Archive for the 'Kultur' Category

There are no scissors in multiplayer video games

„Techniques have contaminated the white worker, but the black remains the great male of the earth, the sperm of the world“, writes Jean-Paul Sartre in the introduction to Black Orpheus – a collection of black poetry.  Taking this picture, ripping it out of its frame of reference, what does it suggest about video games?  The white worker expresses himself with empty gestures, empty in a final sense. He scratches the surface of objects without ever touching them. He displaces and transforms things, but never reaches to their core. He is alienated form nature, in all his practice a cultural being.

If culture resides in nature but differentiates itself from it, virtuality resides in culture while differentiating itself from it.  A cultural practice may change nature, but it never produces nature. A virtual practice may change culture, but it never produces culture.

Playing video games is empty technique, it is masturbation. Video games are not stupid, nor are they pointless, but they are non-productive.

If culture is the antithesis of nature, video games are their synthesis. Capitalism alienated the worker from nature. Video games try to extinguish nature. The practice of the video gamer is almost immaculately embedded in culture. Culture is a superstructure residing on nature and video games are a superstructure residing on culture. And since the practice of playing a video game is virtual, the player is alienated doubly. In the act of playing, the connection to nature is minimalized. It  only exists on the backend and under the hood. The mind migrated into culture, practicing virtually.

The video gamer needs an assemblage of virtual practices for daily survival. A video game itself though, is a pastiche of cultural constructions. If the primary mode of behavior in nature is reaction („Uuuh, look at her, gonna make me some ba-ba-ba-babies!“), the primary mode of cultural practice is reflection („Maybe this works better if I hit it with a stone?“), video gaming, as an accomplished practice, is calculation. While the natural state is pre-reflective, the cultural state a-natural, the virtual state is a bastardization (or synthesis) of both. This lies in the nature of video games. To read a book, you have to decipher language. Sociality and culture as a whole can be read like a language. But reading a language is an act of interpretation. There is no stable meaning, no center from which everything evolves logically. Reading culture can become an automated act. You stop asking: „What does it all mean?“ and just process. But only until she updates her facebook status to „in a relationship“ although you were sure it was just sex. Meaning isn’t hardcoded into society. Even though tasks become automated and processed, instead of problems which have to be solved over and over again, there is always a chance that the routine breaks open and things have to be reconsidered. Operating in culture is a constant reassessment of applicable practices.

Reaction is the modus operandi of nature. Rules are fixed and actions executed. Stones fall to the ground and if an animal is feared, it won’t consider that the intruder spoilt his honor, trespassed his property and that maybe today is a good day to die.

To operate a complex video game, a plethora of techniques is required. Those are branded into the mind of the gamers, over the years of playing. Playing video games becomes, to a part, a processing of techniques. Video games offer challenges. The challenges are beat by processing known techniques and adopting new techniques. The adoption of a new technique is a creative cultural practice. The execution of those techniques is virtual. Video games live off repetition. They require mastery of a technique. First introduced slowly, challenges become harder and harder. The best videogames explore a certain problem space thoroughly. The best video games require mastery of a technique.

Most video games though, get length through repetition of a certain set of problems, without exploring it’s space thoroughly. The player has to assess the situation and apply the needed technique aptly. He is grinding. The operation becomes automated.

Video games are non-paradoxical. The space of a game can be mapped completely. The game can be mastered. Unlike culture, which is read as a language, games have a stable core. That’s what makes them a bastardization between nature and culture. We need cultural techniques to operate them, but their processing has binding rules, games have a hidden truth which can be discovered. They offer the possibility of actual domination of culture (In comparison to modernity’s failed promise). Everything the physics of the game allows is entirely possible, repeatable, masterable. But while the white worker never reaches back to nature, since he is contaminated through cultural technique, the player never reaches back to culture, since he is stuck in virtuality. While I can headshot a freak-show’s worth of cultural icons, I can never reach back to culture. There is no way to interact culturally (i.e. through a cooperative interpretation of its meanings – which also always is an act of creation of meanings) with a video game. But you can interact with it scientifically, unraveling it’s true core, exposing it’s nature.

