The Sevenfold Gyre, Part 1

The first installment in what will likely be a longer fiction piece in the War Torn world. Highly referential toward a particular work. Preemptive apologies to those who might recognize it.

“Why seven?” the old man mumbles, his voice barely audible over the campfire’s crackling.  “I’m not sure there’s a reason. Some mage prob’ly has shit to say, but I don’t think the number is special.  I, uh…” he trails off, lifting his face to glance at the sky. For a rare moment, his gnarled face and horrible, focused eyes are visible beneath the brim of his hat.

“I think it’s like music,” he says, pausing and lowering his gaze back to the ground.  “When you strike a chord, it’s really so many notes, and until someone hears it, it’s not like any of those pieces have meaning.  But then someone walks up and listens, intrudes upon that perfect silence, and suddenly the notes combine.  They hear music. I’m sure that with different notes, the song would change, but there is no origin, no reason, no truth for why this all should be.  The two of us plucked seven notes, and now the harmony echoes.”

“That is all it is.  Cause and effect. No reason, and, yet, no coincidence either.”

Part 1 – Amir

Hate did not come naturally to Amir.  He knew because he needed to remind himself why he should.  The effort was not natural either, but it wasn’t difficult–the memory jumped to the forefront of his attention barely bidden, with a cruel clarity that defied its age:

He was ten years old, at market with his mother and sister.  They were newcomers to the Riverlands, and they lived nearly a half-day’s journey from town, but the folk there were kind and welcoming.  On that day, he remembered chasing his sister among the stalls as his mother picked out the week’s supplies from the merchants’ noisy forum.  He couldn’t say why he chased her–he couldn’t remember–he only remembered it seemed important then. But it distracted him, he thought with spite and shame, even though he couldn’t be sure whether his undistracted ten-year-old self would have noticed the change in the market’s air.

It was subtle but swift.  The bustle, the purpose of the square, the shouting merchants’ wall of noise, in a matter of seconds it all crumbled, replaced by…nothing.  Not alarm, just a lack. And the stupid child didn’t notice a thing.

When he did notice, he heard it before he saw it.  Clicking. Uncanny chittering. Soft hoofbeats, the snarl of a stallion.  He froze, turning slowly to see a macabre procession at the corner of the square.

Ambulating deliberately into the crowd on bony appendages not meant to ambulate were a number of creatures.  In the way they carried themselves, they resembled dogs, or perhaps giant insects, but in every other respect their anatomy churned the stomach.  Exposed muscle strung about the cages of bone, shattered and irregular, that made up their thoraces and wound about the amalgamations of ribs, mandibles, and vertebrae on which they haltingly skittered.  The townspeople drew back in terror where they passed, but the boy barely moved. He was frightened and confused, but he hadn’t the imagination to grasp the depth of the nightmare that approached him.

Instead, his gaze fell to the one that led them.  It was a man, thin, unnaturally tall, astride a massive dark horse that seemed to glide across the ground where it stepped, with a grace that only just failed to disguise the aura of dread emanating from both mount and rider.  In stark contrast to the shambling corpses at his side, the man was clean, trim, obsessively orderly. His long hair was pulled back into a ponytail, and his black armor shone in the sun. It made his gaze all the more unsettling.

The man’s right eye was calm and piercing blue, unconcerned with the folk cowering before him, content to absorb the scene.  His left was a gaping socket, torn ragged, surrounded by tiny gouges and scars and blackened, as if scorched. This was a man with the bearing of a prince, but it was this small corner of his face that told his beholders what he really was, what he really wanted.

