Tag Archive for jrpgs

Remembering hearts

IMG_1352I have a whole whack of backlogged posts-to-write that I haven’t gotten around to: the end of spring semester (the end of my second year as a full-fledged assistant professor!) was full and busy. Two conferences, including a trip to Canada, thoughts on teaching an experimental-for-me course, other assorted bits of my life. Frankly, as summer slides by – as it’s wont to do when you’re an academic, I was at the dentist a few weeks ago & the hygienist said to me ‘It must be so nice to have the whole summer off!’, and I could only laugh, because it’s not quite that simple – every day means it’s less likely for me to go back and write those posts, or finish the half-written ones in my queue. I may sit on quiet, cool nights and tap through my phone, looking at photographs and little snippets of video that make me smile, but I don’t really want to write about them. But a past of mine that passed into history long ago: well, that’s a little easier to write about. A little more like writing proper history.

I don’t pay much attention to games writing these days, and honestly haven’t for a long time – certainly not for the past year or so, since there’s been so much hateful stuff directed at people I know and respect. It’s easier – as a person no longer connected to any of that, except in the most tenuous way – to get my news in snips here and there on Twitter, on Facebook. I don’t have to watch E3 because it’s my job, so I don’t. I don’t have to pay attention to GDC or the latest press releases, so I don’t – except when it’s already been filtered through people I know and trust, who have had to go through all that shit first. The first game-related thing I’ve felt strongly enough to post about in a while was Leigh Alexander’s wonderful essay on FFVII. It was beautiful. It was worth sharing.

This past E3, the long-begged for Final Fantasy VII remake was announced. FFX was my first ‘real’ FF (I have written about that), though I had played 7 & 8 & 9 prior to that. But I had a different relationship with those games than many people my age: though I played them close-to-or-shortly-after-their-release, it was still in a sort of second hand way, not in the excitement of playing the new thing that’s just come out. I was just starting to play videogames again – and really play them in more than a ‘7 year old with a GameBoy’ way – when these games were the latest thing; I didn’t even know what a JRPG was, never mind that I loved them. But I was close enough to 7 that I can understand why people have these bigger life memories bound up in it. It is of my generation, even if it wasn’t mine. I am currently replaying FFVIII (not one of my favorites in any case, but there’s a certain amount of comfort and nostalgia in its crazy junction system and story). I remember sitting on the floor of a friend’s cramped little room that I spent a lot of hours in as a high school student, watching him play the game. I remember how that room smelled and looked and felt.

Games always conjure up memories of where I was in life when I play them. That doesn’t mean I don’t have memories, important & emotional ones, attached to other kinds of media – music is particularly evocative, of course, and I can go through my library and give you a run down of where I was in life when I first read this book or that (even academic monographs). They have feelings attached to them. I hauled a bunch of books into my office today & going through them took forever, because I kept running down the hall to say to my friend ‘Look at this little memory or that! You should read this one … Oh, look at this random piece of academic dust that is living in the pages of this book I haven’t looked at in years …’, or I just sat on the floor of my little office and paged through them silently, remembering. But those memories are never as consistently complete as game memories are.

DSC00311.JPGThe game related to 7 that was mine was a PSP spinoff released in 2008, Crisis Core. It’s a beautiful little game in a lot of ways. I got it not because I was so attached to 7, but because I had played 7 & was curious about how Square was going to deal with a game where you knew the outcome before you started playing. I had also lived in Taiwan between 2006 & 2007, when FFVII prequel mania was at its height – my terrible little bathroom in my terrible (but wonderful) little rooftop one room studio with no kitchen had a FFVII prequel wall hanging in it (bathroom not shown here, but you get the idea). Crisis Core is a game where the main character is one that you know is dead in 7, the game that comes after. How does a writer deal with that? Can you write a satisfying story where everyone – well, everyone that had played the main game, which is the target audience here – playing it knows the character you’re playing is going to die? They did. I cried at the end – an end I knew I was coming. Maybe that’s why I liked it: it was like writing history with a sad end, where you know things are going to end badly.

861e3f3c6807f4d4762eff1ee6d054a6I played it on a PSP that I had bought myself on a whim the Christmas of ’07, at the end of my first quarter of grad school: I remember getting on the highway & driving down to the area with all the big box stores so I could go to GameStop. I came home with a trusty black PSP, which remained trusty and well-traveled until it was replaced with a Vita this year, long after it had become obsolete. It lives in my basement still, in its nice case, the kind that you could insert your own image into – which I carefully trimmed a photograph of the Meiji Temple in winter to fit, from my beautiful Christmas cards I used while I was in coursework. The interior simply said Peace. I still have a few in a desk drawer in my home office; I couldn’t bring myself to use all of them. I tried to find a case like that for my DS or Vita, because I just wanted to carry that beautiful image again, and I came up empty. That case (and PSP) went all over the US & to China (and various points in between), and now lives in my basement, mostly forgotten.