In recent years the virtuality of video games becomes more apparent. Companies try to reduce the amount of energy needed to establish the techniques to process the game. They try to even out the cultural parts, to  make the game more accessible. At the same time players perceive a loss of meaning. How to make player actions meaningful is a hot topic. How make decisions count! This demand runs contradictory to the idea of making games more accessible, at least in some ways. One way of making decisions count, is now to offer more content. Chose action A to see content A, choose B see another part of the game. This is a good trick. In the good old days, games achieved meaningful actions by a different illusion. They tried to simulate culture by making the techniques harder to achieve and by making the results of the player actions unpredictable. Older games tried to create meaningful actions by creating spaces of uncertainty. You have insufficient information about how to proceed, you are not well enough raised in the way of the game to know how and which technique to employ. You are left to reflect on your pool of knowledge prior to this game. This approach goes both ways: It leads to frustration but it also makes games exciting since failure is a probable possibility and success gets created out of ones own decisions reached through reflection (Or at least that’s what one supposes).

Once the player knows all to a certain game relevant techniques and the rules of when and how to employ them, the reflective interaction with the game is complete. Playing the game moves to techniqual mastery.

While culture manipulates nature to create culture – an author writes on a piece of paper, or changes the state of some magnetic fields on a harddrive – video games manipulate culture to create a lot of nothing. I don’t want to suggest video games are virtual products. A video game is a cultural product, like a book, and such is the adoption of techniques required to process games, but the employment of those techniques is just an empty shell, it is virtual. The most creative and meaningful act in playing a video game is finishing it. The moment where the accumulation of all those virtual acts explodes into one big nothing. It is a creation of meaning, a change in how things are, but the end of the whole process at the same time.

I want to say at last a word about multiplayer games. If capitalist production alienates the worker from the natural state of things by forcing him to create goods he doesn’t own, multiplayer games alienate the player from his natural virtual engagement with culture. The fruit of his production, the whole focal point of his action, lies evermore in the future. Like the worker works for pay, every day and every day after that (unless on Sunday of course), the multiplayer plays for progression (unless on Friday of course). While the promise of single player games is also empty (The player can never possess a possible virtual product at the creation of which all those player acts might be directed, since in conclusion of the game, the finalization of the product, everything vanishes), the multiplayer doesn’t even have the promise of the ending in the first place. He just plays on and on, employing his techniques day after day, an empty struggle. He’s running after a carrot on a stick. I can understand that this carrot does look juicy. And since the player covers more ground every day, running straight to the carrot, it seems plausible that someday he might reach it. But apparently he doesn’t. And I would give him a pair of scissors, if I just could.

Processing Power

Every now and then I read a few comments on YouTube and every now and then I question the survivability of the world and almost collaps into my own conciousness. The comments there provide a higher concentration of stupidity ever imaginable by anyone in any galaxy at any time ever. EVER.

A very quick word on „prosumption“

I think it is interesting to look at web 2.0 applications under the notion of “prosumption”. Prosumption is an economic model, “where capitalist subjects produce what they consume, turning consumption in to a form of production“ (Boellstorff 2008). This idea is elaborated in Toffler’s book “The Third Wave” (which I have yet to get) (Toffler 1980). In his very, very recommendable book “Coming of Age in Second Life”, Tom Boellstorff puts the “prosumer” (In “Second Life”) in a bigger framework of “creationist capitalism”. Production and consumption conflate – to fully participate in second life’s culture you have to create something.“In creationist capitalism it is persons who create, not God” (or the companies). The theme of the mood in which such ideas subside is nicely captured by Purdy’s article “The God of the Digerati”, available here (Purdy 1998).

The model of prosumption is not only applicable to “Second Life”, we can easily see how it fits networks like YouTube (or this blog post). But what does it mean that consumption becomes a form of production?

First and foremost it sounds like a manager’s dream. Not the company has to create the products the user consumes, users create their own products. The only task that is left, is to provide the infrastructure (Sounds great, but apparently YouTube still doesn’t make any profit).