And so it was then, as the one-eyed man’s gaze fell upon the boy, that his imagination expanded, and he opened his mouth to scream.  Barely a yelp escaped his lips, as the stallion crossed the square in an instant, and, in a single, fluid, practiced motion, the man reached down to the boy, pulled him by the hair across his saddle, and plunged a wicked, two-pronged knife into his mouth.  The boy thrashed, blood running across his face, down his throat, but the man held him fast. As he struggled, he was dimly aware of his mother’s screams, the shouts of the townsfolk, the agitated clicking of the roach-like bone creatures, but the most striking assault to his senses, the very clearest memory of that day, was the sight of the man’s face as, one by one, he dug the boy’s teeth from his jaw: It was calm, serene even, unbothered by the boy’s attempts to escape, the streams of his blood, or the mounting chaos in the square around.  The slightest smile graced his mouth, and the boy realized with a chill that stabbed his heart that this gruesome spectacle was, to the man, not a joy, not an excitement, not a whim, but a comfort.  The notion that he was almost certainly about to die had not occurred yet, but this realization, that the one-eyed man was utterly in his element, utterly in control, silenced his struggle by itself.

But then a good man intervened.

The one-eyed man’s expression did not change, but leaned back abruptly as a rock flew through the air where his head had been.  He turned, and the boy squirmed to get a glimpse of the assailant.

It was the town’s mayor, a man whose name Amir knew to be Matze Matsua, already hefting another rock for a shot at the one-eyed man.  He had galvanized the town, and the folk behind him were readying their own projectiles, but their desperation was so far from enough.

One of the bone creatures lurched forward, impaling Matsua on a spinal column and tearing into his flesh.  Once again, the square froze amidst Matsua’s screams. Then, the one-eyed man gave the slightest of nods, and the remaining bone creatures fell upon the crowd.  Knife raised, he pulled the bottom of his hand over the boy’s eyes.

Before he lost consciousness, Amir remembered, he heard a whisper:

“Are you awake from your nightmare?  You think you’re dying, I’m sure, and fighting death is such hard work.  You think you don’t have time for fun anymore.”

There was a pause, the slaughter of the town echoing in the background.

“Silly boy.  There’s always time for fun.  And there’s always time for things to get worse.  Your world has changed, and it will keep getting smaller.”

When the boy woke, he was in the town square alone.  His mouth was bloody, and half his teeth were gone, but it seemed the one-eyed man had taken his roaches and left.  One way or another, everyone else had left too. The air was rank with the scent of iron, and ground was still slick with blood, but through the whole town, not a single body–breathing or no–remained.  It was just him. Just Amir.

But who the fuck was Amir?  It was doubtful anyone in town had even known his name.  He was just a stupid, distracted child, just an idle hobby for the one-eyed man, just the first of many to bleed that day.  No one would remember him. No one ought to remember him.

Instead his mind flashed to Matze Matsua.  He was a kind man, brave, beloved. He had moved to save Amir, sacrificing his life when even the boy’s mother stood aside.  His was a name that ought to be remembered. But, the boy thought, confusion and fear subsiding, the one-eyed man had denied him that.

And then it all flooded his brain: Confusion became certainty, fear became anger, and sorrow–for his mother and sister, certainly dead; for the kind, welcoming townsfolk; for Matze Matsua, lost to the thoughtless gyre of history–turned to boiling hate.

He–the boy and the man he became–hated the One-Eyed Sadist, whose name he would never learn, he hated the Lord Ka who commanded him, whose face he had never seen, he hated the roaches, the cruel war they waged, the atrocities they committed, and he hated the gods that sat in their heaven, allowing these monsters to rule in their stead.  For that brief moment, it was natural. It was consuming. Hate was all of him.

But through all the remaining years of his life, all of the times he forgot and remembered–forced himself to remember–this feeling, he never once realized the trick, the smiling lie: that the best man he’d ever known had taught him to hate.

Top Image: Control, by Quinn Milton, commissioned for War Torn/Rale

The Chimera

Very rough, written for use in a War Torn/Rale playtest one-shot (hence the weird, second-person framing).  Posting primarily as an excuse to show off Rae’s art.

You feel time drain from your perspective.  Where you are is not here, when you are is not now.  The trees around grow tall and vast, larger than you have ever seen, and the underbrush grows in kind.  From the canopy, birds take flight, and squirrels scamper between the boughs. Amidst it all, you see a stag emerge from the greenery.  The creature is tall and proud and weathered by its years in the forest–it knows that even as it is surrounded by life, death is never far.

