Maggie Greene

‘An eternal yet banal sensation’

There is a wonderful quote in a book I otherwise think is fair-to-middling (if that – Edvard Radzinsky’s The Last Tsar: The Life and Death of Nicholas II):

Nicholas kept a diary for thirty-six years without interruption. He began it at the age of fourteen, in 1882, in the palace at Gatchina, and ended it as a fifty-year-old prisoner in Ekaterinburg ….

This diary contains no reflections, and opinions are rare. He is terse – this taciturn, retiring man. The diary is a record of the principal events of the day, no more. But his voice lingers on its pages.

The mystical force of genuine speech.

The revolution punished him without trial, not allowing him a final say. The portrait of this puzzling man was created only after his death – by his opponents and his supporters. Now he himself can speak in the words he himself once wrote. I leaf through his diary. One experiences an eternal yet banal sensation in the archive: one feels other hands, the touch of hands across a century.

I just spent a week in the Shanghai Municipal Archive (上海市档案馆) tying up some loose ends. Archives are funny places: even when you’re not reading something as personal as a diary, there is something of that ‘feeling other hands.’ Even in the neatly typed and seemingly impersonal reports, those echoes are there – personal voices come from the most unexpected places. Most of my materials are bureaucratic detritus – typed records of things no one has thought about in decades, reams of 统计表 (tongjibiao, charts of statistics), scribbled communiqués back and forth between various government ministries. No smoking guns, no highly recognizable names. Certainly no diaries from deposed emperors. And yet ….

Archives in China are doubly funny places: even when your materials are merely the detritus of a somewhat bloated bureaucracy, there’s a shroud of secrecy drawn over them. Talk to a China scholar who has spent any time in PRC archives, and you’re likely to get an earful about some horrific experience or another. While my project isn’t precisely Shanghai-centric, topic-wise, I made a strategic decision in doing most of my work in the city. The archives there are pretty mellow, and access is quite open. We all know there are files nobody but Party historians are getting access to, but at least at the SMA, the stuff that’s out in the open is there for the taking. It’s a downright pleasant place to work – the fact it’s tucked on one end of the Bund and overlooks Pudong doesn’t hurt.

I hauled home a not insignificant chunk of photocopies, and I’m in the process of sorting and scanning them (well – the hundreds of pages of statistics are joining the hundreds of pages I already have; scanning adds an extra step as it is, no reason to be a masochist about it). It’s entirely banal yet somehow extraordinary. As much as putting the pieces of my narrative together is driving me batty at the moment, there is something really wonderful about wallowing around in sources and feeling those ‘other hands’ – even if they are unseen hands of an unknown bureaucrat, and not those of a highly mythologized ex-tsar.

Just one mountaineering party (of 600 million)

Research is a funny thing; you sometimes find connections where you least expect them. I’ve been trawling through the database Duxiu, checking up on a few things that have popped up in archival sources. I checked up on a common search (the dramatist Meng Chao – who really made his name as a poet in the Republican period) and turned up an article I’d never seen before. It was published in a journal I don’t usually associate with dramatists (Xin tiyu – on sports and athletics) on a pet subject of mine: high altitude mountaineering. Specifically, the 1960 ascent of Mt. Everest (or Qomolangma), which may or may not have been successful. I’ve been dying to write a paper on mountaineering in China after 1949 – I read one of the few (maybe the only?) academic books on Himalayan climbing last year & it simply increased my feeling that there’s a cool story to be told about China’s role in all of this.

In any case, it was with some surprise that I noted this poem written by a central figure in my dissertation on a subject I nurture a hope to write more on. Perhaps this is the shove I need? Check out this glorious stuff:

Ice axes like iron plows
Clawing at the ancient virgin ridge;
Crampons like sharp knives
Splitting open the numerous layers of the icy mountain;
The oxygen is exhausted,
A heroic spirit fills up their hearts;
Their physical strength used up,
Heroic willpower surpasses the east wind.

The monograph I mentioned above is great because it puts mountaineering expeditions into a bigger narrative about conquest, colonialism, dominating the earth – I haven’t yet turned up anything written on this from the Chinese side of things, but here’s my start.

Chinese earth has brought forth heroes.
Heroes have climbed one of the highest peaks,
What high peak is left that cannot be climbed!
The heroes have produced a great miracle,
What miracles are left that cannot be achieved!

Long live Chairman Mao and the Party etc.

Six hundred million heroes
Are just one mountaineering party
Climbing mountain after mountain
Climbing range after range
Six hundred million heroes
Gathered atop a high summit …

I personally love the description of the PRC as “one mountaineering party” and endeavor to use this more often when talking about the socialist period.

In other news, my first article was recently published – featuring (who else?) Meng Chao & his gorgeous ghost. “A Ghostly Bodhisattva and the Price of Vengeance: Meng Chao, Li Huiniang, and the Politics of Drama, 1959-1979″ is out in the Spring 2012 issue of Modern Chinese Literature and Culture. I owe huge amounts of thanks to Ye Wa, Larissa Heinrich, Paul Pickowicz, Jenny Huangfu, Amanda Shuman, my research seminar classmates from 2009, and two anonymous reviewers at MCLC for their advice and comments, though of course – all errors remaining are mine alone.

A few notes on obvious matters

Because isn't this what everyone aspires to?

Another day, another disgruntled post on how breaking into games journalism is hard (well, more a post about how breaking into games journalism is hard and I QUIT). I was struck yet again about how similar it all is to academia – so many people wanting so few positions, the same advice given to aspiring hopefuls (‘Don’t do it’), the complaints about that advice not being supportive enough, the accusation that it’s an exclusive and exclusionary club. Yet I think the author misses the mark here: it’s not necessarily an exclusionary club, and all the help in the world from people who have ‘made it’ won’t spell success for all the hopefuls. There are too many people who want jobs, or even just occasional nibbles on their freelance pitches, and not enough jobs; even when you remove all the people who don’t have the writing or intellectual chops, there are still too many people. Just like there are too many English PhDs and not enough jobs for English PhDs (insert department of choice here – it’s true for most of them, to some degree or another).

The ‘don’t do it’ advice is not so much exclusionary as it is cautionary. People say it knowing that the gung-ho person asking for advice is probably going to do whatever it is they’ve planned on, regardless. Sometimes it’s advice given from a position of knowing a lot about someone’s work. What we think about ourselves is often not what others see: it doesn’t matter how good a writer you think you are if you can’t convince others you’re brilliant. But regardless of raw talent or qualifications, the ‘don’t do it’ advice underscores a fundamental truth of breaking into games journalism (or academia): for most people, trying hard and being good isn’t enough. There is a high chance of failure, not because journalists are big mean exclusionary jerks, but because there aren’t enough jobs. Whether the author in question ‘worked hard enough,’ I don’t know – but even if he did, the chances of success are not stellar.

Of course, some people do make it, and a couple of people responded to the original posts with tales of success and the difficulty in finding that success. Scott Nichols gave us a nice article on the ‘club,’ and then another touching on some related issues. Brendan Keogh wrote a nice post about his success thus far. After some perfectly reasonable advice on how to break into games journalism, he has this to say:

At the end of the day, only one thing is true: to make it as a videogame journalist, you need to write a post about how to become a videogame journalist on your personal blog. So there you go. I made it. And you can too!

It occurred to me that – since he’s a smart & witty guy* who had just written in preceding paragraphs about “the ‘just keep writing until you make it! Don’t give up!’ crap pep talks” – this was perhaps a bit tongue in cheek, and what follows is certainly not an attack or criticism of his post, but I’m using it as a jumping off point. Because the ‘You can too!’ optimism is … not true. Rather, it isn’t going to be true for most people, and these kinds of statements are indicative of a problem that goes far beyond games journalism. It’s the insidious lie that if you just work hard enough and want it badly enough, you too can be a success!, something that has been drilled into – at least in the US – most people’s heads since childhood. It’s not true. It never has been true, and repeated statements to the effect that it IS true will not make it so. Sometimes, despite raw talent and ability, and despite doing everything ‘right,’ you will fail to attain your goals. In the case of academia or games journalism, both places where (for the most part) there are far, far more qualified applicants than there are available spots (freelance or salaried), chances of failure are quite high, no matter how talented you are or how well you sell yourself.

There is an element of luck to all of this. It’s something we don’t like to admit: a lot of success or failure has absolutely nothing to do with us and a lot to do with how things fall into place. I don’t mean to suggest that people who have ‘made it’ have done so without a lot of hand work, and have simply lucked into their positions. And while I don’t always like playing counterfactual history, it’s perhaps worth pondering if, say, Leigh Alexander would be where she is today if she had tried starting her career two years earlier, or two years later. Maybe she would be, or maybe not. I would offer that Leigh partially got her start on GameSetWatch, which no longer exists at all & hasn’t existed in that circa 2007 form for a pretty long time (closing off that particular avenue for aspiring Leighs-to-be): institutions (and the people involved in them) have a big impact on careers (a point I will return to shortly). On a personal level, would I have had the scrap of a “career” I did had that job opening been posted at another point in time? No. Would Kotaku of today hire me, or have need of putting up such a posting? No.

Or, another example, this one culled from the academic world. I spent my dissertation year in Shanghai supported by the prestigious Fulbright-Hays DDRA fellowship. In typical grant fashion, these things are decided on the basis of a ten page prospectus of your dissertation topic, a two page bibliography, and three letters of recommendation from professors. The LORs were out of my hands after I secured letter writers, but I spent a lot of time and effort putting together the best prospectus I could. I won one. But had I applied one year later, my letter writers would have been the same, my project would have been the same, and I would have left empty handed, as the competition was cancelled due to lack of funding. The year before I applied, two of my classmates both won the Hays – would I have been just as successful that year? Maybe, maybe not.

To say that some of my success was due to timing is simply to acknowledge that much of what happens in our careers has very little to do with us. It doesn’t mean that I think I was undeserving, or that my project isn’t good, or that I didn’t work hard. But I’ve found my graduate career a fine balancing act between self-criticism (‘I did XYZ very poorly and it needs work’) and admitting that sometimes, despite our best efforts and the quality of our offerings, the ‘stars weren’t aligned.’ Again, I don’t believe things are predetermined or that hard work has nothing to do with success – but I think we’d all be better off if we just admitted that yes, being in the right place at the right time, or knowing the right people, or any number of other things that have nothing to do with our talent or ability can impact our careers or lack thereof.

