceptable by any Starfleet captain. Here, as with the religious megatexts, there is a notable gap between faithfulness to the works in question and faithfulness to the moral practices they extol.

My own faithfulness to the Star Trek megatext is a key reason I withdrew my support for Disney’s Star Wars. It is because Abrams could not (indeed, would not) faithfully extend the Star Trek megatext (as I outlined last week) that I object to Disney handing him the keys to the Death Star just so he can blow it up. Again. Perhaps the new movie is a faithful extension of the Star Wars megatext for many of those who rejected the prequels – I have certainly heard fans of the original trilogy treating the new movie as if it were akin to the vain promise of mum and dad getting back together after an unpleasant childhood divorce. Most likely Disney’s custodianship of Star Wars is just yet another fork in the canon, creating ever more splintered communities and endlessly propagating the arguments over minutiae. This has been what communities of nerds have done for nearly two millennia, after all, and these days it is at least mostly harmless.

Corporations are not the enemy, but they cannot be our friends, for all the money they spend securing that mythos. They need us more than we need them, and they are adept at getting us to take them for granted. The challenge of twenty first century ethics increasingly entails forging and maintaining communities that are more than merely commercial, and in this regard corporations are indeed opposed to us. They are vested in the commercial communities of so-called late capitalism because this is what sustains them. It also happens to be what entertains us. In so much as faithfulness in fiction might give us reasons to break from the status quo, it could become something more than just pugnacious geeks arguing amongst themselves. My suspicion, however, is that our established loyalty to specific megatexts is a force stronger than faithfulness and authenticity. For myself, at least, I have strived to assert my humanity by resisting the inevitable pull of my childhood nostalgia. It is through nostalgia, after all, that the power of the corporate megatexts accumulates.

A new serial begins later this year.


Cyberfetish and the World of Tomorrow

Pleased to announce a new talk by me as part of the “Futurism vs. Fatalism” event at London’s Red Gallery.

Cyberfetish and the World of Tomorrow.lo resIn the 1980s, the literary science fiction movement known as cyberpunk explored the fractured cultures left in the wake of an uncontrolled rate of change in our technologies. Writers such as Bruce Sterling, William Gibson, Lewis Shiner, John Shirley, and Rudy Rucker offered new future visions that blurred traditional sci-fi beyond recognition. But within a decade, cyberpunk had been reduced to yet another glossy corporate branding, a vacuous fantasy where hi tech cool replaced the serious concerns of the movement. Cyberpunk was dead. All that was left was cyberfetish.

Acclaimed game designer (Discworld Noir, Ghost Master) and philosopher Dr Chris Bateman traces the history and influences of cyberpunk, from Enlightenment philosophy and the 1939 New York World's Fair with its promises of a glittering "World of Tomorrow", to the erosion of the movement's themes and its post-cyberpunk epilogue. In this engaging and provocative talk, he challenges today's heirs to the cyberpunk legacy to take charge of our unruly technology and develop the critical perspective necessary to understand it. Come explore the lurking dangers of our seductive age of cyberfetish that has made the World of Tomorrow an all-too-convenient lie we all buy into.

Thursday June 16th 2016, event begins 6:30 pm at the Red Galley, Old Street London. Tickets appear to be free and can be reserved from Ransom Note's Eventcube site.


Deleted from the Wikipedia

Deleted StampLate last week, one of my students asked me what had happened to my Wikipedia page. I said I didn’t know, but upon investigation found that I had been deleted. Nine days after I announced Wikipedia Knows Nothing, a Wikipedia Czar called a tribunal, and within a week my page had been executed. While this could be a coincidence, after a decade of no interest in my page at all it certainly seems like a retaliatory gesture – and one, I might add, that would violate the values and policies of the Wikipedia if that were its motivation. In a brutal irony, it is this kind of abuse that Wikipedia Knows Nothing warns about, while maintaining the inherent value and potential of wikis as tools. It is far more a book against double blind peer review than against the Wikipedia, and given that the manuscript was available at the time for any reader to offer feedback on, the implications don’t look flattering for the masked Czar in question.

Now it may be that I am indeed no longer ‘Notable’, since Wikipedia has undergone considerable notability-inflation in the ten years since I was first declared ‘Notable’ in 2006. But it’s also apparent that the tribunal did not really take into account that notability is a disjunctive operation: the decision to delete was made by saying I didn’t meet the criteria for academic notability (which is an arguable, but defensible position). But I was originally declared notable for my creative work in games, which is a criteria that doesn’t appear to have been applied at all. Not to mention that I can’t shake the feeling that the ‘research’ done to establish my status was essentially a few quick Google searches. It must be asked: are the random people who happen to respond within a week the likely domain experts on an article? This implies that rather than the Wikipedia genuinely being something ‘anyone can edit’, the power to make lasting edits rests with those who edit daily… in that respect, the claim that ‘anyone can edit the Wikipedia’ is a bit like the claim that ‘anyone can become the Catholic Pope’.