Secondly, this might denote bigger cultural developments and since it is social interaction which is happening in these networks, it sets the frame for these interactions. Maybe this is the more interesting question. What does it mean that people participate in a culture where consumption means production, and what is it that they are producing? Posing this question presses us inevitably in a marxist tradition. The first and obvious answer is that people are selling themselves, their personality (in the widest sense) to the potential audience. They create a certain personality for display (might as well be their everyday character), and in the act of creation they are consuming this very portary. Now, I won’t try to elaborate further on this topic since it will probably only lead me to wild fantasizing, but I think the question alone is worth entertaining.

Literature Abused:

Boellstorff, Tom. Coming of Age in Second Life : An Anthropologist Explores the Virtually Human. Princeton: Princeton University Press, 2008.

Purdy, JS. „The God of the Digerati: Wired Magazine Says with New Technology We’ll All Be Like Gods and Should Get Good at It.“ American Prospect (1998): 86-90.

Toffler, Alvin. The Third Wave. 1st ed. New York: Morrow, 1980.

Special Delivery: Sextimate!

 

Sextimate!

 

How many women do have to cross your eye until u get laid?

Calculate NOW with: Sextimate!

How many seconds do have to take a dazzling ride on the river of time until you can ejaculate your friendly semen into the readymade safty-container?

Estimate with Sextimate! (And don´t complain about my english)

Finishing a hard days work and asking yourself if your remaing freetime is sufficient to pull a woman?

The times of faulty calculations are gone, since there is:

SEXTIMATE!

You can estimate your „time to hit“ with a gouvernmental proven significance level of 95%.

Just Sextimate!

Its even easier than getting attention by running naked through a shopping mal in winter!

And the best of all: After subsribing to a monthly payment of 5,95$ its free!

And the best of all: Your first try is free! (Besides 300 hunders pages of advertisement, but thats not really like your paying anything, so dont be a nosy cock!)

First: An Example.

I give you an example creating my own sextimate. See, im a regular guy, maybe even uglier than you are. And im completly not saying that because I want your money, I´m saying it because I´m a humanist, or how ever it´s called. So it´s about not hurting your feelings. Hehehe. But lets get it on:

1. Checking the Looks

So your looking for sex. First rule: Don´t be too picky. Dont care for the looks too much. By a first glance you can decide if a girl is layable and I bet it takes like, lets say, a long 3 seconds to check a girl. So I´ll say, for me, its 7 out of 10 girls that are completly layable (by looks). Or lets say 8. 8 is fine.

So: 8/10. Which would be 80/100.

2. Checking the IQ

Ok, next step. You start chatting. Its understandable if you say some girls are really too dumb to fuck, your point is, you couldn´t ever have an erection after you heard this one chick talking for five seconds – I wouldn´t beg to differ. But bear in mind that you have to be a little tolerant since you´re setting up to get laid.

Let´s say, 4 out of 5 women again are NOT too stupid be fuckable, and it takes like 5 minutes to get to know if shes dumb.

3. Checking her interest and get checked

So, next thing is, you have to check out if the chicks up for sex. This takes most of the time, since you can´t be too straight forward, or maybe you can, I for myself simply never tried. But since there are cultural rules you have to obey to play the game, it means you have to take your time if you want to hit a chick.

You shouldn´t get to quickly frustrated, since there are plenty of reasons the girl isn´t interested in you in a sexual way: Maybe she has a boyfriend (4/10) or she´s simply not up for sex (1/3).

From that point on, we´re left only with women actually looking for sex: Which are 0,6*0,66 = 0,396, about 4 out of 10 women. From now on she could exclude you out of her „I would have sex with that guy“-list beacuse of 3 reasons: a) she is offended by your stupidity b) she doens´t like your looks or c) some strange reasons im too lazy to specify. This factor is, I admit, a highly individual one, though it doesnt have that much impact a how witty chatter you are or how modelish your looks is like.

For myself, i would guess that 6 out of 10 women who want to have sex, could be convinced to take a trip to my personal dreamland. Which leaves us a fair 0,6 * 0,396 = 0,2376 out of every women which didn´t deselect me earlier or got deselected. This hole checking procedure takes about, lets say, 45 minutes as a mean.