This past spring, I taught a seminar called “Games, Play & History,” which was basically a wonderful disaster. I had a lot of really wonderful students; we read some really wonderful stuff; I think I was trying to do something interesting. A lot of what I wanted to do didn’t happen, there were some unexpected bright spots that I was (delightedly) shocked by, and it was just a big learning experience in general. But while I was setting the course up in December and January, I was going through my archives and trying to find examples of good and interesting and different writing about games. An essay that kept nagging at me was one written by Leigh Alexander in 2008, about Crisis Core. I’ve read a lot (a lot) of Leigh’s writing, since my ‘career’ at Kotaku basically coincided with the early stages of her career, and while she’s written a lot of wonderful, smart stuff before and since – better stuff – this essay had stuck with me for a long time as a brilliant example of good writing on a contemporary game: striking a balance between nostalgic and insightful, personal and broad, a piece that talked about this cultural thing in her hands right now and how it connected to the past and spoke to it and was informed by it. It was, in short, a great piece of historical writing that wasn’t history. It’s what I try to do with my own academic work, I think: there is this thing I have right now in my hands that’s beautiful, and here’s why it matters beyond its immediate wonderful qualities.

CrisisCoreOSTI haven’t read it in years. But I remember saving a tab in my browser after it was published (where? I don’t even remember – maybe it was just on her Sexyvideogameland blog, the one that I linked to over and over when I wrote for Kotaku), and going back to look and look again, like I always do with good writing. In it, she talked about playing this game, this prequel to a game that had meant so much to her, and playing it while in the midsts of a relationship that was breaking down. And it wasn’t just that she was playing through this game where you know the main character is going to die, where the designers are deliberately making your heart stop with all these echoes of the game before, the game you are so attached to. But that original game formed the basis of that relationship that was breaking down. She wrote of this dying relationship, and silently passing the PSP between them, looking at this end-beginning – whatever one would term a prequel – that you know is going to end badly, at least for the current incarnation. And you have something here, in the right now, that is ending badly. But it’s a start, too: something new. It isn’t just the past replaying itself again and again.

It was beautiful. It was – it still is – one of the most beautiful pieces of writing on games I have ever read, partially because it was just so bloody personal and in a way that a lot of games writing, even relatively intimate stuff, just isn’t. I haven’t read it in at least six years, and I remember the way she described passing that PSP. Perhaps not in detail, but how it made her feel, because I felt it, too (and isn’t that what good writing is supposed to do?).

I don’t remember when she published the essay. Maybe it was April or May. Maybe it was June. I played through Crisis Core frantically when it first came out, in March. I galloped through it, I loved it, I finished it. I remember being glued to it, at least partially, when my boyfriend came to visit me (depressed, unhappy, freaked out, lonely me) in San Diego: it was, in many respects, easier to cling to the PSP than to him. I need to finish this. I reset it two months later, and frantically played through it again. Then took my time with the end, and maybe this is why I loved Leigh’s essay so much. I now had my own dying relationship on my hands: now I took my time in finishing it. The game, the essay, the relationship. I savored it, in a way, at the same time that it killed me to spend so much time on something where I already knew the ending. I sat in front of my shitty apartment in San Diego, on somewhat alarmingly rickety concrete steps, and smoked Camel Lights and drank Asahi, my PSP clutched in one hand. My dying relationship was different than hers, of course, but it was comforting to know that someone else had played through the same game I was now, feeling some of the same things I was feeling now.

When I pull out well loved monographs, or even novels, from my shelf, it’s hard to say that.

When I wanted to put the essay up on my course site this past January, I couldn’t find it. I wanted so badly to read it again, just for myself, even more than I wanted to be able to say to my students: This is what writing on a medium you don’t even think is very important can be. Maybe I just wanted to feel for a little bit what I had in April or May or June of 2008, when I was younger and a first year grad student and had a boyfriend I adored and still didn’t know how to handle distance. Maybe I just wanted to remember how those problems felt, the things I dealt with and survived, while I faced down new problems I don’t quite know how to manage, where I sit up late at night and whisper to myself that I don’t know if I can do this. Maybe I’m just hopeless. Maybe there is no good ending. I do know that I often find myself reading about games I loved a long, long time ago & thinking about a long, long time ago more generally (again, something that doesn’t usually happen when I read, say, book reviews of a well-loved monograph, even from years and years ago).

But it was nowhere to be found, Leigh’s essay. There is no JSTOR of old games writing.

I sheepishly sent an email to another ex-boyfriend and asked for suggestions, Where can I get this? It must exist somewhere. It has to. He gave me another email address, and said to just ask. So I did – shyly, shamefacedly. It was Leigh Alexander, after all – and who was I? Just another person cluttering up her inbox, asking for an old piece of writing she probably didn’t remember & she’d written better things since, besides. I knew that. I didn’t want her to think I thought she’d written nothing of value in the years since – not that she’d care about my opinion – it was just that this had really meant something to me.

