Unless you’ve been surfing the internet the past week from a cave on Mars, with your eyes shut and your fingers in your ears, you’ve got at least a passing familiarity with Twitch Plays Pokemon. If not, a brief summary: someone decided to stream Pokemon Red/Blue via Twitch tv, and program it so that chat commands (up, down, left, right, a, b, select) correspond to the player character’s movements in game. Basically:
What’s exciting about this is, aside from the hours of entertainment watching Red navigate Giovanni’s tower maze, is that the program essentially allows us to watch and participate in a simplified version of the infinite monkey theorem. Not only that, since someone set up a competing stream called RNG Plays Pokemon, we can compare how the keyboard smashing gestalt of 80K humans hammering away compares to a computer controlling it all. (Sort of: Twitch is playing Red/Blue, while RNG is playing Silver). All the same, gestalt beats singularity by 1 badge currently.
Obviously, with only 6 key presses to complete a game compared to the infinite monkey theorem of 26 key presses to complete a play, we’re looking at probability many magnitudes larger in favour of Twitch. Plus, to be fair to the monkeys, they’re probably not as familiar with Hamlet as most of the under-40 set is with Pokemon. Even so, completing simple tasks in Pokemon has been taking anywhere from hours to days. The length of time required to watch until something significant happens is so prohibitive, it’s baffling in its popularity.
At some point, the creator added in a new form of play in addition to the chaos of the PC responding to every keypress, called democracy.
Players vote by either typing in “anarchy” or “democracy” into chat to move the bar in one direction or another. Democracy mode only moves the character after a key has received a certain number of votes within a 20 sec period – for example, if ten people type “down”, and five type “up”, the character will move down. It’s slower, but progress is surer. A lot of viewers (myself included) feel that anarchy mode is the purer method of play. Think of it as a Nuzlocke challenge for thousands of people at the same time. Released your Charmander? Tough nuts, only Pidgeot can save you now.
Art by vgstorytime.tumblr.com
Here’s the really fascinating thing about TPP, though. Not only is the game progressing, but people are weaving in narratives and stories relating to the canonical journey of the player character. The aforementioned release of Charmander (nicknamed “Abby”), really did happen. An attempt was made to evolve an Eevee into a Vaporeon to enable Red to use surf, but due to a series of unfortunate spending events, he was unable to acquire a water stone, and they ended up with Flareon instead. When trying to deposit Flareon to withdraw another pokemon capable of using surf, Abby was released, and the myth passed into legend:
Image by walrusmanipulator.tumblr.com
The Helix Fossil, due to its inability to be used or thrown away, gained a great deal of favour, as did the Moon stone.
The deep-seated philosophical urge to narrate the progression of Red in the game echoes the concept of existential angst, as Sartre saw it, where human recognition of the utter indifference of situations and objects. There’s no sense of consciousness in them, which can cause great distress to the soul. We might not think of it so much when looking at a stapler, but it’s certainly present when gazing out at the infinitely expanding universe – a panicky fluttering of uselessness.
Some of this is alleviated by the nature of the game – there is a defining end, a sense of accomplishment in beating the game. (Whether that’s beating the elite four, or catching every pokemon varies from player to player.) despite the fact that most of the situations in the game result in no proper “progression”, so to speak, there is still a heady sense of freedom in being that dick who types “down” instead of “up” to consult the Helix Fossil. Again.
But all of those individual situations of themselves are not linked in any meaningful way. They’re the immediate expressions of actions taken by others, and expressed through an object (in this case, a computer program.) In between watching Red circle loops through Team Rocket HQ, there’s still a powerful need to extract meaning through connecting these actions via narrative. Hence, False Prophet, Bird Jesus, and so on.
It’s also hell on a date (courtesy of xkcd.com)
Twitch plays pokemon is fascinating because it’s an 8-bit representation of all that German philosophical bullshit about the nature of being that you strained to wrap your head around in undergrad. How do we tell our stories? What is the meaning of our lives in a cold, uncaring universe? When we’re on our deathbeds, we can look back at the journey, all the ledges we fell of off, the hours spent in a dark elevator alone, and say to ourselves, “At least we beat Blue.”
In Pidgeot’s name, amen.
After a lengthy discussion with @stungravy last night on mumble, I’ve come around to the idea that it’s not as awful an idea as it sounds from the company’s point of view – which is, of course, why they do things. He pointed out that while consoles can have a pricey entrance point of 300-500 dollars, they don’t always remain that high and that, unlike gaming PCs, the console is all the investment you need to play the next however many years of games that generation puts out. With a PC, SG said, you are constantly upgrading pieces – or even your whole rig – to keep up with new graphics and game demands on your hardware.
It also reminded me that only yesterday I was reading a very similar argument in T.L Taylor’s Raising The Stakes which examines the socio-cultural boundaries shaped within the e-sport genre. I was most especially interested in the chapters dealing with e-sports players aping athletic masculinities, and how that effects female e-sport players (and women who game in general), but also tackles race and gaming. The findings she cites indicates that Hispanic-American and African American youth are more likely than Caucausian youth to play digital games, but also that their primary choice of gaming method was console over PC (Taylor 2012: 129) @stungravy’s observation that a gaming console is a much sounder investment over time plays into this, but also the talk I had with Gloria at Corgi Island over AIM – console games are more communal, especially now that LAN parties have more or less died out in favour of gaming over Vent or Mumble. All you need to do for a game of NHL 13 is some extra controllers. While we can all remember a few console e-sports tournaments, it’s hard to deny the bulk of them focus on PC only titles like Starcraft, Warcraft Arenas, League of Legends, etc.
It would be interesting to collect data on other games that have both PC and console ports – Mass Effect, Assassin’s Creed come to mind – and see the demographics on those, compared to games that traditionally are only available in one format or the other, and if Taylor’s observations from earlier studies hold true in those cases.
I can’t deny the fact that Diablo 3 on consoles will probably draw more players into what was, despite its dubious staying power – an enjoyable game. Whether or not this will draw old players back remains to be seen: the promised death match system has yet to be released, if ever; there hasn’t been any word to date on whether the auction house systems will remain within their respective spheres or if it will be possible to trade and sell items from console to PC and vice versa. But I will begrudgingly admit Blizzard got one of the biggest rises out of the fanbase during an otherwise lackluster performance by Sony, and retract my initial knee jerk reaction.
(Though not my plea to bring Leah back. Never that.)