If you want to argue there should be a single level for both: checking interest and get checked: I put it together, because both checks actually take place at the same time.

4. Hooking up

Now you know the woman is sexually interested, but you might still mess it up or catch bad luck: She might change her mind when you reach her home or whatever the weather brings. I would guesstimate that 1 chick out of 4 changes her mind (or you still happen to do some stupid action which dequalifys you even after you already won the race). This phase should speed @ 2 hours / a chick.

Results:

To caculate your „time to hit“, we have to add your throwbacks: you have to pass each stage several times. To do this you simply add the probabilty of a throwback at each stage, to each stage below itself. Like this:

First Stage:

1 (basic first try)

+ 0,2

+ 0,2

+ ~3,21

+ 0,25

Second Stage:

1

+ 0,2

+ 3,21

+ 0,25

Third Stage:

1

+ 3,21

+ 0,25

Last One:

1

+ 0,25

(Throwback chance is: (1/Failure Propability)-1)

 

Now we sum up everything and multiplicate it with the amount of time one needs for a single try:

1.) 4,86 * 3 s = 14,58s

+

2.) 4,66 * 300s = 1398s

+

3.) 4,46 * 2700s = 12042s

+

4.) 1,25 * 7200s = 9000s

Total Sum:

14,58s + 1398s + 12042s + 9000s = 22454,58s = 374,243min = ~6,234h

This means i need 6,234h of time with about 9 women to get laid. Nice

Remember: Sextimate! uses a highly abstract setting to sextimate your time to hit! Don´t factually try to get laid if you´re at a picknick with 9 girls at the same time. You have to obey your cutural rules (which you should now best!). It resemebles a try to get laid at a club or let´s say, splitted up at a introductionary lecture at your university.

A Html Script or simple programm to easily calculate your own sextimate will follow.

Plus my Bank Account.

Best regards,

RL

Traurige und andere soziale Tatsachen

Heute hat die Stadt Nürnberg Kultur gemacht. Sie lädt 3 Tage lang Musiker an 5 Veranstaltungsorte – ein besoffener Pratikant im Kulturauschuss hat das Ganze „Bardentreffen“ getauft. Soweit so gut, um 19:00 stelle ich fest um 20:30 spielt tatsächlich Keren Ann und dann noch tatsächlich umsonst. Schreibe mir eine geistige Notiz die Brille nicht zu vergessen um die Frau besser im Pubertierende-Mädchen-Stil anschmachten zu können. Einen Einkauf und vielzählige Snacks später ist es bereits 20.30. Ich schwinge mich unbebrillt aufs Fahrrad und radle zum Hot Spot. Die Bühne in der alten Klosterruine liegt nicht offen, sondern muss durch einen von 2 Eingängen erreicht werden. Als ich zehn Minuten zu spät ankomme, stehen bereits Massen von 30- bis 50-jährigen dicht gestapelt bis meterweit vor den Torbögen, was ein Wenig den Eindruck macht als wolle das dicke Kind den viereckigen Bauklotz durch die runde Öffnung schieben. Ich evaluiere scharfsinnig: Das meißte Publikum folgt dem Ruf der Masse, synergetisch, und die Wenigsten kennen Keren Ann (wobei für den Musikexpres Keren Ann ja die Neuenteckung des Jahres ist). Da ich kurze Zeit später die Bühnenbeleuchtung kunsttheorisch analysiert und kunstepochal eingeorgnet habe, außerdem die Türsteher nicht gerade den Eindruck machen als würden sie positiv auf einen Versuch reagieren durch die Bresche zu pogen, kehre ich dem Ganzen enttäuscht den Rücken. Auf dem Weg zum Hauptmarkt kreuze ich diverse Musikgruppen die sich die Gunst der Stunden zu nutze machen wollen, allerdings haben sie nicht mit der Autorität des Veranstaltungsporgrammes gerechnet: Es kann bestimmen welcher Act publikumswüridig ist. Ich selbst beuge mich auch dem Druck der Massen und laufe an den studentischen Jazzmusikern vorbei um dort zu hören wo der Bass dröhnt. Hier wird vorgespult. Eineinhalb Stunden später entschließe ich mich, es noch einmal zu versuchen, einen Blick auf Karin zu werfen. Am Haupteingang immer noch gestapelte Menschen – am Seiteneingang kann ich mich allerdings druchwursten. Einmal im Hof trifft mich der Schock, oder besser der Ärger. Das Ding ist Innen halb leer. Ich hetze durch die andächtige Menge um auch ohne Brille die Frau in 3D zu sehen, höre noch 10 Sekunden Vocals im dunkeln, sehe das Licht angehen und eine lächelende Sängerin ins Dunkel verschwinden. Das wars dann. Das Publikum geht und urteilt: „Das hat mir gefallen“. Ich persönlich finde es eher traurig, beschließe aber das Wein auch eine Lösung ist.