It doesn’t mean ‘don’t ever try,’ but it means ‘be prepared for failure.’ And preparing for failure is difficult and painful, especially when you are working your hardest and doing your best at the same time. I’ve given some really depressing advice to undergraduates thinking of grad school, and it’s not coming from a place of bitterness or failure – just one of being tired, and of being aware of how much the daily grind really takes out of you. I think the same can be said for the ‘don’t do it’ camp of battle-tested freelancers and writers. It’s hard. You’re probably not going to make it. And you need to go in understanding that the chances are you’re investing a lot of time, tears, and writing into an unsuccessful venture. Just as aspiring PhDs need to be comfortable with the idea of investing an unholy amount of time and effort and have absolutely nothing to show for it at the end in terms of long-term, gainful employment.

You'd be amazed at the faults that can be hidden with a little work

Which leads me to a seemingly unrelated issue. There is absolutely an element of gamesmanship or showmanship here (academia, games journalism, whatever) – knowing how to package yourself to hopefully get the best results – but it’s hard to know how to play the game if you’re ignoring the game. And, for the most part, people ignore the game of games journalism (there’s a touch of irony here … somewhere … maybe). It’s incredibly difficult to know how you fit into the bigger picture if you’re paying no attention to it, and the ‘But I love it so’ statements ignore the bigger picture. This is not entirely the fault of stars-in-their-eyes wannabe journalists: one of my greatest frustrations with the chatter of games journalism (or – more to the point – the critiques of games journalism) is that we spend astonishingly little time thinking about structures, about how all these different parts fit together. How does the aspiring writer fit into the system? How do the freelancers fit there? The stars? How do pressures from above impact the sorts of writing being produced – or who is being hired? Once we get past obvious hot button issues like ‘breasts = page views,’ there is precious little to be said about how all of this writing, all this knowledge is produced. You know, the producing that people want so badly to be doing.

We spend a lot of time lauding or tearing down individual writers and publications, and very, very little time thinking about how they fit together, or what they say about this culture of writing, reading, playing, consuming. It is mostly guaranteed that any time criticism or defense of a particular publication comes up, comments sections will be stuffed full of mind bogglingly ignorant commentary on how publications function, how it is that writers conduct their business. And really, it’s hard to blame such commentary on willfully ignorant participants – we never talk about structure(s), so why would anyone bring such things up? I would go back and cull a few examples from discussions that happened a few years ago, but it’s too depressing. Instead, I’ll just say that while academia is hardly a model to be emulated, a little more of the self-aware, self-critical examination of the ‘big picture’ (à la – dare I say it? – area studies) would be useful for all of us, past, present, and wannabe writers.

It won’t stop the frustration of people who feel they’re outside of the ‘club,’ and it certainly won’t stop the the fact that most people aren’t going to be successful, but it may take the edge off that ‘don’t do it’ advice. It may give us a little insight into how things function in this little journalistic subculture of ours, and really – won’t we (and our work) just be all the better for that?

*I had a crazy dream a few nights before I posted this that Brendan took serious offense to this & it led to a lot of people I’m very fond of on Twitter, like Kris Ligman, getting angry at me & saying particularly nasty things. It goes without saying that I hope that doesn’t actually happen, since none of this is coming from a place that’s critical of Brendan!

From Shanghai to Kunming & weiqi to Warcraft

My very first poster advertising ME!

As if I didn’t have enough to do in my last two weeks in China, I enthusiastically accepted an invitation extended by a good friend of mine: come to Kunming (the ‘Spring City’ in China’s Yunnan province) and give a lecture on a topic of my choosing to his study abroad students in the Duke in Chinaprogram.

So thanks to Brent Haas, one of my favorite people from grad school & one of the very finest teachers I’ve ever seen, for showing me a good time in a lovely city & allowing me the opportunity to talk about some of my favorite stuff. As it turned out, the school administration was pretty excited to have a guest speaker, so my audience was significantly bigger (and more diverse) than I was anticipating: around 100 students, most Chinese. What follows is a condensed version of my talk (I also have a bit of discussion afterwords and some thoughts on what I could have done better – things to file away for next time. Here’s hoping next time goes just as well!). The talk itself was a bit basic, but I think I’ve started pulling out some core themes (and in the process of getting ready, came across some more good sources: YES!)

From weiqi to Warcraft: Games & Play in Chinese Culture (and some serious stuff, too)

I have, for about as long as I’ve been in grad school, felt like someone trapped on the margins of two fields. I longingly press my nose up to the window pane of game studies, and wish that I were truly as comfortable being an academic there as I am being, uh, whatever it is my status is (former blogger of some renown at one point in the quickly receding past, at least among certain quarters?). At the same time, I’ve tried to mash myself into what I think Chinese historians ‘ought’ to be (with some success), while at the same time trying not to be that. Mostly, I would just like to feel like I’m doing a better job of straddling two fields that don’t see a lot of each other: I am usually the only historian at game studies things and almost always the only Chinese historian; while I am delighted there are more and more ‘China studies’ people looking at contemporary gaming culture, I don’t think we’ve hit a critical mass – yet. At least, those of us skewing more towards the historical haven’t.

In any case, part of trying to straddle these two worlds is trying to capitalize on what I do have that most people don’t. I tend to fall back to what I know best: the popular press. And here is the real heart of my personal project: I want to flesh out these flat, one-dimensional representations of what Chinese gaming culture (and by default, China) is, and think in broader terms about how we got to where we are today and where we might be going. I went through and culled a small-but-pretty-representative handful of articles on China from Kotaku to illustrate exactly what we are up against:

  • Prisoners in labor camps forced to farm gold. Here we have a trifecta of ‘China issues’: gold farming, World of Warcraft, and human rights violations
  • Game addicted, neglectful parents sell their children for more money, more time to game
  • World Bank proposes gold farming as potential revenue stream for developing economies (this one was more a matter of tone (negative) and photograph illustrating article (Chinese gamers))
  • A bounty of counterfeit, shanzhai 山寨 Nintendo DSes seized at Japanese port (this one elicited quite the laugh from my Chinese audience)
  • And finally, perhaps the most typical: man in Beijing dies after marathon gaming binge at internet café (wangba)

I certainly don’t want to deny bad stuff happens; on the other hand, it’s an awfully skewed portrait. Well, who cares what a bunch of Kotaku readers think, right? Unfortunately, such a blasé attitude is naïve at best and dangerous at worst; I think the overwhelmingly negative or derisive tone is one that is echoed in many places. There’s also this weird tendency to put China in this Confucian post-socialist vacuum, by which I mean many people see China as consisting of Confucius … then Mao and after … and precious little in between. How often have things been written off as some weird communist quirk? Or how often do people intone about ‘tradition’ this and ‘traditional’ that?

This spills over a touch into academia (the sort of ‘amnesia,’ not thinking China is an odd blend of Confucian traditionalism and communist … something), where the past 10 years sometimes seem to be devoid of a longer history. Often, the most you get is a quick gloss of post-Cultural Revolution, reform & opening (gaige kaifang 改革开放). I recognize that not everyone is a historian, nor is interested in being one; but I really hate that a really rich history is essentially ignored. Surely there’s a way to marry these two fields together. So I guess that’s what I’d like to do, recognizing that I’m never going to be a superstar in either field independently. I’ll settle for being pretty decent at mixing them together.

In any case, my goal for the talk was to illustrate (a) the utility of games in studying Chinese history (b) the utility of considering a broader sweep of history when discussing contemporary games and gaming culture and (c) discuss some of the challenges and pitfalls of games research (particularly from the historian’s point of view). I guess it was a bit simplistic, but then, it was a talk to a pretty mixed audience, so I guess that’s to be expected!

I. Liubo 六博 ‘six sticks’

Tomb figures, Eastern Han (25-220 CE)

On the surface, liubo seems a slightly odd choice to begin a lecture on the history of games with, since precious little is actually known about the game. We have some textual references (dating to the Warring States period, 5th-3rd c. BCE) in sources such as the Analects 论语 and the Mencius 孟子, and physical objects: sculptures, paintings, game boards, paraphernalia. A lovely complete game set was pulled out of the Mawangdui 王堆马 tombs (circa 2nd c. BCE, Changsha, Hunan), which also included some extraneous pieces that seem to be unrelated to liubo.

But I picked liubo for a few reasons: first, it illustrates the difficulty of studying old games that have died out. Liubo was clearly very important for a relatively long period of time (several hundred years at least), though it began declining in popularity by the later Han and has not been played for at least 1500 years. While extrapolating back from modern rules has its own problems, it at least gives us something to go on. Scholars debate exactly what kind of game liubo was: a racing game, where one had to go from point to point? A battle game, where one had to defend one’s territory? It’s simply not clear, and the texts and objects are pretty silent.

Second, while we really oughtn’t need be reminded that games can be serious business, sometimes people do need a little reminder. Liubo is good for this, as it seems to have had some ritual function. These ‘TLV’ mirrors are so named because of the T, L, and V shapes that appear on their surface. Those shapes just so happen to resemble a … liubo board? Indeed. And one example is even inscribed with wording that informs us the liubo board was inscribed to dispel evil. Well. Again, the link between the game, the mirror, and any ritual functions is pretty unclear. The inscription, while tantalizing, is merely one sentence, and we have no other idea of how these three things – mirror, game, ritual – fit together.

Bronze TLV mirror, 1st c BCE (British Museum), black marks illustrate the liubo board (?)

Finally, liubo overlapped with weiqi and this has caused a massive amount of confusion. I’ll come back to this, as I think it’s very important in understanding part of weiqi‘s history, and by extension, a part of the history of games in China as a whole.

II. Weiqi 围棋 ’encirclement game’

Woman playing weiqi (c. 722) - Painting on silk, Astana graves, Xinjiang

While at the Digital Games Research Association (DiGRA) conference in September 2011, I was intrigued by the number of people who brought up weiqi (or go 碁, as it is more commonly known). Poor China – one of the most quintessentially Chinese of games is, for most people, forever identified with Japan! In any case, weiqi has an illustrious past, and is still a very popular game that is taken quite seriously. In terms of its history, by the Tang dynasty (618 – 907) it was one of the four arts (siyi 四艺) that a gentleman was expected to have mastery of, alongside playing the qin(zither), painting, and calligraphy. The game was overwhelmingly associated with the male literati-scholar elite, though (as a famous Tang dynasty painting proves) some women played, as well.A piece by Wang Yucheng 王禹偁 (954-1001), a Song dynasty poet and official, gives us some indication of weiqi‘s importance. After being demoted from his position in the civil service, he built himself a bamboo tower and waxed rhapsodic on it’s soothing qualities:

I … built a bamboo tower with two rooms. It is a good place to play the qin, for the musical melodies are harmonious and smooth; it is a good place to chant poems, for the poetic tones ring pure and far; it is a good place to play weiqi, for the stones sound out click-click.

I personally love the genre of weiqi poetry (see article by Chen Zu-Yan – which the following examples are taken from) – and there are some truly splendid and varied examples.