The first time I met Leigh in person was at E3 in 2008, when we both worked for Kotaku, and as the two women on staff, had a hotel room to share. I had gotten there earlier than her, and was already set up at one of the desks when she breezed in. She was beautiful and cool and dressed so fashionably and so clearly comfortable with being Leigh Alexander. I was a shy, bumbling, nervous grad student, looking slightly ridiculous for being at a videogame event, not very comfortable with being Maggie Greene – my one photograph from that whole expedition is a selfie, showing off my E3 badge, ME with an E3 badge! How ridiculous! – and I was incredibly intimidated. We had a ‘Kotaku’ party at a bar one of the days, and I hid on the smoking porch, attached to another writer, afraid to talk to anyone. The people that did talk to me seemed shocked that I was a writer for Kotaku. I’m not sure what they were expecting, but it clearly wasn’t me. I remember towards the end of the night going up to get a drink at the bar, and seeing Leigh surrounded by people & being so comfortable. I marveled at her even as we walked back to the hotel barefooted, having taken off our pretty high heels because they were hurting our feet. I wondered if I could ever be that pretty and hip, or if I’d ever be so cool (I wasn’t, and am still not, any of those things).

I don’t think I told her then that she’d written something that I’d loved so much; in retrospect, I should have, because she probably would’ve liked to have heard that, much as I like to hear from people I know that they like my work. It means something different than random compliments, delightful as they are.

When she wrote back to me in January of this year and said that her Crisis Core essay was lost to the sands of time – worse than that, not able to be found on the internet! – it broke my heart a little bit. Oh, a piece of my past gone, I thought. And I felt bad for thinking it: she’s not writing for my pleasure. But the academic in me thought it was so sad, because – for better or for worse – all the stuff I’ve written as an academic is available, or at least findable. On the one hand, I’m glad she’s managed to make things go “poof”: it’s her writing, after all. But it’s sad to want something and be unable to find it. It’s not that we haven’t lost stuff previously. I was a Latin major in a former life, and one of my most beloved Latin teachers told us that in grad school, one of the favorite questions to sit around & discuss while tipsy was ‘If you could exchange one piece of extant writing for one piece that isn’t, what would those two be?’

My professor was talking about writers that had been lost – literally – to the sands of time, with some hope of an ancient, ragged manuscript dug up somewhere in an ancient Egyptian trash heap. I have no hope of that with a Crisis Core essay: it’s gone, just like those nights of sitting on rickety steps, chain smoking & drinking Japanese beer. Maybe that’s the wonderful and horrible thing about all these words on the internet. We talk about it as if it’s ‘simply’ disposable, but it’s ‘simply’ disposable – or becomes intangible – in the same way bits of our life do. It happened; it was; we remember; but we can’t touch it, can’t access it any more.

For now, for these little bits of digital flotsam, I just hit the ‘Paginated PDF’ button on my browser – as I did when I read Leigh’s most recent piece on FFVII – because wonderful writing might just disappear and not be hanging out in the Internet Archive for me to read, and there is no paper version. Even my own boring, run of the mill posts on Kotaku are gone, things I want now, brief records of what was important then. So I hit ‘Paginated PDF’: because you might find yourself years down the road longing to read just a certain essay, connected to nothing contemporary, since you want to remember what it felt to be like then. 

It’s yet another summer of learning how to say ‘goodbye,’ something I’m not very good at, but is a constant fact of life as an academic. And I know there are all sorts of things that are happening this summer that I’m silently telling myself to remember: remember how this feels, and that, and that. Because that’s all I’ll have soon. And I tell myself to remember those things, because invariably, something – like my class, or Leigh’s recent essay, or whatever – will crop up and remind me, whether I would like to remember or not. Pass this thing back and forth, remember together. It’s sad and beautiful. It means something. There should always be something more tangible than there was this thing that made me feel once, but often, there isn’t.

There’s a beautiful poem by Mary Ursula Bethell called “Response.” She writes of letters, and minor happinesses, and the now. Also the past. The last stanza is beautiful:

But oh, we have remembering hearts,
And we say ‘How green it was in such and such an April,’
And ‘Such and such an autumn was very golden,’
And ‘Everything is for a very short time.’

It reminds me of those fleeting moments: devouring Crisis Core on my lousy San Diego steps; walking back to a hotel near the convention center in LA, barefoot because my feet hurt; walking home with a person I adore so fiercely my heart could burst; laying on my couch, half-asleep, listening to a dog dreaming loudly; all those moments from Shanghai or grad school or or or ….. I think we get accustomed to the idea that our lives online stretch on and on, last forever (after all, isn’t that what all the news articles say?). They are for such a very long time -  but really, the bits that make it up can be (or are) such slippery things, and everything is for a very short time.