Die Frau – Anthropologie eines Volkes #1

Um mal so richtig dicke Konsequenz zu beweisen und glaubwürdig zu bleiben hat sich das Kulturmonster heimlich vor dem großen Lernzwang versteckt und drückt mit fetten Fingern filigrane Tasten, denn es hat eine spannende Botschaft:

Die Frau – Anthropologie eines Volkes

Nach langer Inspektion der fremden Spezies, im Modus des teilnehmenden Beobachters, konnte ich in den letzten Jahrzehnten dennoch einige Erkenntnisse aus ihren seltsamen Verhaltensmustern lesen.

Das wohl auffälligste Verhalten der fremden Spezies ist ihre kriegerische Bemalung (ähnlich der, unserer Indianer). Zu jeder Jahreszeit wird diese, zum Selbstschutz, dick aufgetragen. Die Frau „bemalt“ hierbei allmorgendlich ihr Gesicht um den möglichen Gegner fern und ihre wahre Identität versteckt zu halten. Was sich einfach anhört, stellt sich bei genauerer Betrachtung als unglaublich komplexer Vorgang dar, der eine Menge mytisch anmutender Werkzeuge nötigt. Aquiriert werden diese Werkzeuge und Apparaturen der Frau in speziellen Tausch- und Sammelstellen die ein hochdifferenziertes Angebot an myarden von Produkten aufweisen. Dem ungübten Auge, doch selbst dem geschulten Beobachter dieser Kultur scheinen diese Produkte sich großflächig nur im Namen und Design zu unterscheiden – allerdings vermute ich, dass die männliche Forschung einfach noch nicht weit genug gediehen ist um diese hochentwickelte Tarnkultur adäquat zu analysieren.

In einem mutigen Selbstverusch habe ich selbst einmal Eyeliner, Wimperntusche, Lippenstift, Puder und Rouge (Anm. d. M.: weibliche Artefakte) verwendet um so ein diletantisches Abbild einer Kriegs– oder Tarnbemalung zu schaffen. Schon dieses wahrlich diletantische Provisurium zeigte seine Wirkung: im Laufe des Tages mußte ich mich viel weniger sozialen Auseinandersetzungen beugen als gewöhnlich. Dies scheint mir ein erster empirischer Beweis meiner These zu sein. Weiterhin habe ich einige dieser Werkzeuge im Labor abgegeben um sie chemisch auf ihre doch wundersame Wirkung untersuchen zu lassen.

Um ihre Jungen zu schützen gibt die ausgewachsene Frau dieses Verhalten schon im prä-adoleszenten Alter an die Nachwachsenden weiter. Als Medium dient hier das rituelle Lesen diverser Magazine („InStyle“, „Glamour“, oder „Women“; siehe hierzu auch diese Studie), in denen das gesamte kulturelle Gedächtnis der Frau abgelegt und gespeichert wird. Auch bei genauem Durchsehen einiger Exemplare dieser Zeitschriften ergab sich mir kein Erkenntnisgewinn, ausser das man unglaublich viel Geld braucht um den Prozess der weiblichen Initiation zu durchstehen. Vermutlich werden diese weiblichen Printmedien in einer Art Geheimschrit verfasst, die den jungen Weibchen in ihrer extrauteralen Nachreifephase parallel zum Gehen beigebracht wird, um somit die zum Verständnis nötigen Informationen geheim zu halten.