Anyway, if you can have a government in exile, you can have a page of Wikipedia in exile – and here’s mine, simply entitled Wikipedia in Exile: Chris Bateman. I’m still not happy with this entry, alas. I waited five years between declared ‘Notable’ and getting any content – which I had to add myself (along with the self-awarded badge of shame this action required), and I just threw in everything that I thought would be good raw material for a future editor to prune, not realising that no-one would ever stop to give it a proper edit. That’s the trouble with a self-selective encyclopaedia: you get thousands of pages about minor Marvel comic characters, and myriad conspicuous gaps and elisions. In the eyes of the Wikipedia, I am now less significant than Bird-brain, who appeared in a minor role in just seven issues of The New Mutants between 1987 and 1988. That fact in itself is good for a chuckle.


No-one Plays Alone (DiGRA/FDG 2016)

Here’s the abstract for the paper I’m presenting for DiGRA/FDG at Abertay University in Scotland in August. The paper is entitled ‘No-one Plays Alone’. Special thanks to Dan Cook for setting this one in motion with me – you are quoted extensively in it!

The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of tabletop games, especially in terms of the progenitive role of tabletop role-playing games for contemporary digital entertainment. Such player practices can be broadly understood in terms of interface (how the player engages with the game), world (what the player imagines is happening), or the agency practices that connect the interface and the world.

Three propositions concerning the relationships between fictional setting and designed rule systems within games are explored, the last of which stresses the idea that ‘no-one plays alone’ i.e. that all play entails continuity of its practices over and above variation of those practices. These propositions are used to demonstrate three aesthetic flaws that are peculiar to, or particularly relevant for, videogames. This in turn leads to a discussion of the ways that commercially successful games have always proceeded by leveraging the existing networks of practice. The result is an alternative perspective for game design, game scholarship, or game critique, one that foregrounds the role of player practices.

Keywords: player practices, aesthetics, play aesthetics, games, fiction, rules, lineages

Cross-posted from ihobo.com.


Corporate Megatexts (2): Canonicity

Star Fleet Technical ManualThe reboot of a franchise has become so commonplace that seldom a second thought goes into pushing the button and burning continuity to the ground. However, for fans and lovers of any given megatext (i.e. fictional world with many contributing works) there is always an expectation of some degree of authenticity to each new addition. In science fiction and fantasy, genres where geeks form the bedrock of support, there is one particular ‘game’ that dominates questions of what is authentic: canonicity.

There is an inherent tension between the commercial viability of a franchise (the value of custodianship) and the demand for authenticity in the adaptation and extension of fictional worlds (last week’s theme). This aesthetic and moral conflict structures the growth and development of all the contemporary megatexts. In cases where nerd culture has a foothold (or indeed, a stranglehold), the question of what is canonical – of which works constitute the canon, or official components – is both fraught and crucial to understanding how nerds approach authenticity. The underlying process of defending canonicity against the impossibility of ever integrating disparate fictional works as if they were referring to a single universe is something I touched upon in Imaginary Games, but in the context of authenticity and megatextual networks it is worth reconsidering the rules of this game.

Last week, I suggested that it was possible to trace the networks for megatexts, and also to detect different games being played with them via disagreements. When it comes to authenticity, the networks foreground the relationship between fictional works and their creators, with the specific practices also varying to some degree depending upon the relevant medium. It is worth starting in books, where the situation is simplest. For any written story, the presence of a clearly identifiable sole author gives that person unprecedented power to establish or deny the authentic, authorised ‘games’ that can be played in our imagination. J.K. Rowling, for instance, is the final arbiter of any question about the Harry Potter universe as long as she lives. This power can be transmitted down the family line – from Frank to Brian Herbert, for instance, or from J.R.R. to Christopher Tolkien – although in such cases the ‘player’ of the megatext can choose to seal the canon, and treat the continuations as apocrypha or secondary texts.

Films, however, are conceptualised somewhat differently. Perhaps because they are inevitably produced by large teams, the mantle of arbiter of canon rarely falls onto an individual’s shoulders. The same pattern applies to TV shows, which are similarly the product of collaboration. In these cases, a ‘claim to the throne’ lies with a number of different people, depending on quite different circumstances. Directors, writers, and especially actors, all have a capacity to assert a claim to authenticity, even though the audience is not bound to accept it. Highlander 2, for instance, has clear continuity of cast but was outright rejected by fans like a failed organ transplant. There was simply too thin a claim to authenticity.

Star Trek is a particularly interesting case, one where multiple competing claims for creative inheritance lead to many available ‘games’, each with their own canon. There are fans for whom only the classic show ‘counts’, and others for whom the five live action TV series form a single megatext, with the animated series as apocrypha. Gene Roddenberry still held the crown during production of Star Trek: The Next Generation, passing it down to Rick Berman in 1989, who lost the throne with the cancellation of Enterprise in 2005.