IMG_1321

Coming ’round full circle

I took the first week and a half of winter break to go on one of my every-nine-months-or-so gaming binges – doing the media consumption equivalent of gorging one’s self during the holidays on delicious treats with little thought to anything or anyone else (or your waistline). I played through Tales of Xillia, having played about 3/4s over spring break last year, and its sequel, Tales of Xillia 2. I do love a good JRPG – it’s one of the few genres I’ve been playing consistently – and consistently seek out – since I started “really” playing games in the late ’90s – and it occurred to me that I’ve actually played a lot of the Tales of series. They feature a pretty frenetic battle style that isn’t actually my preferred way of play (boring, old school turn based battle is my favorite!), but there’s a pleasant rhythm and often plenty of game-sanctioned grinding via side quests. I’m one of those people that loves to grind, although not if I feel like I have to do it to progress in the game; but generally, I play games to put myself into a happy space, and low-stress, repetitive-task activities (cross stitch! Organizing things! Fixing footnotes! Grinding in an RPG!) do that for me.

image-newsIn any case, I liked both the Xillia entries. I was a little suspicious of the second installment when I first started, since I don’t particularly like a silent protagonist, which Xillia 2 mostly has. My concern was perhaps heightened by the fact that I find random grunts, sighs, and other vocalizations – in absence of any other sort of voice acting – a bit irksome; at least in Persona, say, or Suikoden, the silent protagonist is, well, silent. After playing a game, I usually go poke around review sites, discussion boards, etc., just to see what conversation surrounding the game is like (I don’t tend to be playing the latest & greatest – or even popular – so thoughtful, focused criticism can be hard to find). I did so with the Xillia games, and was most interested in chatter surrounding the plot/ends of Xillia 2. There are three endings, which I guess are never officially named as “true,” “good,” and “bad,” but do seem to have some ranking, based on the kind of end credits given to each – well, the “bad” ending is rather clearly not the intended ending, since you never get to the end, and the battle to get to that ending is monstrously hard – far more difficult than the “final boss” in either of the other endings.

JRPGs often get castigated for being totally predictable, and it’s generally true (although I don’t know that most other genres aren’t equally as predictable) – you know you’re probably going to be facing down some big evil with a motley collection of people, there’s going to be criticism of organized religion and/or environmental destruction and/or technology, there’s probably going to be some kind of betrayal along the way, one of the good guys will turn out to be bad or vice versa, things are probably going to resolve well for our band of heroes, and so on. I actually don’t mind the repetitive nature, but this may be somewhat linked to what I study. Drama in China was recycled from generation to generation; the same source material provided inspiration for centuries worth of cultural production. Consider the proliferation of Romance of the Three Kingdoms-themed games in East Asia: the medium may be new, but the popularity is not. There are patterns of narrative that can be comfortably inhabited; they don’t tend to be “shocking” or introduce anything new, but if the writing is good & characterizations are on point, well – a solid story is a solid story, even if it is rehashing ground we’ve been over before. I’m also willing to suspend my disbelief at everything if I like the gameplay and other elements (there are limits though: once, after Final Fantasy XIII was released, I was talking to a friend about the skill leveling system, which seemed a little ridiculous and over the top to me, and finally said “Are we just getting too old and jaded for this stuff?” “Yes,” he responded, not missing a beat, “Yes, we are.” But had I liked everything else about the game, I probably could’ve – would’ve – forgiven the “Crystarium”).

Li Huiniang (not a datuanyuan!), from Judith Zeitlin's The Phantom Heroine (158)

Li Huiniang (not a gentle maiden!), from Judith Zeitlin’s The Phantom Heroine (158)

Xillia 2 wasn’t surprising exactly, but it was quite a bit darker than I was perhaps expecting. I was intrigued that none of the endings were really “fan service” endings – meaning happy in the sense of everything being resolved perfectly and easily. Many people liked this (it seems more mature, more realistic), many other people seemed to find it unsatisfying (where’s my happy ending, dammit!). In Chinese literature, there is a plot structure called datuanyuan 大团圆 (the “grand denouement,”  “big and happy reunion,” a version of “… and they all lived happily ever after.”): the perfect, full-circle ending where the boy gets the girl, and the job, and everything else. No loose ends anywhere, and we all walk away with the warm fuzzies. I’ve been pondering the appeal of traditional literature – rife with datuanyuan, among other things – in high socialist China, and something about these Xillia 2 endings (somewhat happy, in some cases, or moving, perhaps, but not perfect in the sense that some fans long for: any option means cutting off some possibility, some person) spoke to my intellectual side a bit. Funnily enough, the “good” (but not “true”) ending in Xillia 2 is “round” in many respects, largely because of the game’s plot point about “alternate dimensions”: there is a certain amount of “things coming full circle” due to the alternate timelines and overlapping histories. But it’s not “round” in the sense of a datuanyuan - things don’t entirely work out as they “should” for a clear cut, unimpeachably happy ending.