Even now, it is pursued by a group of men.  They carry bows and spears and fire, and eve though the creature flees from them at great speed, they are relentless.  Soon, it is tired, and the men reach it. Their blades and arrows pierce its hide, and their flames scorch its face, and though it tries once more to flee, its legs fail it, and it crashes, heavy, to the ground.

The men approach but do not reach it, for suddenly, a wolf leaps from between the branches and bites a man’s throat.  Blood flows, and the man’s companions stab the beast, but even in death, it does not forsake its quarry.

The stag, seeing life abandon its would-be salvation, cries out in horror.  The sound is feral, animal, real, but you recognize the creature’s voice all the same from the echoes you heard beneath the earth in your own world, outside this strange rift in reality.  Abandoned by life, it instead calls out to death, to draw the macabre scene into its warm embrace.

For the first time in the creature’s long memory, death heeds its call.  The branches around them, imbued with that deathly force, grow and pierce the men, enshrouding the dead wolf in monument of briar and blood.  At once, the stag realizes: To help the world escape death, it must become as death. It must draw the whole world into its embrace.

The stag, galvanized by fear and grief, sets about its task.  It devours the wolf, swallowing its tail, its flank, its shoulders.  As the stag engulfs the dead beast’s maw, a spark of life, of hunger, awakens inside it, and the beasts, now twinned, begin to eat as one the men, the briar, the earth, and the trees, until the chimera and the forest are one.

Years pass, and the earth shifts, and a Hunter arrives at the forest’s edge.  He understands, as the chimera does, the balance of life and death. And just as the chimera has, he has swallowed the strength of the dead, stocked it beneath his skin.  For years, the two hunt each other, attempting, as they had before, to pull one more soul into their embrace, but they are tenacious and tireless, and neither does prevail.

The Hunter grows tired of the hunt, but he cannot walk away.  He bands with a strange bird and a king among beasts, and the three end the chimera’s advance in a cavern below two burning trees, ensuring, despite the creature’s cries, that the world never will be saved from death.

Top Image: Embrace, by Rae Johnson, commissioned for War Torn/Rale

Project: War Torn/Rale

My tastes in tabletop roleplaying have always been a little unconventional.  Part of that is probably the way I learned the genre. About thirteen years ago, a group of my friends gathered in a basement and learned that you could essentially build your own video game from the ground up by writing your character down on a sheet of paper and rolling dice.  Apologies to the folks who found that description caustic–the New Times are no doubt very different from the Old. My unconventional take, though, was that I didn’t actually play Dungeons and Dragons for another six years.  For me, it was homebrews for nearly all of my young-adult life.

Enter War Torn.  A little over a decade ago, Bill Masek designed a roleplaying system (the most rules-heavy I’d played up to then), and, as I was good friends with his brother, I was roped into a playtest group.  It was more unconventional than I think I realized at the time. It did away with much of the tables-upon-tables minutiae of DnD and its ilk and instead tied character progression to a single axis: your abilities, which, in DnD parlance, behaved like feats.  In Bill’s game, there was technically a system for the creation of magical items, but in our experience the difference between a new character and a battle-hardened veteran was simply the number of abilities he had accumulated.

As the years went by, I lost touch with Bill, folks in the playtest group went off to college, and I experimented with a number of other systems (including DnD and White Wolf’s Exalted), but I never stopped building on War Torn.  I built a mod that I affectionately dubbed War Torn, 3rd Edition (after the two distinct versions I had playtested for Bill–in reality, Bill had made his own 3rd edition separately), aimed at increasing accessibility at the expense of the tenuously tame balance of power that existed in the original, but I never pushed it out beyond a close circle of friends.  Eventually, though, Leland, Bill’s brother, approached me with ideas on how to truly build on the ideas Bill had set down, and our current collaboration was born.

In the War Torn that exists today (sometimes referred to as Rale), little remains in terms of the specifics of Bill’s original design, save for the feat-like ability system, the names of the stats, and the theme of a dying, dark-fantasy world.  While I may use this blog at times to discuss some of the nuts and bolts of the game’s design, that dying world is what I intend to write about the most. We have developed a storyboard of several thousand years of history, which we intend to furnish with fiction and illustration, both of which I will be posting here.  As with much of my material, the fiction does fit into a much larger whole, so if you find anything inaccessible, feel free to pose any questions you may have in the comments.