In Liu Yuxi’s 劉禹錫 (772-842) “Song of watching a weiqi game, as a send-off for Master Xuan’s journey west” 观棋歌送儇师西游 (written after watching a talented Buddhist monk play), we get an inkling that weiqi is perhaps not as solitary as the game is sometimes presented. Master Xuan was playing another person, and probably had a number of (male) friends standing around watching:

First, I perceived dotted stars in the dawn sky;
Then, I saw soldiers fighting in late autumn.
Your deployment was as wild geese in flight – nobody understood it,
Until the cub was caught in the tiger’s den, and all were shocked.

Weiqi was the best kind of social activity: moral and wholesome while providing a platform for male bonding. Liu’s poem also gives a taste of the martial imagery used to discuss weiqi – proponents of weiqi noted its utility as a military training tool. Weiqi was applied to any number of grander situations, my personal favorite being Zha Shenxing’s 查慎行 (1651-1728) “Inscription on Zhang Qiji’s ‘Painting of Men Watching a Weiqi Game’” 题章岂绩观棋图 (I haven’t yet seen the painting this is based on):

The cosmos is a weiqi board,
The battlefield of Black and White –
Trivial as worms and ants,
Great as marquises and kings.

These examples illustrate a few key points of scholars’ attitudes towards weiqi: its reflection of cosmic elements, its utility as a training game for military strategy, and the connection to self-cultivation that was an important component of Confucian traditions. The utility of weiqi as a military training tool is debatable, considering the lousy track record of Song and Ming dynasty weiqi-playing officials on the battlefield!

But the point of the four arts was not that one was supposed to be innately skilled at weiqi, or painting, or writing poetry: one was to acquire these skills through study and practice. In theory, any ‘gentleman’ could acquire mastery of weiqi: this sort of cultivation was key to the examination system that supported the Chinese civil service. The dream of a meritocracy was increasingly important in the Ming and Qing dynasties, when even Farmer Zhang’s kid could study hard and reach the position of a high official. Or, that was the theory at least. If the cosmos is a weiqi board, the cosmos is essentially fair – because anyone could acquire skill in weiqi (and by extension, life), you just had to work at it. Even Confucius approved of weiqi!

Well … so they say. Here, I crib off of people who know much better than I the intricacies of very ancient texts (the Lien article cited below is really wonderful for an introduction to some of these philological and historical issues). But what can we state with reasonable certainty? We know that weiqi existed by the Han dynasty (the physical record picks up here). Prior to the Han, we see no references to the game – instead, we see references to things like boyi 博弈. In citing Confucian classics, historians have relied on what appears to be the anachronistic readings of Warring States texts by Han dynasty scholars. That is, we’ve generally assumed that the boyi of the Warring States had the same meaning as boyi in the Han (since that’s what those Han scholars thought – and that is how they glossed much older texts). I think the most convincing arguments point to this anachronistic reading and make a good case for weiqi‘s later appearance.

Here’s where we, as China scholars, have amnesia: it wasn’t until relatively recently that scholars started interrogating these questions seriously. After all, what difference does it make? The game was popular – and has stayed popular. What difference does a few hundred years make? Well, when we’ve erased an entire portion of weiqi’s history, we’re missing a big part of how weiqi fits in with broader trends in Chinese culture and society.

My favorite find of the past several months, YE Lien’s spectacular article on Wei Yao’s 韦曜 (c. 204-273) “ Disquisition on boyi [weiqi]” 博弈论 contains the following gem from Wei Yao (keep in mind, this is about that most unassailable, Confucian, glorious, edifying game – weiqi!):

Among people of this generation, many do not engage in classical studies. They like to play board games: they abandon their work and neglect their tasks, forgetting to eat or sleep, using up the whole day and exhausting the sunlight, then carrying on with tallow candles. … Regular affairs are neglected and not taken care of .… Sometimes they gamble for clothing and belongings …. The sense of honor and shame is relaxed, and expressions of anger and perversity are unleashed.

Statements like this are timeless – think of Cicero’s “O tempora o mores” (Oh the times, oh the customs!) – and certainly not confined to China, but think for a moment. This most Confucian of games, a game we talk about as being practically limitless in its multitude of moral qualities, had a period of several hundred years where not only was it not the be-all, end-all of literati board games, it was actively castigated by some quarters as being addictive, dangerous, and bad for the spiritual and physical health of China’s youth.

This tension is (I think) incredibly important to understanding the status of games in Chinese culture, from the ancient times until present, as the tension carries down through the late imperial period to the present day. Yet we’ve spent very little time talking about this tension (or games in general). But had Wei Yao been born in the waning years of the Qing dynasty, his essay would have been perfectly at home. He would have had the perfect target – majiang 麻将 (mahjong).

III. Majiang 麻将 mahjong

Here’s another quintessentially Chinese game – one that was often put in direct opposition with weiqi (unfortunately for China, mahjong has retained its associations with the Middle Kingdom, despite being filtered through Japan – unlike weiqi!). Mahjong was the wild, wasteful, decadent, horrifying other to weiqi’s tempered, wholesome, and educational self. It is a social game for four people, played with colorful tiles; the object is to build certain combinations of tiles – not unlike many card games.

I began researching mahjong at the behest of a professor who indicated he would like to understand the origins of the game which “despite a lot of garbage about Confucius and ancient origins, rose in the Taiping era and apparently from Shanghai, to become an extraordinarily popular form of polite gambling in the twentieth century.”

Where the game came from and when is impossible to pin down, though it generally appears to have shown up in Shanghai or Ningbo in the middle of the nineteenth century. What is for certain is that the game spread quickly, and was popular from the social and political elites down to peasants.

And while tracing mahjong’s origins is very difficult, there does seem to be a strong link with madiao 马吊 – a game that had been the bane of late Ming officials. Of course, reconstructing games in absence of physical and textual evidence can be next to impossible. Compounding the problem – at least in the case of madiao or mahjong – was the fact that while everyone seemed to have been playing the game, none of the literati elite would deign to write about it. Except, of course, the ones who were criticizing it – and they weren’t kind enough to leave us detailed geneologies of the games they just wished would disappear.

The famous poet-official Wu Meicun 吴梅村 called madiao the “game that lost the Ming.” His meaning was that while Manchus massed armies on the northern border, southern officials were busy frittering away their days with games and pleasurable diversions. Madiao, for Wu, was a neat, two character encapsulation of the vices of an official class who didn’t take their Confucian duties too seriously. Thinking back to Wei Yao’s complaints about weiqi over a thousand years earlier, Wu’s criticisms look awfully familiar.

Mahjong’s reputation certainly wasn’t an improvement over madiao’s. But, just like madiao – which it seemed just about everyone was playing, though no one was writing about it – the game was extraordinarily popular. The question of why the social elite loved mahjong is difficult to answer, since no one who liked the game really wrote about why they liked the game. But the mahjong itself may offer some clues.

In an early 20th century Japanese text on 'customs of old Beijing,' this depiction of mahjong was flanked by illustrations of an opium den and a "tea house"-cum-brothel

Unlike weiqi, which is frequently presented as a more contemplative, serious game – almost solitaire in two player board game form – mahjong is a game for four players, less technical, and less contemplative. The social aspects of the game appear to be one of the biggest draws, and one of the reasons late Qing moralists went crazy criticizing the game. It was addictive, people spent too much time on it, and neglected the things they ought to have been worrying about – like a crumbling dynasty (is this sounding familiar yet?). Even people who were worrying about the state of the Qing dynasty and later, the early Republic, loved mahjong: the great scholar and reformer Liang Qichao 梁启超 is attributed with the saying that “Only studying is able to make one forget mahjong, and only mahjong is able to make one forget studying.”

Yet, in a move that presaged efforts a century later, an anonymous author in the radical late Qing Zhejiangnese newspaper “The Alarm Bell Daily” expressed the idea that mahjong was good for more than mindless evenings with friends. Tucked amongst dispatches on the Russo-Japanese War, dispatches from foreign countries, and national news of some importance was an article that suggested games – in particular, mahjong – were perhaps one part of the solution to the myriad of problems facing China.

The game had long, involved, and pretty pedantic rules (see the bottom of this post for a description). The important thing here is that the author felt that mahjong – a wildly popular game – could be used to educate the mahjong-playing masses to the new global order. The point of the game was to illustrate the superiority of Western styles of government, the necessity of technology, and the need for a combination of things (government, technology, resources) in becoming a world power. As far as I know the game never made it to a production run, but the intent was there: using a very popular game, one that was seen as having no purpose or negative influences, changing it a bit, and giving it a new, appropriately healthy and educational twist.

Reformed mahjong

IV. The Present

Reformed mahjong was one glimmer of hope in a landscape that was otherwise stuffed full of criticism and anxiety over where the future was headed. Anxiety over games is (obviously) nothing new, nor is it confined to China. This point is obvious, but too often contemporary issues get spun in a ‘Oh, look what those crazy Commies are doing now!’ manner – that is, some sort of authoritarian overreaction. I don’t want to remove the CCP leadership (on national, provincial, and local levels) from their role in all of this, but there is a lot more to this anxiety and desire to control than ‘the CCP behaving as usual.’ Exactly how all of it ties in, I’m not sure – but it is deserving of more than a passing glance.

Wei Yao’s criticism of weiqi would, as I mentioned before, be very at home in 2011 with a few minor changes:

They like to play computer games: they abandon their work and neglect their tasks, forgetting to eat or sleep, using up the whole day and exhausting the sunlight, then carrying on at all-night wangba. … Regular affairs are neglected and not taken care of .… The sense of honor and shame is relaxed, and expressions of anger and perversity are unleashed.

As I’ve said before, the ‘back in MY day’ sentiment – a nostalgic longing for some better past – is nothing new, nor is it constrained to China. It’s not a unique feature by any means – but it’s one that gets forgotten (we can’t really accuse Wei Yao of being a silly Chinese communist, right?). I think we’ve also forgotten to some degree the cycles that games go through: weiqi‘s past position of being eyed with deep suspicion by Confucian moralists has been thoroughly obfuscated.

Too, the strange Chinese hybrids – the ‘addictive (but not TOO addictive) and fun!’ yet ‘morally wholesome and educational!’ – aren’t a new idea (anywhere in the world!). Government bureaus in contemporary China are finally acting on the same impulse as the anonymous Zhejiangnese author of “Reformed Mahjong”: ““In observing the rise and fall of nations,” he wrote, “one should not observe matters of great importance, but instead look at trifling things.” Mahjong – as a ‘trifling thing’ popular across the whole of China – was the perfect vehicle for reform and education. These days, it’s not mahjong, but MMOs.