The datuanyuan  is not some minor point for children’s fairytales (something I think we tend to associate the “and then they lived happily ever after” endings with – “grownup” media should be grittier, or more complex, and not so happy against all odds); it’s actually quite an important thing in Chinese literature, including some of the greatest things ever written in any language.  The English translation doesn’t convey the cultural significance of roundness (as Zhang Zhen notes in An Amorous History of the Silver Screen: Shanghai Cinema, 1896-1937, the significance of datuanyuan goes way beyond a cliché, and points to a kind of cultural conditioning – she mentions, for instance, the importance of visual cues like the typical round table used for family meals, as well as cosmological symbols like the full moon, in early Chinese cinema that had a tendency to rely on the “big reunion” as a plot structure). Cultural resonance or not, forcing a datuanyuan sometimes leads to bizarre results, like in the 1926 film A String of Pearls (Yi chuan zhenzhu 一串珍珠), based loosely (and I do mean “loosely”) on the famous Guy de Maupassant short story “La parure” (The necklace), where the emotional punch of the story is more or less removed by an effort to ensure the happy ending. I suppose this is one complaint with happy endings in games; they can seem contrived or leave massive plot holes.

There are also old examples of “fanfic,” intended to write the wrongs of an original narrative, or flesh things out (often appending a datuanyuan) – the ones I think of are related to Dream of the Red Chamber [Honglou meng 红楼梦], the 18th century novel by Cao Xueqin 曹雪芹. The first printed version (in 1791) included 40 extra chapters that don’t exist in earlier  manuscripts, and there’s been a great amount of debate about what the ending should have looked like, who wrote the extra 40 chapters, the role of the editors of the printed version, etc (indeed, there is an entirely discipline dedicated to study of this novel – called Hongxue 红学 in Chinese, “Redology” – a tidbit that I still delight in passing on to students). The 19th century saw all sorts of new endings put forth, though as Jin Feng points out in Romancing the Internet: Producing and Consuming Chinese Web Romance, these have not generally been looked at from the angle of fan activity, but simply as part of pre-20th century literary production.

But of course, it’s not just fans who write happy, perfect endings. One argument about the datuanyuan – and it is a pretty constant feature of a lot of Chinese fiction over the centuries – is that Chinese fiction was initially “meant to entertain the writer himself more than his readers” (Gu Mingdong, Chinese Theories of Fiction: A Non-Western Narrative System). On this, brilliant intellectuals pointed out in the 1950s and 1960s that even the heyday of Ming chuanqi produced works that were generally self-indulgent on the part of the author (the translator Yang Xianyi commented in the early ’60s that “feudal period literati” paid little attention to coherence or overall structure, instead weaving together a bunch of disparate plots into one sprawling mass of a story: in essence, writing what they wanted to write, regardless of the effect it gave their audience). Owing to the unlikely chances of truly succeeding in the civil service system, literati – the producers and consumers of fiction – used these cultural products to daydream; they daydreamed not of “realistic” endings, but of spectacularly perfect ones. In some respects, it’s a more ancient and literary version of fan fiction, though in this case, the source material is generally historical in nature.

In truth, I like most datuanyuan-type endings, at least in games. I don’t seek them out – and often, designers are more than happy to give us one, so it’s interesting when one doesn’t appear – but there’s something pleasing about them, even if they’re ridiculous. I loved Final Fantasy X – which did not have a datuanyuan denouement (I cried! I snuffled lightly at all three endings of Xillia 2, but I actually cried at the end of FFX), and it’s possible I loved it because it didn’t have a perfect ending – but at the same time, I loved Final Fantasy X-2 because it tacked a company-sanctioned happy ending on to everything. I got my bittersweet ending and everything being tied up in a neat, if not entirely logical, package at the end. This is one reason for multiple endings, I suppose (that and the illusion of choice) – give the people what they want, make everyone happy! Bittersweet, sad, happy? We’ve got you covered.

kunqunr03_03_clip_image001_0001This is much harder to do in literature, for obvious reasons, although a single work can encompass all those moments. In drama, this is helped by the fact that the sprawling Ming tales were not performed in their entirety, and were instead seen in excerpts. Some of the most enduring parts of Tang Xianzu’s 汤显祖 masterwork The Peony Pavilion (Mudan ting 牡丹亭), or at least the ones that get trotted out the most, are not, in fact, the end, where everything works out – they are the beautiful and rather tragic (or at least bittersweet) early scenes. Considering the fears of moralists that chuanqi like Peony would drive women to madness, suicide, or worse, it seems that even having a happy ending was no guarantee your audience would gravitate towards that! Instead, portions of the reading audience seemed to fixate on the somewhat depressing (perhaps more realistic?) chapters – an acknowledgement that the datuanyuan was simply a fantasy, impossible in real life? The famous “Walking through the garden, waking from the dream” [Youyuan jingmeng 游园惊梦] section is rather wondrous – and it does feature quite the fantastic dream! – yet it’s simply that: a dream. And yet the (male) authors seemed to love writing the fantastical ending, no matter how improbable, even if those weren’t the parts segments of their audience gravitated towards. Perhaps this is partially a difference in producing and consuming; I wonder if fan-produced writing and art geared towards alternative paths or endings, fleshing out what happened after, writing a “perfect” scenario, whatever that might mean for an individual, often focuses more on the perhaps improbable yet perfect because it’s created largely to entertain one’s self and not really for an audience (publishing on fandom specific sites and the like notwithstanding) – not unlike some of the great fiction and drama in China.