Top Image: Hope, by Hector Rasgado, commissioned for War Torn/Rale

Because You “Can”

Image result for sans the skeleton

The unlikely final boss of Undertale says to you, just before he dies: “No matter what, you’ll just keep going.  Not out of any desire for good or evil…but just because you think you can. And because you “can”…you “have to”.  Not a profound indictment of someone committing genocide in a friendly, fictional universe (which, for those unfamiliar, is precisely what he’s trying to stop you from doing), but it says something interesting about human behavior besides.  I lead with this because it’s neat and quotable and I’m not great with nonfiction, but this essay isn’t about human behavior in general. More particularly, it’s about art.

To the detriment of most of the other things I do, I do a lot with games.  I design them, I play them, I write about them in random essays like this one, and I have conversations, one of the most common of which starts with the question: “Are games art?”  

Oh boy.  Even if you despise games, you’re probably having an unpleasant flashback to a high school English class, where a mildly humorless middle-aged bane-of-your-existence asked you to provide a definition for art, knowing full well that your opinion was garbage and that you never learned to approach a definition as anything other than concrete.  Well, maybe you liked your English teacher, but I suspect that this particular classroom experience was less than enlightening. There are a number of good discussions (on the Internet, in scholarly publication, within art itself) on what art is–I won’t address any of them in detail. Instead, I’ll just offer that as a society, we have defined a fuzzy zone in which art is plainly identifiable beyond a certain point.  You know that art isn’t limited to [pictures, sculptures, films, music], but it’s unambiguous that all of those things are art.

This is why I tend to be a little surprised that people give the “Are games art?” question any credence at all.  There shouldn’t be a question.  Every video game and most analog games are a purposeful amalgamation of the constituent parts of that list.  Do people think that the juxtaposition somehow lessens the value of those parts as art?  Of course not!  And, of course, games are art.

And, of course, I’m arguing with a straw man.  What the Roger Ebert-esque character I’m addressing really meant was that video games aren’t “high art.”  Take that, plebs. Mind you, I disagree, but now the discussion isn’t it about art, it’s about getting art high, Dogg, which is innately cultural, which means a lot more anger and a lot more disagreement about what words mean.  For Ebert himself, the distinction was authorial control, which is akin to saying the parts of games not included in the above list are not art and thus necessarily degrade the overall product. That seems silly, but I’m just some guy, so I’ll channel Nietzche: Good (high) art is what makes things beautiful, or at least suitably profound.  Again, it’s clear that paintings and films do that. The sculptor makes his rock beautiful; the musician arranges beautiful sounds–why can’t we do something similar with agency?

I.

“Ah, so that’s where Undertale fits in.”  Not uniquely, but sure, why not?  Undertale is a game about choices, in the sense that it’s a game about one specific choice repeated over and over, of the form: “You could try to murder this person you just met–do you?”  The very intentional trick to it is that you are making this choice in a video game, where murdering people is not just acceptable but expected, to the point that even though the game tells you right off the bat that you should talk to the things you “fight” instead of stabbing them, everyone’s natural instinct is to stab them anyway, because that’s what you do in an RPG.  Usually, people take the hint after a little while and at least figure out how to make friends with the bosses, but, again, very intentionally, it is impossible to be anything other than morally “meh” on your first playthrough (no matter what, you have to kill the king and trap everyone underground).

At this point, there are two reactions: “Whatever, I don’t get it.  I’m done.” and “To the Internet!” It should go without saying that the intended audience will overwhelmingly choose the latter, wherein they will find that Undertale actually has three endings: One, they just got.  A second can be achieved by playing the game and using its mechanics properly (ie, don’t murder people), and a third–undesirable but there–can be achieved by going right off the deep end and murdering every character in the game (including characters spawned by random encounters).  This is where agency comes in.