Here’s one of my favorite examples: Incorruptible Fighter (Qinglian zhanshi 清廉战士), a game put together by the Ningbo government. Designed to teach players about corruption and get some history lessons along the way, it was basically a very slightly modified version of the ever popular Three Kingdoms-themed PC game. Incorruptible Warrior appropriated an existing structure and gave it a facelift without making substantive changes to the gameplay itself. Killing the powerful and notorious Ming eunuch Wei Zhongxian, for example, netted players one hundred experience points, with which they could upgrade their stats in “combating corruption,” “moral character,” and “degree of being corruption-free” (these stood in for more usual designations of “strength” or “magic ability”).

It’s easy to laugh, but is it actually that different from weiqi? It’ll take another couple of hundred years to find out, but this tension between criticism and adopting something, bad, addictive fun and good, educational fun – it’s been here for a very long time, and by ignoring the connections between contemporary and historical games, we’re really missing a lot.
—-
A bit earnest and very simplistic, I guess, but all in all, not a bad first effort (well, I don’t think so, at least). As it turned out, my audience of about 100 students turned out to be mostly Chinese – I had anticipated a much smaller group composed primarily of Duke University students and perhaps some expats. Had I known ahead of time, I would have put my slides in Chinese – I like to think I’m reasonably good with PowerPoint & there were certainly plenty of images (and not too much English text), but some Chinese language guideposts would have been good. Thanks to the efforts of Professor Haas, we did manage to have some conversation at the end of the talk. A few brave students were willing to talk about their affection for historically themed games (one noted he felt like he was learning something about the Three Kingdom period when he played them), casual games (at least in the case of the girls in the room), and Angry Birds (which everyone, more or less, admitted to playing, after a round of denials that anyone played any digital games whatsoever. Naturally!).

As usual, I wound up giving myself more food for thought and feeling woefully unprepared to ever talk about any of this in a really formal, professional setting. Maybe someday. In the meantime, if anyone stumbles across any mahjong references, send them my way ….

Chen Zu-Yan, “The Art of Black and White: Wei-ch’i in Chinese Poetry,” Journal of the American Oriental Society 117.4 (Oct-Dec 1997): 643-653

Y. Edmund Lien, “Wei Yao’s Disquisition on boyi,” Journal of the American Oriental Society 126.4 (Oct-Dec 2006): 567-578

Iron girls

'We are proud of participating in the founding of our country's industrialization!' (1954; from chineseposters.net)

I’ve been trotting through the history of Chinese women in the 20th century in preparation for a course I’m teaching this coming winter. Unraveling these narratives that have been put in service to nation building has been both a trip down memory lane (recalling the early days of my fascination with Chinese history) and diving into new-to-me secondary sources that have popped up in the past couple of years, while my attention was turned elsewhere. It’s been dovetailing nicely with other talk of gender, one that played out (for me, an outside observer) on Twitter and on blogs – I’m referring to THAT panel (“The Words We Use”) at Freeplay 2011, a games event in Australia.

[Some relevant links: Brendan Keogh’s take, Ben Abraham over at Gamasutra, a post by Searing Scarlet, and lots of other links to be gleaned from those]

It’s been interesting, as a woman-journalist-that-once-was – I’m not sure I still count among the illustrious crew anymore, having mostly been resting on my laurels for the past few years, but I was once – interesting and sad and irritating and all sorts of things.

I was never made to be uncomfortable at Kotaku – part of that was my own design (and listening to Ian Bogost’s admonition not to read the comments! – which I pass along on Twitter to this day), part of it was the fact that I generally shied away from writing about gender and sex, part of it was the fact that most of the audience (if not always the most vociferous) weren’t into making irrelevant, sexist commentary. I did do at least one long form essay on the subject of sexuality and gender, and I’m sure the comments were a mix of thoughtful conversation, some ‘What? This again?’, and a smattering of ‘tl;dr’ or ‘Maggie is such a pedantic bitch’ (I wonder sometimes if the vitriol that was occasionally directed at me for looking down on my audience and thinking Kotaku readers were stupid and generally being a stuck up bitch would have been lobbed had I been male; I honestly don’t know). I think I wrote that under the ‘Everyone must produce feature articles’ phase of my employment, and I had been thinking about eroticism in Chinese movies (specifically, the subtle foot squeeze in Red Sorghum (红高粱 Hong gaoliang) and the wonderful tension present in the Maggie Cheung/Tony Leung pairing of In the Mood for Love (花樣年華 Huayang nianhua)).

However, that was not my first brush with issues of sex and gender and games. My first experience with writing ‘criticism’ was on the subject of sex and gender in games; it wasn’t terribly sophisticated, but I was about 22, so I try and cut myself a little slack. It appeared on Slashdot, and the comments literally made me cry. I remember being too horrified and hurt to even look away. It probably was a stupid essay, and perhaps was only parroting things that had been said before (and better), and almost certainly wasn’t a shining example of the genre. But I had never in all my life been subject to the kind of commentary thrown at me (and never since – whatever one wants to say about the Kotaku comments section, comments were moderated to a greater extent and people did get banned). ‘Clearly she just doesn’t get fucked enough,’ or ‘Must be a fat, bitter bitch – anyone have a picture?’ – and on and on and on. It was shocking and hurtful and offensive.

Here I will say that I have absolutely benefited from privilege-with-a-capital-P – maybe it shouldn’t have taken until I was 22 to realize that people who didn’t want to engage with me on an intellectual level would simply hurl insults based on my gender instead, but the only place this has ever happened to me personally is when writing about games. No academic paper reviewer, no matter how monstrous, would return an essay with the notation that ‘Clearly this author doesn’t get laid enough and probably does not fit into culturally accepted standards of beauty, which is obviously impacting her ability to engage with post-colonial interpretations of subjectivity.’ I realize some of this is just the vagaries of the internet, but honestly. I bristle at the implication that comes out sometimes, the one that says that we should just get used to it, and things will change … someday. In the meantime, toughen up, cupcake.

I hadn’t killed any kittens or mugged any grandmothers; I had simply been audacious enough to write an essay that was linked by Slashdot. An essay about what I as a woman who wrote about games would like to see in the games that I played. The nerve I had as a youngster.

Even Kotaku commenters weren't heartless enough to insult the world's cutest pit bull

In any case, that early experience had a rather large impact on how I conducted myself later. I generally think I flew pretty under the radar. At Kotaku’s E3 party in 2008, I hid outside on the smoking patio, sharing a couch with Mike Fahey and an assortment of people who passed by during the course of the evening. No one recognized me – a strange position to be in, since everyone else I worked with seemed so visible, but not an unexpected one. I avoided putting a face to my posts and making things ‘too’ personal, occasionally in stark contrast to my coworkers. The only photographic evidence readers got of me was my bookshelf (unimpeachably academic and wonderful!) and my dog (way too cute to insult).

I wonder if any of my male colleagues, the ones writing under their own names, ever felt nervous about putting a picture of themselves out there for public consumption. I did. I posted one picture of me as an adult on Kotaku, and that was with my goodbye letter – I was already halfway out the door, if someone wanted to call me a fat pig as a parting shot, more power to them (no one did). Even my user icon was a game character and not a photo. I liked sharing bits of my life with the audience, but I never wanted to be too out there – and by ‘too out there,’ I mean using a photograph of myself, not spilling out my deepest, innermost fears and dreams on there interwebs – lest it could be used against me.

Yes, that speaks deeply to my own personal insecurities, ones that are quite independent and alive separate from the sphere of games writing, but nevertheless: that run-in with utterly inappropriate, extremely hostile, very-much-tied-to-my-gender commentary did have a significant impact. I couldn’t – still can’t, actually – imagine anyone using my male colleagues’ bodies as criticism of their writing: ‘Brian Crecente’s opinions are stupid because he’s unattractive’; ‘Simon Carless must be fat and bitter, that’s why I don’t like his essay’; ‘I need to see a photograph of this Ben fellow before I determine my feelings about his writing.’ No, I don’t think everyone – or even a majority – of people in the industry, or people who follow blogs and critical discourse, would say (or even think!) such things. But it doesn’t take much of a minority, just a vocal one, to drown out all the other voices.

It saddens me that we’re still having the same conversations we had years ago, despite what seems to be an increase in visible female writers and critics.

But I agree with those that say people are ‘tired’ of the talk of sexism, it’s all been said before, and any current debate will simply rehash that. I am alarmed by the notion that “gender will stop being an issue when we stop acknowledging that there is a divide.” There is a divide. Refusing to acknowledge the divide just means … refusing to acknowledge it (the author more or less contradicts herself a few sentences later & appears to advocate for people speaking up, but this sort of idea – that talking about an issue is what propagates it – is definitely in play well beyond the game blogosphere. I think it’s a lie, a dangerous one at that, and we should stop throwing it out there. Not talking about an issue will never resolve it, just make it easier to ignore). But I do understand the dislike of talking about it, and the exhaustion with the subject. There is fatigue that sets in as we go round and round in circles and nothing ever really changes.

There’s a fine line here, at times a contradictory one, but I think it’s one that we collectively walk every day in different permutations. I am a woman. I don’t want people to flatten that out and not see my gender (because what usually happens when gender magically “disappears” is categories collapse into one appropriate one, the default being heterosexual male, with differing experiences ridiculed or ignored), but that’s not the only thing that defines me, or even the most important one. But it is part of me. I don’t often think of my gender in relation to my academic work, for example (primarily because I exist in a comfortable, supportive ecosystem in my program). But I am always aware that my experience has been shaped to larger and smaller degrees by being female. It’s not the most important characteristic I use to define myself by far, but it is more than just a box to check on standardized forms.

I’m currently reading a collection of essays published by acclaimed women writers who grew up under Mao – Wu Hui’s wonderful Once Iron Girls: Essays on Gender by Post-Mao Chinese Literary Women. The experiences and ruminations of these writers – most of whom were once told they were “iron girls,” that they held up half the sky, that they were equal (and indeed, did do everything that men did and then some; but ‘a new woman is just like a man’) – is packaged neatly and tightly. Some of the essays are absolutely brutal; most will at least give the reader pause. I’ve certainly been examining my own life in contrast. Here’s the introductory paragraph by an essay by Lu Xing’er called “Women and the Crisis”:

In recent years, I have been thinking about women’s issues and written about them in a fiction series. I plan to continue writing about these issues in the future. Indeed, since ancient times, woman has never failed to be a topic involving prolonged, heated discussions. I am sure that women will continue to be talked about, in depth and forever. However, women’s situation and future will see few fundamental changes, despite so much writing, thinking, and discussing.

I said “fundamental,” not superficial.