LHN2I’m interested in literary production as self-entertainment. While I don’t think my Marxist intellectuals were generally writing to entertain themselves (though I do think sinking one’s self into the full capabilities of classical Chinese – worlds away from rote Marxist language, more “understandable” vernacular – must have been a pleasure), I do think they were writing to entertain each other, at least in some cases – something that gets lost when we focus on ideological squabbles and high politics to the total exclusion of thinking about writing and consuming literature. I’m also interested in the fantasy of it, at least as applied to the historical dramas c. 1960 I write about. We focus so much on their political meaning – the coded, yet sharp, rebukes of a system that wasn’t working for vast amounts of the Chinese population – but what about their function as escapes? As daydreams? To be sure, “righteous phantasm raining down hellfire on cruel and unjust prime minister” (as in this image from Li Huiniang) is lacking a bit of the romance of “dead maiden revived for love of talented scholar, and everything works out in the end.” But on the other hand, it’s a fantasy of a very particular kind, well-suited for a specific moment. The act of creating or consuming such a fantasy in that moment could be quite powerful, I think. Consuming the fantastical can be powerful at any moment.

We sometimes act like a story with a “fairytale” ending is necessarily simplistic, juvenile, or unsophisticated; the history of the datuanyuan in China illustrates that such things can be quite sophisticated in terms of aesthetics and artistic value. I suppose I don’t place a huge amount of value on a “round” ending in the sense of datuanyuan (though the fangirl inside me does like them in games where I’m attached to the main characters), but I do place value on an ending feeling “round,” fleshed out, and coming to a conclusion in a graceful, logical way. Games are a bit of a fantastical daydream for me, or that’s how I use them – I suspend disbelief for so many other things, a happy “round” ending is just one more thing. Not so unlike my playwrights, I suspect – they were willing to suspend disbelief for that chance of escape and daydreaming, if only for the duration of a performance. Those few hours of being thrilled at the turn of events, of imagining some other path were worth any logical gymnastics they subjected themselves to.

Dreaming of the far horizon

Fair warning: this is rough and addled; I’m in a particularly manic phase of writing/research of my dissertation, which has spilled over into all sorts of areas of my life. But it usually manifests in the desire to write something – anything – other than my dissertation, and read something – anything – other than my sources, leading to half-baked and somewhat frantic bits and pieces of writing spilling out at inopportune moments. This was originally supposed to be more on the concept of ‘female role models,’ but it wound up being more a meditation on what we find worthy of attention and valorization when it comes to female characters or historical personages.

ffxsunset For my nineteenth birthday, I bought myself a PlayStation 2 and a copy of Final Fantasy X. It was something of an impulse purchase, but I passed a nice week afterwards holed up on my first real gaming binge. While I’d played through the Final Fantasy offerings for PS1, FFX was the first of the series to really catch me, and it’s part of the reason I’m generally playing some JRPG or another, or nothing at all.

Ten years after the fact, I still have a great affection for the world and characters of FFX (if not always the voice acting); I’ve even gotten over my embarrassment at admitting that (a) I really do love FFX when talking to more old-school FF fans and (b) I cried at the end, and was delighted to have what amounted to an official fanfiction-esque sequel. It’s a game space I feel very comfortable in – appropriate, I think, for a game that marked the real start of my adult interest in games.

It may seem to be a bit of an odd game to select when talking about ‘female role models.’ There’s no one who comes out swinging a sword bigger than she is, or really turns expected JRPG roles on their head. Yuna is delicate and feminine (and a white mage, natch), Lulu is one sharp gasp away from heaving right out of her corset, and Rikku is young, lithe, and perky. I liked Lulu right off the bat, her snark and cynicism appealing to my own snarky, cynical self. But in the years since my first play through, I’ve come to appreciate Yuna more and more. I don’t know that I would describe her as a ‘role model’ precisely, but I like her. While she’s generally a pretty well-liked character, I used to be baffled by the occasional criticism I came across: ‘She’s naïve! She’s weak! She’s wishy-washy! She needs a man to give her life direction! She’s so damn nice! Her voice acting sucks! I hate female characters like that!’ Even if you don’t hate characters like her, she’s not exactly the first example trotted out when talking about ‘female characters we need more of in games.’ And yet …