It’s interesting to ponder what might have happened had Roddenberry died in the 1970s. Would Dorothy Fontana have become ‘Queen of Trek’ by the implied line of succession? It is notable that she is the only writer on the animated show whose work is given merit in canon discussions. She was also the only classic writer brought back to work on the Next Generation. The claims to the throne of canon arbiter become stronger the longer someone has been involved with the megatext in question.

The oddest branch in canon also relates to Star Trek. The technical artist Franz Joseph created blueprints for the USS Enterprise and other starships from the classic show, which were blessed as ‘official’ by Roddenberry. But in the 60s, megatexts were peripheral to media production and corporations were lax about subsidiary rights until Astroboy and Star Wars made it clear that successful monetisation of franchises was about more than the core product. Joseph licensed his drawings to Task Force Games, who then made the seminal tabletop wargame Star Fleet Battles. Canonicity forks here: the Star Fleet universe has all the races and ships of the Star Trek universe (the legal case TSR vs. Tolkien having established that races could not be copyrighted), but this secondary megatext clearly isn’t part of any of the Star Trek canons. Joseph had a disputable claim to the throne, but it remained securely with Roddenberry and Paramount, who became more vigilant about potential usurpation in the future.

When we come to the post-Berman resurrection of the Star Trek franchise, J.J. Abrams did not hesitate to cry “Code zero zero zero destruct zero” and detonate the existing continuity. But of course, this created a gap in the claim to authenticity, a problem pragmatically hurdled by having Leonard Nimoy bless the new movie by appearing in it as Spock. This act did not bridge the canons of the Star Trek megatext, which were irrevocably forked, but it met the minimum requirements for authenticity. In this regard, it is worth comparing William Shatner’s presence in Star Trek: Generations. Fans of the new TV shows were already on board, of course, but the majority of the cinematic audience weren’t necessarily in the same boat. Once again, a bridge to secure authenticity was required – and once again, it was an actor that did it.

It is thus clear that the defuse nature of the manifold of ‘games’ played with corporate megatexts permits extension only by the simultaneous risk of an ‘orthodox’ counter-fan base that rejects the new works and remains faithful to the originals (a theme I shall pick up in the final part of this seial, next week). Tactics to suppress or placate such resistance then becomes part of the corporate task of brand management. Yet it seems as if the role of actors as props in these imaginary games might outrank creators in establishing film canonicity, perhaps because by being on screen they are more prominently associated with the relevant fictional world. That’s why Nimoy had to bless Abram’s all-action, hollowed-out version of Star Trek (which could still be judged inauthentic against any and all prior games of canon up to that point, despite the legal authority of the owning corporation).

When Abrams was also tasked with continuing the Star Wars megatext in the cinema, the mighty G-canon (as LucasArts termed George Lucas’ primary continuity during his reign) represented a cult of resistance that needed to be addressed. In this case, on top of the claim of authenticity granted by securing the original cast (which was vital but not decisive) was the added power of Lawrence Kasdan – Star Wars’ very own Dorothy Fontana, since he co-wrote the latter two parts of the original trilogy. Since fans rate The Empire Strikes Back as the best of the movies, this play was both shrewd and effective. Avoiding the necessity of a reboot, Abrams used the heir apparent to secure his title as pretender to the throne long enough to validate his movie – yet had no interest in claiming the crown. Abrams role was as kingmaker in the consolidation of authority for Disney, whose acquisition of LucasFilm had set up the conditions for a potential ‘Star Wars of the Roses’. It is to the impact of this situation that the final part of this serial is addressed.

Next week: Faithfulness


Take Your Games Career To The Next Level

Game ArtWhile I primarily teach aspiring game designers in the UK for University of Bolton’s School of Creative Technologies, I also teach Game Narrative for the fantastic Art of Game Design MFA programme at Laguna College of Art and Design (LCAD) in the US. This inventive MFA programme offers benefits to industry professionals looking to buff up their career, academics with an interest in Game Studies, and recent bachelor’s graduates who want to stand out from the crowd. It is also a point of personal pride for me, having argued for many years for the status of games as artworks, to be teaching on a Master of Fine Art degree in Game Design.

Building upon an established BFA programme that is one of the Top 10 ranked in the United States, the Art of Game Design MFA is perfect for strategic career growth. LCAD BFA programme covers Game Art, 3D Character, and 3D Environment, and is supported by innovative trans-university partnerships including USC’s GamePipe Laboratory, as well as boasting a placement record in excess of 94%. On the Masters programme, candidates work closely with some of the top names in game design and game studies, including taking my own world-class module in Game Narrative (also available in a Bachelor’s version at University of Bolton), and hone practical skills and business acumen while developing a critical, theoretically-informed framework for understanding games.

The deadline for submission for the 2016 Fall semester is June 1st. If you have any questions, contact LCAD Art of Game Design MFA Founder and Chair, Sandy Appleöff Lyons, who will be happy to discuss your career goals and educational objectives.

Cross-posted from ihobo.com.