(Ouch)

I would like to think Lu is wrong. I’m hardly the poster child for optimism (if something can be worried about, I can worry about it like a true champion worrier/pessimist), but I would really, really like to think she’s wrong, both on a big scale and on a smaller scale like … the community that writes about videogames.

Here is a slightly more positive take on getting over the gender divide: “Androgyny” (which can also be rendered as “neutrality”) by Bi Shumin:

Androgyny is different from saying that women can do whatever men can do. This statement identifies women as a little boat managing to get close to the mens large ship. In contrast, androgyny is the lighthouse. Toward its welcoming lights both men and women move forward, helping and enabling one another, leaving no one behind.

I have been lucky in my academic career to not brush up against overt sexism from professors or classmates, as I mentioned above. Reading Katie Williams’ response to the Freeplay panel was painful – not because it reminded me of my own experience, but because it was so foreign, and no one ought to feel like that, nor should it be tolerated by those in a position of power. It underscores the futility of staying quiet. I wonder if we haven’t done ourselves a great disservice by distancing ourselves from the discussion, saying we’re not interested in those kinds of issues. I hasten to say that I would have no interest in focusing exclusively on gender issues, but sustained conversation could be a good thing – both in public and in more private (possibly ‘safer’) spaces. I’ve never had the opportunity to sit around with other female journalists and critics and talk about our experiences, and it’s something I would be interested in doing.

Obviously these issues go way, way beyond a conference in Australia and women who write about games. I hope one day, Lu Xing’er will be proved wrong. Until then, I’ll simply wish for thoughtful and sustained discussion on issues that impact all of us, female or not.

In summer, it is the nights that are most beautiful

Sei Shōnagon, Edo period print

In summer the nights [are most beautiful]. Not only when the moon shines, but on dark nights too, as the fireflies flit to and fro, and even when it rains, how beautiful it is! (Sei Shōnagon, The Pillow Book, trans. Ivan Morris)

Summer in Shanghai is draining – it’s hot and very humid, and it hasn’t been raining as much as one would expect in the summers (or at least, as much as I was expecting). Nights are not particularly beautiful either, and there are no flitting fireflies, just mosquitos – though evenings are at least a respite from the sun. I’ve survived heat and humidity before; Virginia is no cool paradise come August, and Taipei is on par (at a minimum) with Shanghai temperature and humidity-wise – but it seems particularly unrelenting here. Rain storms were a near-daily occurrence in Taipei, which makes summer more bearable, and Virginia at its worst was the equivalent of a normal day in Shanghai. Which is to say, I’ve felt like doing precious little other than hibernating in air conditioning. I think the weather has contributed to my terrible case of incompletitis – the inability to finish anything. Oh, I’ve met immovable deadlines when I’ve come up against them, but it’s all that more flexible stuff: for instance, I have no fewer than five unfinished blog entries languishing in my queue. I’ll get around to finishing them … maybe.

In any case, it’s the home stretch here (I booked my tickets to fly back to the US in October – and I’m thrilled to bits at the prospect of being back in California in a smidge over two months!), and I’ve been good and working a lot. I was lucky enough to host a good friend who came down to use the wonderful Shanghai municipal archives (上海市档案馆) and soak up some of the French Concession atmosphere. It was a delight to have someone else to go archiving (after we had our morning coffee & breakfast, of course) and try new restaurants with, squeal over sources to, and gossip. I’m not used to having roommates, having had my last one at the age of 20 or so, but it’s a nice change for a few weeks – mostly because I am not used to being alone for extended periods, and in truth, it’s been one of the most difficult things about this year abroad.

But, having caught a summer cold and piled loads more activity than I’m used to on top of it, I’ve taken a few days off to lounge around the apartment, recover, contemplate cleaning (and do a bit of actual tidying), and play some videogames. I’ve been flip flopping between a few things, but currently I’m playing through ÅŒkamiden, the recent ‘sequel’ to ÅŒkami. It’s cute, though the graphics can get a bit choppy at times – but I do think the drawing mechanic is quite suited to the DS. It works better (for the most part) than it did on the PS2 or Wii, even. Still, mostly I’ve been playing through and wishing I could pick up the original again.

ÅŒkami is – and will probably always be – the only game I played (not once, but twice) because I found the aesthetic experience so damn pleasurable. It was the look that got me interested in the first place, and it was the environment that kept me playing a game that wasn’t always very good. But I was so impressed with the visuals and the idea of the gameplay linked to the tactile pleasure of writing. I loved the way the ink (‘smoke’) pooled at the tip of the brush, and the way mountains were simple outlines on the sky.

There was a certain joy of movement in the Wii version. I generally dislike the ‘Wii waggle,’ and find it excruciating when it pops up where it just doesn’t fit (particularly awful execution of Wiimote action in one game I played caused me to put the game aside totally rather than face 30+ hours of waggling my way through a JRPG). I flicked my wrist in the middle of an ÅŒkami battle, and the wolf dodged smoothly. It was elegant – more importantly, there was a connection between that little flick of the wrist and the movement on screen. It was the first time I had played anything on the Wii and gone ‘Oh, well. That was nicer than I would’ve gotten out of my standard controller.’ This is a bit funny, of course, because a lot of people criticized the lousy control scheme. I found that the learning curve was sharper, but once I got the hang of it, it worked brilliantly for me.

I liked touring the countryside; it was a pleasure to go galavanting about scenery that struck a balance between drab realism and candy-coated fantasy. There was a solidness to Amaterasu’s movements, but it never turned stiff and clumsy. Animals so frequently come off poorly in games – most representations of equids leave me aghast at the fact that anyone could think any horse-like creature could ever look like that – it was nice to see one that verged on believable. Perhaps it shouldn’t be surprising that the believable wolf was set in an unbelievable setting? The world of ÅŒkami is not ‘realistic,’ but maybe that’s why Amaterasu’s mannerisms and movements were often so real (and delightful): she was totally unburdened by the need to be ‘realistic,’ as were the things that surrounded her.

Leigh Alexander wrote a nice piece for Kotaku a few months back entitled “Why Don’t I Lose Myself in Games Anymore?“:

When games were more abstract-simple designs and massive worlds with yawning gaps in between each fragile plot point-they engaged us more, because they became worlds we could own. When all of the work of creation is done for us, when every element of lore is written in, when every object in the game world is explicable and available for interaction, there’s nothing for our hearts and minds to do except ride along. And that’s beautiful and well, but it’s just not very engaging.

Now, Leigh is speaking to the structure and plot and characterization, but some of the underlying issues here are the same, I think. It’s the gaps that capture our attention (how many people have hated big screen versions of favorite books, where someone else’s vision is played out – partially or wholly at odds with the world and characters you’d built in your head?) and allow us to fill in the blanks. The fact that ÅŒkami‘s art style was somewhat literally fuzzy around the edges is what let her become ‘real’ (at least in my eyes). Those yawns, side flops, ear scratches, tail wags, and countless other minute movements could have become bogged down in details in a game striving for realism.

All of this got me thinking about a conference presentation I saw over a year ago, at a conference I also presented at. The presentation was on early 1960s “ink painting animation” (shuimo donghua 水墨动画), in particular two films from the noted animator Te Wei 特伟. We watched clips from the 1960 release Tadpoles looking for Mama (Xiao kedou zhao mama 小蝌蚪找媽媽) and 1963’s The Cowherd’s Flute (Mu di 牧笛 – the Youtube title below is wrong regarding the date). I won’t bore with details of the political maneuvering that make these two films resonate with my research on early ’60s drama, but beyond their historical significance, I found them absolutely enthralling. I’d never seen anything like it.

Except in ÅŒkami.

Of course, if all animation in China looked like this, or all games went for the fluid, the minimalist, the purposefully unrealistic, it wouldn’t be special. On the other hand, it’s less about the stylistic particulars and more about the idea of staunching the flow of this wanting-so-badly-to-be-real-that-it-hurts, which is in a lot of cases simply taking away space for imagination. It can become dull, stiff, and boring. There is something to the openness, the literal blank spaces – more room to maneuver. My favorite example of this is around the 2:00 mark below, where ‘water’ is not much more than totally blank space.

(Part two can be found here) I watch a lot of contemporary Chinese cartoons, and I doubt many of them will stand the test of 50 years like The Cowherd’s Flute (that’s for the commercial stuff, of course – there is a whole slew of independent animation, but I don’t think many people are watching, sadly). I wonder how many of the types of works that entirely spell out a world for you will be able to? There is a lot of flexibility in gaps, a lot of room for people to fill in their own present.

I opened with Sei Shōnagon – her Pillow Book (finished sometime in the very early 11th century) is rightfully famous and I have loved it for over half my life. It’s absolutely contrived in some respects (parts of it were revealed at court, and there was editing, rewriting, and shuffling going on), but it’s such a great hodgepodge of stuff. She was witty, catty, and immensely talented – which is what makes her work such a fascinating historical record. But the thing I like most are her lists. Sometimes she expounds rather lengthily (here, part of a list on Hateful Things):

A lover who is leaving at dawn announces that he has to find his fan and his paper. “I know I put them somewhere last night,” he says. Since it is pitch-dark, he gropes about the room, bumping into the furniture and muttering, “Strange! Where can they be?” Finally he discovers the objects. He thrusts the paper into the breast of his robe with a great rustling sound; then he snaps open his fan and busily fans away with it. Only now is he ready to take his leave. What charmless behavior! “Hateful” is an understatement.

Equally disagreeable is the man who, when leaving in the middle of the night, takes care to fasten the cord of his headdress. This is quite unnecessary; he could perfectly well put it gently on his head without tying the cord. And why must he spend time adjusting his cloak or hunting costume? Does he really think that someone may see him at this time of night and criticize him for not being impeccably dressed?

And sometimes she just offers her opinion without commentary:

Elegant Things

A white coat worn over a violet waistcoat. Duck eggs. Shaved ice mixed with liana syrup and put in a new silver bowl. A rosary of rock crystal. Wistaria blossoms. Plum blossoms covered with snow. A pretty child eating strawberries.

Who among them was a robe rustler? (From the NY Public Library site; the Kokushi daijiten)

Lists, observations, opinions, records of a life. An eleventh century LiveJournal, if you will.

One reason Sei Shōnagon has stood the test of time so well is because her writing is ‘fuzzy around the edges.’ It isn’t that there aren’t tons of particulars that alert you to the fact that we are in the past (where, to quote L.P. Hartley, ‘they do things differently’). That’s one key to its enduring popularity: the time capsule effect. But somehow, the Japanese noblewoman who lived over a thousand years ago wrote passages that seem as though they could have been pulled from today. It’s the fuzzy bits that can’t be tied to specific periods, the parts that make you want to ask questions (what was so elegant about duck eggs? has been one of my perennial, flippant favorites) and make you think. That’s the other key, and probably the more important one, at least in terms of keeping translations of her work on shelves across the world. She resonates with today (whenever that today may be).