… and yet. There’s a quiet moral strength about her, steel wrapped in a pretty obi. It’s a strength that’s compelling to me, and has only become more so in the years since I first played the game. In my head, the ‘Yuna’ archetype runs together with a type of virtuous woman often celebrated in imperial China. I find many of them quite inspiring – for their talent, for their bravery, for their ability to get things done in adverse circumstances. They aren’t swashbuckling heroines, but there is something about them. In the same way, I find there’s something about Yuna – her sense of purpose (no man necessary), her bravery (she is not a damsel in distress), her quiet, constant belief in herself and what she’s doing. Perhaps it’s that there sometimes seems to be a small gap between a somewhat mild temperament and less bombastic forms of heroism, and women as ineffective sweetness and light – there’s something a little uncomfortable about championing this particular form of heroism. Does it hew too closely to a narrative of what women are simply expected to be? Does it simply not push the envelope enough?

(More Ancient) Iron Girls

One of the great challenges of teaching women’s history in China is walking a fine line between valorizing the agency women had/made for themselves and being realistic about social, cultural, and political oppression. I have shelves full of books that swing from one extreme to the other – there’s the 1970s feminist scholarship that decried the fate of generations of Chinese women who were utterly oppressed by the patriarchy and Confucian order. In reaction to that, we have more contemporary works that highlight the experiences of small numbers of women to show that women weren’t simply locked in the inner quarters, bound footed and pregnant. The former is hideously negative, flattening the lived experiences of women and their own voices, the latter a bit too rosy at times. When I pull out the writings of women in my own teaching, I usually tell my students that while we can’t and shouldn’t ignore the very real negatives that women had to contend with, I want to at least give them a glimpse of the inner lives of some of these otherwise faceless women. Many of them weren’t simply vessels to carry on the family line; they did have rich intellectual and interior lives, interests, friends; they were loved. They made spaces for themselves, and they were not simply blank witnesses.

One of the most treasured, battered volumes in my entire library is Women Writers of Traditional China (it’s such a favorite, I’ve made a habit of gifting it to people for whom it seems even vaguely appropriate), a spectacular anthology that pulled together some of the very best translators to cover two thousand years of women’s writings, primarily poetry. I like introducing people to these amazing women, who run the gamut from pampered daughters of elite literati families to courtesans, but the things that make them such exemplars can be somewhat unsatisfying for modern sensibilities, I think. These are generally not Mulans come to life: they aren’t marching off to war, they’re not fooling the patriarchy by passing as men, they don’t attain glory in particularly manly ways (at least, not to Western eyes: however, there is something to be said for the fame many reached in manly intellectual pursuits). It can be difficult to make these stories sing for students – they often see these women as victims at worst, at best rather dull examples of ‘good women.’ Certainly they don’t seem to be heroes.

I think the discomfort stems in part from the fact that these women have little agency in the ways that we would like. To be sure, there were plenty of constraints in the often repressive Confucian moral code. It should also be noted that their biographies hew closely to the classic tales of virtuous and moral women, which have their own patterns and expected outcomes. And certainly, there is often a lament in the biographies – sometimes quite explicitly – that ‘if only she had been a man!’ There are tales of badly arranged marriages and horrible stepmothers; a not insignificant number of the great poets were themselves courtesans.

Qiu Jin, dressed in a Japanese style & as a man

Qiu Jin, dressed in a Japanese style & as a man

There are Mulan-ish characters, and these women often grab our attention right away. The famous revolutionary Qiu Jin 秋瑾, who was beheaded in the waning years of the Qing dynasty for her anti-dynastic, anti-Manchu activities, is one example. A figure worthy of the ‘heroine’ title (indeed, Qiu Jin wrote in one poem, ‘Don’t tell me that women are not heroes, I rode the East Sea’s winds – alone – for ten thousand miles’), I suppose, and yet I find her friend Xu Zihua 徐自華 more interesting in many ways. Qiu Jin charges headlong into the unknown – there is a streak of naïveté in her actions, it’s not just confined to the sheltered, quiet good girls. But it is someone else who is left to clean up the mess, and also see the project through. After Qiu was executed, it was Xu who set off to retrieve the body of her good friend and bury her:

Red clouds closing in on all sides as evening sorrow rises;
A lonely boat in a river full of wind and snow.
How I can I bear to walk the road to Shanyin today
Where no one but me comes to bury Autumn?1

I would be curled into a shell-shocked ball, and don’t think I would deal nearly so well with making burial arrangements for a well-loved person who was now in two pieces instead of one. Especially when such action would encourage more attention from the authorities who had just arrested and beheaded said friend.