Choices in games, even choices that radically alter the player experience, aren’t new.  “Choose Your Own Adventure” became a thing in the ‘70s–it’s not like Warren Spector suddenly showed up with Deus Ex, fully developed from nothing in 2000.  Still, there’s a difference between giving players a choice between outcome A and outcome B and making that choice mean something.  The point is abstract; I’ll try to elaborate: In Undertale, different actions (at least in the second go-around) lead to different stories with different endings.  This is neat, but it’s nothing new and nothing particularly subtle.

The real magic is in the details surrounding those endings, for instance: endings 2 and 3 (from here on, the “Pacifist” ending and the “Genocide” ending) are significantly harder to get.  Actually, there’s a hierarchy: Pacifist is more challenging than Neutral (first ending), Genocide is way more challenging than Pacifist. Add on to that the qualification that Pacifist is a happy ending for everybody and Genocide is the gruesome annihilation of the world, and you have two axes by which you’re selecting responses.  So, yeah, your choice of Undertale ending probably says something about you.

II.

A brief digression: A surprising amount of robust game design theory has come from analysis of Magic: The Gathering.  If you’re talking about designing art based around the choices people make, you’re presumably interested in why they’re making those choices, which is why Mark Rosewater’s (or WotC R&D’s) codification of player archetypes (one of a number of similar efforts–I feel this one is generally the best) is so helpful for dissecting something like Undertale.

For those not familiar, Wizards of the Coast categorizes its players into the archetypes Timmy, Johnny, and Spike.  Timmy is interested in feeling powerful (see also: flashy), Johnny is interested in feeling clever (see also: unique), and Spike is interested in winning (see also: obsessive self-improvement).  Standard disclaimers apply: These are archetypes, not people. No one is all Timmy or all Johnny, etc.; they are tools we can use to organize the drives that people actually have when they’re at play.  Likewise, not all games will appeal to all of these drives. Johnny doesn’t much care for Pong.  And Spike doesn’t give a fuck about No Man’s Sky.

Undertale, meanwhile, has two major game systems.  The first is a fairly standard explore-and-dialogue, a la every JRPG ever.  The second is bullet hell. Due to the Internet, Johnny has to try to care about either (someone has to write all the stuff on the Internet, but he’s gotta be on the bleeding edge or it doesn’t really matter).  Meanwhile Timmy can get invested in the game’s characters and secrets, but the bullet hell dancing he has do for them is *whatever*. So Spike commits genocide because doing so makes him the best at “playing the game,” where “playing the game” equals “getting the trickiest ending and beating its hardest level”.  Why does he do this? Because if he’s the best, he “can”. And to prove it, he “has to”.

One might say that Toby Fox is an uncanny judge of character, and while doing so certainly adds a moral punch to this analysis, it isn’t necessary for Undertale’s artistic validity–the efficacy of the polarization here is interesting enough.  Let me reiterate: The player’s exertion of agency in Undertale is not just a difference between outcomes–it’s a difference in the game being played in the first place.  And moreover, the path a given player takes is going to look bizarre to anyone who takes another path. The Genocide player is going to look at the Pacifist and wonder why he stopped playing the game halfway through.  The Pacifist is going to look back and wonder what kind of psychopath would brutally murder the characters he spent 15 hours befriending just because he can.

In fact, precisely because the choice is so polarizing, it begins to look less and less like a choice (ie, is it really a choice if you would do the same thing ten out of ten times?).

III.

So all of that is very interesting, and I write the analysis here partly because I’ve never seen it written before in a way that doesn’t make my eyes bleed and partly to answer the original question: “Can we make high art using agency as a medium?”  We’ll leave the questions of what words mean to stew in a corner, but I think we can confidently say that agency can produce a deep, analyzable, and, importantly, beautiful experience akin to film, literature, or visual art. “So, basically, yeah?” Yeah.

The problem is that proofs of concept are great and all, but they can only do so much to provide us with an affirmative understanding of the limits of the medium.  The best we can do is ask questions and think carefully about what we’re playing, and I plan to do just that with a very different example in my next essay(s). For what it’s worth, Warren Spector is probably right in all of his crowing about how choice matters, but it ought to be taken in a broader sense.  And, paradoxically, that means that understanding choice as a design element may get pretty fucking meta.

Top image: Sans the Skeleton from Undertale