Even if she did leave one important thing off her list of why in summer, nights are the most beautiful: cicadas and roosters shut up for a few hours!

The cosmos is a weiqi board. A fair one, dammit.

Kris Ligman had a nice piece over at Pop Matters on class and games (RPGs, more specifically) – the class-blind, wonderful lands of opportunity that they are:

Is there any ludonarrative dischord greater than the capitalist, white, middle-class attitudes of unrestrained play coming into conflict with issues of class and race so utterly failed by these biases? The class- and race-obliviousness of these pastoral, easy, and free game worlds don’t reflect the lives of the serf characters that we so often assume but reflect their lords instead.

(The essay is worth reading, so go take a look; however, it’s just sort of the tangential jumping off point for what follows)

From Romance of the Fruit Peddler (Laogong zhi aiqing, 1922); baddies of Shanghai's dirty underbelly playing mahjong at an all night club

This got me thinking about the subject of ‘fairness’ in games, at least in the few that I’ve dealt with directly.  I’ll say off the bat I’m more interested in perceptions of fairness – how people have talked about it – versus technical definitions of whether a game is fair or not.  Mostly because the world that Ligman talks about, the ‘middle class’ world we inhabit in RPGs regardless of a character’s origin story, is a ‘fair’ world, right?  Limitless opportunity, bounded only by your own playing.  The deck isn’t stacked against you from the get go, no matter where you come from!  It’s a meritocratic fantasy.

The meritocratic bit is what turned me to my own research.  I tackled the subject of mahjong (sort of) for my third year research project.  The paper certainly could have turned out worse, but mahjong was an unexpectedly tough topic to handle in two quarters.  For a game that is so quintessentially Chinese, mahjong is everywhere – and nowhere at once.  Everyone was playing it, and no one was leaving a written record.  Which reminds me: people who whine and moan about the ‘enthusiast press’ and blogs and a lot of ‘noise’ in the game community ought to take pity on future historians, ’cause they (the PhD students of Ivory Towers future) are going to want all that stuff, no matter how poorly written – I promise.

In any case, in half of the paper, I hamfistedly blundered around grappling with old school scholars like Huizinga and Callois (both of whom loved to trot out “ancient China” as an example); in the other half, I attempted to analyze the shifts in discourse surrounding mahjong as related to class and gender.  Mahjong is descended from madiao, a game that Wu Meicun (a famous Ming-Qing scholar-official) claimed “lost the [Ming] dynasty.”  Wu’s meaning was that officials were too engaged in things not related to their job (which would include a ‘frivolous’ game like madiao) and ignoring the barbarian hordes agitating on the northern border (and worse).  It was a game that was beneath the scholar elites to talk about and write about, but it seemed everyone was playing it.  Mahjong retained the decadent overtones of its predecessor (a symptom of moral decay – and harbinger of terrible things, like dynasties being toppled) – and like madiao, everyone played it, and few wrote about it, except in high-handed, pedantic tones.

It wasn’t that games were bad.  Mahjong and madiao had and have a foil, that being the ancient and eminently respectable game of weiqi.  Weiqi is also quintessentially Chinese, although it’s known widely in the West by its Japanese name (go).  Legitimately ancient where mahjong and its forerunners were not, weiqi has an entire genre of poetry dedicated to it, and skill in playing was something “real gentlemen” were expected to cultivate alongside ability in painting, calligraphy, and playing the qin (a type of zither).  Frankly, I’ve never been terribly interested in weiqi, important a game as it is.  However, my interest was piqued as I picked up an article on weiqi poetry by Chen Zu-Yan.  As Chen argues, weiqi poetry relies on three major metaphors: “[it] approximates war, offers paradigms for social order, and teaches lessons about humankind’s moral stake in the cosmic game” (643).

A few samples.  One by Liu Yuxi 劉禹錫, on watching a talented Buddhist monk play:

First, I perceived dotted stars in the dawn sky;
Then, I saw soldiers fighting in late autumn.
Your deployment was as wild geese in flight-nobody understood it,
Until the cub was caught in the tiger’s den, and all were shocked. (646)

Another by Fan Zhongyan 范仲淹:

One [weiqi] stone is precious as a thousand ounces of gold;
One line on the board as crucial as a thousand miles.
Deep thought infuses the spirit;
How can the vicissitudes of the scene ever be replicated?
Success and failure depend on character;
I should compose a [weiqi] history. (647)

and my personal favorite, a painting inscriptions by one Cha Shenxing 查慎行:

The cosmos is a [weiqi] board,
The battlefield of Black and White —
Trivial as worms and ants,
Great as marquises and kings. (650)

A Qing dynasty (1644-1911) version of the bureaucratic promotion game

All of which is to say, weiqi was serious business (it still is in many respects, with weiqi results appearing on sports pages!).  I was intrigued by this approach to weiqi, an abstract game that had a wide variety of meanings read into it.  Mahjong, too, is a reasonably abstract game, and also has a wide variety of meanings attached to it – primarily negative ones.  In fact, some dour literati lambasted mahjong for the same qualities that weiqi was praised for.

While on a trip to use the UCLA collection, I idly mentioned to my advisor a type of board game (often called shengguantu 升官圖) I hoped to write a paper on someday.  Based around the civil service system and bureaucratic promotion of the Ming and Qing dynasties, these games played like snakes and ladders and were based on a roll and move mechanic (the image at right was taken from the page here, which has more images and descriptions in English).  My advisor asked a bit about how the game was played and remarked that it perhaps indicated that people already felt success in the civil service system was a matter of luck – something like getting a good (or bad) roll in promotion games.

This was an interesting thought, because one of the ideas behind the civil service examination system we are most familiar with in the present day is that anyone – assuming you were male, of course – could succeed in the system.  All you had to do was prepare yourself to sit for the exams, take and pass said exams, and off you could go on your way to fame and glory as an official.  In theory, this wasn’t far off the mark.  In practice, the financial resources (among other things) required to support exam candidates as they crammed for years on end meant that Farmer Zhang’s eldest son chances of success were almost certainly inferior to Magistrate Lu’s kid.  The system wasn’t fair, even though it was an improvement over systems that were more rigid.  There was the potential for social mobility.

I came to feel that this potential is one of the things that biased the literati elites against games like mahjong.  The yarns spun around weiqi upheld the potential for mobility.  Weiqi, in theory, was all about self-cultivation.  The ideal wasn’t a naturally talented player who intuitively grasped strategy and was just plain good at the game.  The ideal was someone who cultivated the skill of playing, just as one cultivated playing the zither, or painting, or writing poetry.  Ability in weiqi is nested in beliefs in a meritocratic system where “anyone” could succeed.  It’s not based on luck.  The game isn’t biased against you from the start.  Ability is up to personal virtue in cultivating a skill.  Despite the fact that it’s a game for two players (and a great number of poems and paintings depict bystanders hanging around a game), it’s often presented as a very solitary activity.  Consider the following quote from a Song official waxing rhapsodic on the acoustic qualities of his quiet tower:

It is a good place to play the [qin], for the musical melodies are harmonious …; it is a good place to chant poems, for the poetic tones ring pure …; it is a good place to play [weiqi], for the stones sound out click-click. (644)

Weiqi fantasy land!

Games like mahjong and madiao require skill, of course, but have that dastardly element of luck (enemy of meritocracies?  Perhaps that’s too strong a statement) and multiple players.  It is possible, though unlikely, to win a mahjong game simply by the luck of the draw.  I don’t recall reading a specific critique of mahjong or madiao in this vein, but my advisor’s statement about luck and the shengguantu games got me thinking.  The question of how people talked about the bureaucratic promotion games remains for another day, but I do feel comfortable at least speculating that at least part of elite discomfort with mahjong is the fact that it confronts the lies of the meritocratic fantasy.  Personal cultivation and hard work isn’t enough, wasn’t enough, and never had been enough: a healthy dose of luck and besting your competition were required to claw your way to the top.  Sitting alone in your lovely tower listening to the click click of weiqi stones wasn’t going to secure an appointment as an official.

A critical look at weiqi proves that it was hardly the meritocratic fantasy land generations of poets had praised.  An important skill for aspiring officials to have was the ability to gracefully (and very subtly) throw a weiqi game in a superior’s favor.  That is, you had to know how to lose.  No one likes an upstart, even a virtuous and cultivated one (perhaps especially not a virtuous and cultivated one). The practice of purposely losing has roots elsewhere and is certainly quite common, but it raises questions about the element of self-cultivation. Who’s to say that “talented” official wasn’t just being lost to by younger, more talented officials who were hungry for success? This is another thread I never saw directly addressed, except in satirical pieces. Weiqi, at least in the sources I looked at, remained wrapped in a veneer of equality and potential.

The point of all this rambling is that setting aside 20th century Western, middle class, capitalist notions of free play, people in a non-Western, “non-modern,” non-capitalist society liked play to be safely nestled in the same fantasy that contained the more “important” facets of life (like securing a job in the civil service).  And a number of them really didn’t like it when they were confronted with the evidence that there was a lot to life that was unfair, both on and off the board game table.

 

Mahjong goes serious (1904)

Probably more directly related to Ligman’s original post is the gem above, one of my favorite finds.  This is a “serious game” from 1904, and deals with capitalism, imperialism, and modernization.  It was found on the pages of a radical Zhejiangnese newspaper, and was tucked in between news reports on the Russo-Japanese War and other Very Serious Subjects.  I’ll quote myself from elsewhere here, since I don’t have anything extra to say at 10 PM on a Thursday a year after I last looked at this paper:

The game dreamed up by the author bore little resemblance, either in tiles or in play, to any variation of mahjong, and the “educational” purpose is painfully obvious. The zhong, fa, and bai tiles were replaced with government types (autocracy, constitutional monarchy, and republic), while the directional tiles were mapped to four classes of people (farmer, worker, merchant, and soldier). The three suits were assigned one continent per suit (Asia, Europe, the Americas); each of the nine tiles per suit was assigned a country and corresponding government type (e.g., “China – autocracy,” “England – constitutional monarchy” and “Brazil – republic”). A variety of tiles replaced the traditional flower tiles: the five inhabited continents, the five major oceans, and technological innovations (steamship, railroad, telegraph, printing, and hot air balloon).

…[The] essence of the new rules may be summed up thusly: republicanism and technology ruled the day. Players facing a hand of autocratic nations or, worse yet, Australian and African tiles had a near impossible task in front of them, being placed at an automatic disadvantage in terms of “turns” (fan), or ability to draw new tiles. Dominance in this “reformed mahjong” … required the right government and the right technology: the player stuck with the “colonized people” tiles (Africa and Australia) had no hope of competing with the enlightened continent of Europe, and possessing technology alone would not save an autocratic China.