I don’t mean to imply that it’s only these types of ‘quiet’ strength that are worthy of attention, just that perhaps we don’t give it as much attention as it deserves. It’s something that is harder to valorize than the more obviously ‘heroic’ qualities. Qiu Jin is a clear hero, and she hits some of those points we like: she shunned the expected female roles of her time (leaving her husband and children to head to Japan), she embraced the idea of revolutionary violence, she was photographed with weaponry. Delicate Chinese flower she was not, despite having bound feet. But there is heroism in Xu Zihua’s story: it is not bombastic, and it doesn’t involve assassination plots, but it speaks to a person who willingly bore a tremendous responsibility in a volatile time.

Of course, there’s a problem when it comes to talking about videogame characters and their sense of self – unlike the historical women, who were writing their own version of their life (real or imagined), Yuna is scripted, largely (entirely?) by men, and while she’s a hugely important character in the game, she’s not the main character. She is not writing her story. But she’s not simply a cookie cutter female-in-a-game, though, just as these women poets I so adore are not simply cookie cutter images of what people imagine ‘a traditional Chinese woman’ to be.

Are they women to be emulated? Are they role models? There are few characters or actual people I’d point to and say ‘We should all desire to be like that!’ Virtues of Ming-Qing China (to say nothing of fictional worlds) are not always virtues in modern society, and some of them can seem downright horrifying. The faithful maiden cult, a complement to the cult of the chaste widow (i.e., women who did not remarry after the death of a husband), is one of those – who in their right mind would point to young women committing suicide after the death of a fiancé as a model to emulate? On the other hand, there is the shape of many of these stories and biographies. Would that I could write like many of those poets, or have such an intellectual command of a vast literature and history. Would that I were able to stick closely to my own sense of purpose, and see things through to completion with a clear mind. Would that I could take the vicissitudes of life in stride without balancing on the edge of a nervous breakdown. Would that I were such a loyal friend.

The Far Horizon Road

I love the candy-colored world of Spira; grey faux-medieval cities rarely do much for me (I love wandering them in real life, not so much in a game). My ideal landscape can be summed up by another Chinese poet, Zhang Yaotiao 张窈窕: 万里秋光碧, ‘boundless emerald-hued autumn light,’ or more poetically, ‘miles and/miles of autumn/light – sapphire/turquoise,/jade.’2 I like the relatively cheerful attitude of many of the characters – perhaps the brooding lead, à la Cloud or Squall, reminds me a bit too much of myself, and it’s not as comfortable an experience to slip into. But I also like the fact there’s a bit of melancholy that pervades much of the game. It reminds me of my favorite Chinese poems: beautiful, lush language that is by turns happy and sad. It’s wonderfully bittersweet in a way. I have the same feeling traipsing through the world of FFX: I know how things are going to end, I know that it’s going to make me sad, and even so, there’s something wonderful about everything leading up to that.

Niether Yuna, nor all my beloved poets of centuries past, are particularly likely candidates for role modelhood. They’re not particularly badass women, at least in the ways that we usually talk about it, c. 2013. They often conform a little too closely to the roles we collectively expect women to fall into (and that we fight against): quiet, cheerful, willing to subsume personal happiness for the good of the whole, naïve. But I wonder sometimes if it’s not like focusing on the bound foot to the exclusion of the entire woman. Just as the act of binding their feet did not cripple their minds, surely having what some might define as classically ‘feminine’ traits does not mean they’re simply yet another version of the virtuous, silent, ineffective, inactive woman? Fictional characters can be rather difficult – most of us know we need to take historical people on their own terms. Paraphrasing from an excellent scholar, getting on a moral high horse about foot binding, for instance, does precious little for us; trying to understand it in context, getting past that first ‘Ohmygod, how disgusting/barbaric/appalling’ reaction, is much more valuable. But what to do with fictional women? Whose terms should we take them on? Are we reinforcing the more overtly negative portrayals of women if we embrace less overtly heroic portrayals?

There’s a lot of longing for a someday that seems forever out of reach in both classical Chinese poetry and videogame criticism. Perhaps that’s just a human impulse when presented with realities that are not currently to our liking.

By the azure edge of the evening clouds – do you know where it is?
Beyond the four mountains – perhaps you dwell in the mountains there.
One sheet of crimson clouds comes, cutting across the bamboo,
Two lines of white birds go, parting the smoke.
I stretch my eyes: my heart is tangled in ten thousand threads.
Leaning against the wall, I softly chant “Jian jia.”
My longing makes me dream of the far horizon,
Though I still don’t know the way on the far horizon road.3

ffx sending

Show 3 footnotes

  1. From “On the 26th of November, I Crossed the Yangzi During a Snow Storm to Take Care of Xuanqing’s Burial; I Was Moved to Write,” trans. Grace S. Fong, Women Writers in Traditional China 664-665
  2. Trans. Jeanne Larsen, Women Writers of Traditional China, 81-82
  3. Wu Shan 吳山, “Yulou chun: Gazing into the Distance at Evening and Remembering the Talented Woman Wang Chenrou,” trans. Ruth Rogaski, in Women Writers of Traditional China, 384