Manche, meisst ausgewachsene, Exemplare der Spezies, bedienen sich einer besonders gewitzten Abwandlung der Tarnbemalungstaktik. Falls der Mann ihnen etwas näher kommt um die leuchtenden Farben des fremdartigen Anderen zu betrachten, zeigen sie kurzzeitig ihr wahres Gesicht. So erschrecken sie ihn teilweise bis zum Herzinfarkt. Ich möchte hier ein Beispiel aus meiner eigenen Beobachtung mit euch teilen:

Donnertag, der 10. Dezember, 2006.

Ich befinde mich auf dem Weg zum Audimax um dort meinen täglichen Vorgang der Wissensagglomeration zu betreiben, als ich schon von Weitem einen kugelförmigen roten Signalpunkt bemerke, der sich auf meine Position zubewegt. Einige hundert Meter später konnte ich erahnen das es sich um ein fast ausgewachsenes Weibchen handelt. Skeptisch betrachte ich die wandelnde Signalfarbe. Rote Haare, grüne Augen, grüne Brille, rot-schwarzes, enges Oberteil, Leopardenfell-Jacke, rot-brauner Minirock, braune Strumpfhosen, rote, hohe Stiefel und natürlich die rote Tarnbemalung. Als sie meinen Blick auf ihren Händen ruhend merkt (oder war es das obere drittel des Torsos?), verdreht sie ihre Augen, richtet sie schief nach oben und atmet hörbar aus. Ich deute dies als Zeichen friedlichen Verhaltens und versuche so näher zu kommen um mein Objekt besser inspizieren zu kommen. Auf Handreichtweite angelangt nutze ich eine Taktik die ich im Laufe der Jahre entwickelt habe und die es mir ermöglicht die Frau nicht zu verscheuchen, ihr dennoch näher zu kommen. Es ist eine Art Ritus der gemeinsamen Genussmittelaufnahme, und so frage ich: „Haste Bock ´n Kaffee zu trinken?“. Daraufhin geht mein Gegenüber jedoch augenblicklich und völlig unerwartet zum Angriff über und antwortet: „Nee, hab leider keine Zeit.“ Dies war wirklich ein harter Schock. Vermutlich muss ich mich die nächsten Wochen in mir selbst verkriechen um meinen emotionalen Trauerstrum wieder unter Kontrolle zu bringen und muss die Forschung erst einmal ruhen lassen. Vielleicht werde ich mich auch sofort in ärztliche Behandlung begeben, falls ich es noch soweit schaffe…

Dieses Beispiel sollte eindrucksvoll demonstrieren wie gefährlich die Feldforschung der Frau ist. Allein das Schreiben dieser Zeilen hat die Erinnung an das längst vergangene Ereignis blitzschlagartig aufleben lassen. Jetzt fühle ich mich schwach und müde, die alte Wunde pulsiert und findet zu neuer Kraft. Ich werde mich eine Weile in meinen stinkenden Monsterkeller begeben und dort versuchen mich seelisch zu regenerieren.

Science is dangerous!
Euer Monster

Doves Evolutionstheorie

Kapitalismus ist gekommen um zu bleiben. Wer nicht glauben mag das unser Freundes unglaubliche Absorptionsfähigkeit jedes subversive Element in sich aufsaugen kann, soll sich mal die neue Dove-Kampagne anschauen. UiUiUi, erst „normale“ Frauen auf Werbeplakaten und jetzt das. Ich wäre glücklich gewesen dieses Video von irgendwelchen radikalen Linken zu sehen. Ich bin weniger glücklich das Video im Rahmen einer Dove-Kampagne zu sehen. Das potentiell subversive Element wird genommen und in der Logik des Kapitalismus selbst wieder eingesetzt (Mache mit etwas Geld das der Schönheitsindustrie eigentlich widersprechen könnte). Das macht mir Herzinfarkt. Aber vielleicht sozialisieren wir dadurch ja weniger Bulemie-leidende Mädchens.

You see Video.

Sehr schön ist in diesem Zusammenhang auch dies, wobei ich mir immer noch im klaren bin ob die Macher uns etwas damit sagen wollen, oder nicht.

so long,
r