While the rules make some measure of logical sense … even the author recognized the complicated nature of the game, asking readers to offer up suggestions if they thought of any ways to simplify the game. Further, in the pursuit of “educating,” this reformed mahjong seemingly removed any semblance of fun, and it is difficult to imagine anyone willingly settling down for a thrilling game of “imperialism in action.” The obviously educational component seems off putting to the extreme, and there is no evidence that this reformed mahjong made it any further than the pages of the [paper].

The “imperialism in action” statement is perhaps a bit too much of my own opinion creeping in.  But I think this little ‘reformed’ gem points to the same problem that Ligman’s piece raised for me.  Namely, the sort of people who would appreciate a game of “imperialism in action” – or being taken out of the meritocratic RPG fantasy and forced to grapple with the injustices of discrimination and inequality – aren’t the sorts that the game(s) are being aimed at.  The anonymous author of the above mahjong set was aiming the theoretical game at the vast masses of people who he desperately wished were doing something productive with their mahjong time.  The people most likely to play the game were people like himself: the kind of people who didn’t need Imperialism 101 in mahjong form to take a look at the situation facing them and their country.  I suspect that for a great number of people, the very fact that the game wasn’t fair would’ve been an extreme turnoff.  And when I mean “not fair,” I mean that it was possible to find one’s self in a position that took away any hope of winning – by the very virtue of the hand dealt you.

Not so unlike the reality of class, race, gender, and education, eh?

(I’m sure someone’s written about perceived fairness in games; if anyone has any good suggested reading, please send it along.)

Chen Zu-Yan, “The Art of Black and White: Wei-ch’i in Chinese Poetry,” Journal of the American Oriental Society 117.4 (Oct-Dec 1997): 643-653

Hopes and Dreams and Money

I had a long post regarding the cancellation of the fiscal year 2011 Fulbright-Hays competition written up.  It – mostly a ‘What winning the Fulbright-Hays has meant to me’ post – depressed me too much, so I’ve deleted most of it.  I was recently told I was being “practically nihilistic” about the future of America and American academia, and this is one reason why.  Even though I have won a Fulbright-Hays and have that money safely in the bank (literally and figuratively), the news was devastating for what it signals about our priorities and the future.  I hope, though, that this tremendous shock to those of us in fields that rely on the Hays and similar grants to get our work done will mean a more positive, active direction for the future.  I’d like to feel less nihilistic, and a lot of us would like for our future to look a little brighter – and maybe we can make it so.

A few links to relevant posts on the issue (also see the Facebook group that has sprung up):

The official cancellation notice (US Department of Education)

Acknowledging the Value of Fulbright-Hays Research Grants (The China Beat)

Has the Fulbright-Hays Cancellation Affected You? (China Dissertation Reviews)

Killing Fulbright-Hays (Sean’s Russia Blog)

The Fulbright-Hays is Cancelled.  Do Something (Christine & Rokas)

What follows below are  a few notes on what this whole disaster has stirred up in my mind, as a recipient of a FY2010 Fulbright-Hays (that would be last year’s competition).

For many of us, tucked alongside the leap from “PhD student” to “PhD candidate,” the crafting of dissertation prospectus, and putting committees together is the scramble to secure funding for our fieldwork abroad.  In the case of doing research in China, we have to put in serious time: even accessing archives can be a true test of patience, and one that requires cooling one’s heels while trying to rustle up letters and introductions from the right people.  It’s possible to fund such ventures on your own, of course, but since a life in academia is generally a losing proposition financially, it doesn’t make much sense to go into debt over it.  And it’s difficult to acquire a nice big nest of savings on a teaching assistantship – or it is at many schools in many areas.  So we write, edit, rewrite, edit some more, solicit letters of recommendation, order transcripts, write, and edit in the hopes that one of those nebulous “committees” will read our applications and deem our projects worthy of funding.

It’s a crapshoot at the best of times.  What do the committees want?  What’s going to catch their eye?  Writing a proposal is partially a game – a game of showmanship.  Knowing what to say, how to say it, and how to frame your proposal to generate the maximum appeal is a fine art.  I was lucky enough to have professors who turned a critical and knowledgable eye towards my essays and CV and helped me put together an application that was, in the end, successful.  It was step one in really learning how to play the funding game.  A successful application meant that I could move to China for a year and research my dissertation – a crucial, unavoidable part of writing a dissertation on modern Chinese history, funding or no.  It’s a step I would have had to take at some point, but winning a Hays meant that I didn’t have to dip into my own (non-existant) funds to do so.  It also meant I got to stay “on track” with my graduate career, and didn’t have to stress about how I was going to put food on the table and work on my dissertation.

Unfortunately for this year’s applicants, the rules of the game were changed on them last minute.  Actually, the rules weren’t changed: the game was just axed entirely.  The Fulbright-Hays program (which includes more than just the Doctoral Dissertation Research Abroad (DDRA) component) was totally defunded at the last minute.  Well – not even last minute.  Last year, we were notified in late April of our application status.  This year, after weeks of being told that decisions were coming, the competition was cancelled in late May.

On the one hand, we’re used to bad news in higher education.  On the other, losing the Fulbright-Hays – for only a year, or even more terrible to contemplate, forever – is more than just bad news.  Maura Cunningham at the China Beat succinctly summed up my feelings on why this is really, really bad news:

What concerns me most about the cancellation of the Fulbright-Hays isn’t necessarily its immediate effects on my colleagues and myself, though those aren’t insignificant. Rather, it worries me—even frightens me—that with this action the U.S. government is signaling its lack of commitment to education and forging bonds with communities abroad. Programs like the Fulbright-Hays grants aren’t just about supporting individual scholars; they have a larger mission of promoting work that collectively helps all of us contextualize the world we live in and recognize how it has come to look the way it does. By not providing the funding necessary to support this year’s crop of applicants, the government is implying that such work isn’t important, that we can exist in a global community but don’t need to understand it.

I have a shelf full of books whose acknowledgements indicate that American leaders grasped the significance of this mission in the past. I am now concerned, however, that few are willing to continue it into the future, and this loss, surely, will be to the detriment of all—not just graduate students.

An easy target for those of us in area studies is area studies itself.  Lots of books exist on the subject; certainly we could spend all day talking about Cold War formations of knowledge and power structures.  There’s no doubt that there were and are problems with that structure, and I appreciate the fact that many dream of alternatives.  But there are legacies that aren’t so negative – such as the Fulbright grants.  In an era when universities are more interested in making money than promoting scholarship and education, there were (and are) funding sources that give money simply for the purpose of advancing knowledge and broadening our view of the world.  And as huge a difference as the Fulbright-Hays has made for generations of graduate students, its funding was really a drop in the bucket compared to other national issues – the FY2010 competition clocked in at under $6 million, funding nearly 150 projects on incredibly diverse topics.

One of my favorite essays, and a particularly terrifying one, comes via the edited volume Learning Places: The Afterlives of Area Studies (Duke, 2002).  I first read Masao Miyoshi’s “Ivory Tower in Escrow” towards the end of my first year, while in my Japanese history course at UC San Diego (the article was originally published two years prior in boundary 2, the version I quote from below).  Miyoshi describes the “ivory tower” in the United States as increasingly bound to corporate R&D interests (and the increasing irrelevance of the humanities to that project), and considers the role academics in the humanities have played in allowing the humanities to become increasingly irrelevant.  It is startling – saddening – that Miyoshi’s article was published 11 years ago.  How far we have come (?).  What would this essay read like today?  Yet it seems more important than ever to take heed of his warning, issued over a decade ago:

It is pathetic to have to witness some of those who posed as faculty rebels only a few years ago now sheepishly talking about the wisdom of ingratiating the administration—as if such demeaning mendacity could veer the indomitable march of academic corporatism by even an inch. To all but those inside, much of humanities research may well look insubstantial, precious, and irrelevant, if not useless, harmless, and humorless. Worse than the fetishism of irony, paradox, and complexity a half century ago, the cant of hybridity, nuance, and diversity now pervades the humanities faculty. Thus they are thoroughly disabled to take up the task of opposition, resistance, and confrontation, and are numbed into retreat and withdrawal as ‘‘negative intellectuals’’ —precisely as did the older triad of new criticism. If Atkinson and many other administrators neglect to think seriously about the humanities in the corporatized universities, the fault may not be entirely theirs.

If all this is a caricature, which it is, it must nevertheless be a familiar one to most in the humanities now. It is indeed a bleak picture. I submit, however, that such demoralization and fragmentation, such loss of direction and purpose, are the cause and effect of the stunning silence, the fearful disengagement, in the face of the radical corporatization that higher education is undergoing at this time. (48)

I don’t know how world shaking my Fulbright-Hays will be.  I don’t know what my future career looks like. But I know that whatever comes in the future, I don’t want it (or me!) to be labeled  “insubstantial, precious, and irrelevant” or “useless, harmless, and humorless.” I was fortunate enough to win a Fulbright-Hays, an opportunity that this year’s applicants won’t get, and future graduate students may not get, either.  It’s symptomatic of a very diseased whole, and I sincerely hope that the sudden shock of this cancellation means that we will take a good hard look at ourselves and our institutions. I hope that we’ll rise to the challenge that Miyoshi set out eleven years ago.  The time for silence has long passed.

I hope that this year is a fluke (though I fear otherwise), and that life-changing emails like the one I got will start flowing again soon.  But it’s not going to happen by keeping quiet and allowing the status quo to continue.  We have been too silent, allowed ourselves to be too fragmented, and lacking in direction.  This is yet another wakeup call for all of us – maybe we’ll listen this time.

April showers bring May slugs & fierce debates

A more picturesque dream of sluggishness: Ingres, L'Odalisque à l'esclave (1839)

After a delightful two week trip to Beijing, I returned home to (quoting myself from elsewhere) “a horror scene of slug trails, dead and dying slugs all over the floor in my main room. Luckily I didn’t notice that one had been cruising around on my bed until the next morning.   I had noticed trails here and there on my carpet (but not thought ‘Oh, slug problem’) and caught a few parked on sponges in my kitchen a few months back, but thought it was an isolated issue. I thought wrong, clearly.”

It took several rounds of hysterical calls to my landlord and the dedicated efforts of his wonderful handyman to fix the issue (mostly).  And gross as it was, the Great Slug Infestation of 2011 (the first and, I sincerely hope, only time I will have to deal with such an issue) somehow spurred me out of my own, well, sluggish period.  The past 6 months haven’t been “as” productive as I would have hoped, but I’m back on track and not feeling as slow as the slugs that were having a field day in my kitchen.

Still, a couple of recent events reminded me that I’m pretty terrible at being immediately relevant.  I look in awe upon people who can magically whip up a response to writers and current events instantaneously – while I’m a pretty zippy writer, all told, it’s quite difficult for me to write unless a deadline is looming and/or a piece is writing itself.  I guess I’ve got a bit of slug in me, since in the past month I’ve had at least 3 hot button issues I’ve started to respond to & then simply abandoned.  OK, perhaps “abandoned” is too strong a word; I’ll get around to finishing them … someday … maybe.

The most recent was Daniel Cook’s “A Blunt Critique of Game Criticism” (its current form is an edited version of the one a lot of us first saw).  The original essay had me pretty frothy with rage for a few days, and while I sat down to write a response, only unpublishable snippets of text came out.  There were plenty of things I wanted to respond to with barely contained indignant fury – the slights against “game illiterates,” academics, all the other unworthies; the intimation that somehow, all those bits and pieces of writing that Cook disagreed with were crowding out stellar pieces of “worthy” game writing written by game literate people; the idea that fluffy humanities people were crowding out the “real” researchers (scientists); the arbitrary typology of writers that didn’t make much sense.  A lot of people jumped into the fray while I was sputtering up sentences here and there (Ben Abraham made a handy list), and said a lot of things as well or better than I could have (clearly).  But I typed away while cataloging archival finds, determined to finish an entry.

Then I thought … what’s the point?  Like a lot of these discussions, we’re chasing our own tail.  What Cook wants is more (better) writing for his particular niche interest (design and development); what I want is more (better) writing for my particular niche interest (not design and development); what we’re lacking overall is high quality, thoughtful writing that’s not geared toward niche interests.  Is there a lot of atrocious writing out there?  Yes.  Would I like to see a wider variety of quality writing, no matter what its thrust?  Yes.  Do I think poking sticks at those of us who aren’t designers or developers – nor, in some cases, particularly interested in writing about that side of the industry – is going to improve “game criticism”?  Absolutely not.  What Cook’s “call to arms” for people who “ought” to be writing “proper” game criticism is missing is a simple fact: a lot of people can’t write cogently, never mind thoughtfully and in a manner that holds the attention span of people who are interested in the subject.  While Cook points out that developing games doesn’t mean one can write about them, he pegs this as a problem of selecting one’s viewpoint.

… If only! There’s a lot of bad writing out there on all subjects.  Most pertinently for this discussion, there’s a lot of bad writing out there on games.  Period.  It’s not confined to academics coming from the humanities or eighteen year old fanboys.  I wonder how much time Cook has spent poking through the nooks and crannies of blogs on Gamasutra: there’s good writing, sure.  There’s also a lot of terrible writing on a wide range of subject matter.  Being “game literate” to Cook’s standards doesn’t mean being culturally literate and capable of writing to my standards.  It’s not that these things are mutually exclusive (obviously not, there are plenty of examples – including Cook! – to show that you can be quite technical and adept with language at the same time).  But as the blurb at Lost Garden says, “You’ve found a rare treasure trove of readable, thoughtful essays on game design theory, art and the business of design” (emphasis mine).

I also find the narrow view of what constitutes “game criticism” (and writing on games more broadly) troubling. Cook muses that “[in] all of this I sense an odd fear. What is so dangerous about being an engineer-geographer-historian-poet-lawyer? I only see benefits to the community as a whole. The only risk is that individuals comfortable in their current niche might need to change and grow.”  However, the assertion that there is one form of game criticism (discussion of game design from a design/ers perspective) that is more desirable, or intrinsically more valuable than other forms strikes me as the position that is cutting off possibilities that rise from the hyphenated “forms of being” Cook throws out.  I’m not running scared of developers or designers, and I’m happy to defend my position – I also think I have a record in the blogosphere that attests to the fact that I’ve been quite open to reading, writing about, and publicizing a really wide variety of writing from a number of angles.  I have certainly never advocated for a position that needlessly insults a number of talented individuals, regardless of whether I personally found their niches captivating.

I say that as someone who has been linked on Critical Distance (and used to write for Kotaku, “promoting” – or at least giving a bit of page space – to all sorts of writing that I liked very much, from Cook’s prototyping challenges to “I” pieces written by students and academics).  I don’t see myself fitting in particularly well to Cook’s typology of “game criticism”; I suppose the area that would come closest would be “Connecting games with the humanities: An academic exercise in which various aspects of games are described as being part of an ongoing structure of philosophy, movie criticism, literary criticism, art history, rhetoric, etc.”  Except that doesn’t fit at all.  On the most basic level (leaving aside Cook’s really narrow definition of what constitutes “the humanities,” at least based on that list), I’m generally less interested in writing about the experience of games than I am about the discourse surrounding games, just as I am generally less interested in the performative aspects of opera than I am about the discourse surrounding opera.  This is a position that opens me to criticism from a number of sides, which I’m OK with – at the foundation of research is doing things we enjoy and we find interesting.  I am not interested in picking apart design issues (nor am I qualified to beyond an experiential reaction).  Ergo, I generally don’t write about specific games in any of the ways that Cook lays out as types of “game criticism.”  A lot of people who Cook is, by default, taking aim at don’t – but that doesn’t mean that we don’t have something to contribute.

Simply put, we don’t have such an excess in terms of really, really good writing that there’s not enough room for everyone.  Really.  Cook may dream of better writing of the type that he wants to see, to the exclusion of what he takes as useless noise on the internet; I dream of better writing across the board, better research, better understanding on the whole.  We can all enjoy our own niches without resorting to belittling the positions of others. Michael Abbott of the Brainy Gamer said it much better than I can:

I accept Dan Cook’s encourgement to deepen my understanding of games from a designer’s perspective, and I’m persuaded that I can benefit from doing so. I hope he and others will accept the value of experiential, comparative, theoretical and other forms of criticism as no less vital to the evolution of video games as an art form worthy of careful consideration from many points of view. I can tell you from first-hand experience that territorialism and boundaries of expertise have played pernicious roles in academia. We mimic those behaviors at our own risk.

[Finally, on a bit of a personal note. The following characterization of historians is quite possibly one of the saddest views of history (and the historian’s craft) that I’ve ever read:

I understand that there are people who prefer to be historians and catalogers of culture.  There is still room for both catalogers and people who dream about the future.

Some historians – not all, but a great many – are dreamers, and dream not just of the past but of the future.  Much of written history reflects more on the author’s present than on the past, and often points to a “dreamed of” future – whether we agree with that projected future or not.  I’m certainly not spinning my wheels in archives so I can simply catalogue a phenomenon; my hope is to do work that will say something about where we are now, how we got there, and where we’ll be going. So too with my work that isn’t “properly” historical: how can you dream of a future without understanding where you’ve come from and where you are at present?  Cook and others may not be interested in the work that many of us do, but that doesn’t mean we’re not dreaming and it certainly doesn’t mean we aren’t thinking about the future.]

Back in the fold

The Guozijian (國子監), Beijing, April 2011

Immediately following on the heels of a family visit (and lots of Kindle reading!), I headed up to Beijing for a work-personal visit, which has actually been really great for work overall (and recharging my batteries in a different sort of way).  Shanghai has been oddly isolating, particularly after coming off of three years of a small, close knit program and people within easy reach most of the time.  And, to be fair, perhaps a lot is due to some of my inherent shyness and general dislike of “going out to meet people” (where people mean strangers, without the veneer of some common interest, as at academic conferences) – or even just being friendly with strangers at the coffee shop.  I’m just generally not feeling up to that sort of personal interaction on my own, nor do I find it pleasurable in the least (not the random encounter in a restaurant or coffee shop).  In any case, my generalized-yet-subtle angst with the situation seeped into my work (or lack thereof).  I’m pretty sure I’ve gotten more done this past week than I have done in the past two months!

Some of that is just finding myself in wonderful, well trod old patterns with good friends.  A cohortmate, actually (meaning we’ve been together since our first fledgling days as PhD students), and her husband; other than the change of scenery and food options, it feels like old times when we lived only a few blocks from each other in San Diego.  The only thing missing is my erstwhile pit bull, Torres, begging for food & mugging people for snuggles and tummy rubs.  The pattern of work or hanging out – three people in one room, sipping coffee and tethered to respective laptops, with occasional commentary on whatever we’re doing punctuating the quiet – is familiar from other well-loved friends.  All told, I feel very at home – which means I’ve been cheerfully humming along with productive, grad student-y things (papers, research, translating, woo).

While I can’t package them up neatly and bring them back to Shanghai with me to ensure continued productivity, this kickstart to work is something I will be bringing home – as well as my scribbled notes from my meeting with my advisor who happens to be in Beijing this year (the other is holding down the fort at UCSD).  I’ve been pretty radio silent since arriving in Shanghai – a not entirely natural state of being for my garrulous, more prone to not shutting up than being too quiet self – and it was nice to lay out what I have gotten done (and get instantaneous feedback).  My trusty Eslite dayplanner – which I have studiously acquired one of each year since 2006 – has a mere two pages filled, but somehow it’s enough.  When one is dealing with minds who manage to cut to the heart of a matter in a sentence or two, who needs an entire legal pad?

In any case, I’m feeling revived and like I have a path, which is really the most important thing in making sure my last 6-7 months in China are as wildly productive as they can be.  Outside confirmation that your gut was right is always good, but so is that very large nudge to get going with stuff you know you needed to be doing anyways.  It’s also nice to hear that maybe taking a path a bit different from your classmates hasn’t had a totally deleterious effect on one’s research year.  Being tossed out of the proverbial nest – so safe, so softly feathered, so sheltered from the outside world! – to fend for yourself (kind of) is a rude shock, so it was with great relief I returned to another familiar, well-trod path and pattern: office hours.  The more things change, the more they stay the same ….

So I’ve spent a lot of time hanging out at “my” desk, listening to new-to-me Renaissance choral music (usually not my bag, preferring plain old lute-‘n-single singer varieties of early music, but it does have a certain je ne sais quoi and makes me long for collegiate architecture à la Princeton), and turning back to Meng Chengshun in earnest (which is paying off by turning up interesting and not-so-interesting phrases and other things – having found what is, to date, the least attractive metaphor for someone longing for a loved one I’ve seen: spitting up pent-up feelings of sadness like a spring silkworm expels threads [of silk] from its mouth).

All in all, I’m finding Beijing to feel more “lived in” than Shanghai (I suppose this makes sense), but I’ll be glad to get home to the Concession and the humidity and a different pattern of life.  But it’s been a nice first trip to this city I’ve read so much about; we’ll see what the next few days hold.

I had just commented on the fact that one could forget one was in the middle of a giant city. Well, sort of.