Creating Post-Human: The Technology

And now for something completely different…

For those who like to know all about the nuts and bolts of how things work, I’d like to talk a little about the technology behind Post-Human. We’re using some off-the-shelf bits, coupled with some completely custom web applications, and mashing them together to create a seamless, playable experience.

The most noticeable component is the augmented reality app we use to navigate the game, called Layar. Layar is a free app for iOS and Android devices that allows almost any type of content (audio, video, image, text, website) to be located in the physical world and overlaid on what your device’s rear-facing camera sees. Points of interest (POIs) can be geocoded to GPS coordinates (the most popular option) or maybe be triggered by visual recognition of a specific place/photo/object (new and more tricky). Some cool examples of what’s possible can be found here: http://layar.com/browser/showcases/

We use Layar to overlay our fictional game world’s locations on top of the existing University of Waterloo campus by geocoding them to an accuracy of 10 metres. This let’s the player navigate the game world in the physical world. Once they arrive at a particular POI, it triggers the appropriate game screen to popup and display the relevant information, story, and/or possible actions for that location.

The POIs are fed to the Layar app from our Layar POI server running on our webserver. The Layar app works by sending a request for nearby POIs for the player’s current longitude/latitude coordinates, and our POI server sends back the POIs nearby.

Our game engine that displays story, enables players to take make decisions and take action, and keeps track of timing, score, and opening/closing the next available locations, is a custom touch-enabled web-based system built on PHP and driven by a mySQL database.

These 3 pieces all work together to anchor our fictional game locations to the physical space on campus! If I’ve not covered something sufficiently, speak up! I’ll answer questions in the comments.

Creating Post-Human: The Video

We also got together last week for a final writing push and to record the audio track for the introductory video. All three of us read the script and after some poking and prodding, I guess my dulcet tones won out.

We took a few photos of the process. Check ’em out below.

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No writing binge is complete without timbits.

 

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Now that’s a helluva mic.

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James giving it his run. Amazingly not pictured: Nathan gettin’ all Barry White on the wrong end of the mic.

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The script (also pictured, the narrative tree)

 

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Coincidentally, “Impromptu Pop Screen” is the name of our new boy band. We’re mostly influenced by O-Town’s early work. Note the super-hard spikes from the pre-pop-screen recordings.

Testing Post-Human

We got together on UW campus and made sure all our points were where they were supposed to be. Meant to post photos of that before but didn’t get around to it. Here we go!

 

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James checking the starting-point.

 

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@ the greenhouse: C’est une serre/ceci n’est pas une serre.

 

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Another, perhaps clearer shot of our POI graphic and the ENG 3 building.

 

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Close-up.

Post-Mortem on “What Would MolyDeux?”

In my previous post, I’d forgotten to mention how Molyjam actually came to be. It started, as most things do, with a joke.

Patrick Klepek, news editor for Giant Bomb, was joking with Anna Kipnis, a gameplay programmer at DoubleFine about starting a gamejam based on @petermolydeux’s tweets. What was initially an off-the-cuff joke snowballed into a global gamejam and Klepek was pulled into it.

Check out his heartfelt and thoughtful post-mortem on Molyjam here. It’s certainly worth the read. Klepek is hands-down one of the finest journalists working within the games industry.

Game Design: What Would Molydeux?

For those that don’t know, Peter Molyneux has a repuation for being one of the more abstract, idealistic, esoteric and/or insane developers in the video game industry. He got his start with Bullfrog Productions in the 80s and 90s, where he worked on some of the most hailed PC games of that era: Populous, Powermonger, Theme Park, Magic Carpet, Syndicate and Dungeon Keeper. He then moved on to start Lionhead studios, where his visibility increased in direct proportion to his audacity. First, there was the weirdo god-game Black & White (that, admittedly, was kind of broken) and then the greatest success for Lionhead: the Fable series. Which, again, a little uneven but always ambitious.

Molyneux’s penchant for hyperbole and idealistic, revolutionary rhetoric during his talks at e3 and GDC resulted in someone creating a parody Twitter account: Peter Molydeux. The twitter feed was used predominantly to propose outlandish, satirical game design concepts that were in-line with some actual design decisions and game concepts that Molyneux had already implemented.

It is in this stream of “cast-off” game design ideas that the MolyJam spawned. In short, a “game jam” is an event in which many developers convene under a specific theme and, with a very short timeline, try to make a game. The basic premise of the MolyJam (or What Would Molydeux?) is for a developer to take a tweet from the petermolydeux feed and design a rudimentary game around it. It started this past Friday and ended on Sunday. The games are posted here.

During our “presentation” at the hub, Dr. O’Gorman mentioned to me that part of his intent with encouraging us to develop these games and then expose those games to start-ups and other technological corporations was to potentially break into the game development industry through thoughtful and counter-intuitive game design, rather than through reinscribing the already problematic design decisions (guns, violence, xenophobia and misogyny) that are lamentably prevalent in many AAA mainstream titles.

However, we’re not alone. At these game jams, developers are encouraged to second-guess everything they know about game design and see where that takes them. In many instances, these games have no future; there’s no money to be made on them because of the tight timeline, or because they were probably done without a cogent design doc, or because the game itself is just busted. They are experiments, processes that are informed by a particular developer’s interests and inevitably engaged in a strange dialogue with what that developer knows to be true about their industry.

For me, these game jams represent a fault line in a mercenary, profit-driven industry. An industry in which a developer can be denied much-needed royalties by their publisher because their newest game’s metacritic rating is 84% instead of 85%.

Epigraphs: Stiegler and Wills (And Blanchot. Blanchot enough to choke a horse)

I’m not usually one to pay a lot of attention to epigraphs, mostly because they seem personal to the point of obscurity, the epigraph-as-secret-message-to-those-who-know-already; maybe it’s simply a result of my having read more and become more familiar with the subject matter that the epigraph for Stiegler’s Technics and Time 1 and Wills’ epigraph for the chapter entitled “Fascades of the Other” offer a tremendously instructive dialogue. Of course, both come from Maurice Blanchot, whose The Book to Come was a text I had to at least focus my eyes on for a genre theory class at WLU. I can’t say I grokked a great deal of it, but it’s still a thing I had to kind of live with and (in many cases) sleep with.

From Technics and Time 1:

“Do you admit to this certainty: that we are at a turning point?

– If it is a certainty, then it is not a turning point. The fact of being part of the moment in which an epochal change (if there is one) comes about also takes hold of the certain knowledge that would wish to determine this change, making certainty as inappropriate as uncertainty. We are never less able to circumvent ourselves than at such a moment: the discreet force of the turning point is first and foremost that.” (1)

It’s clear that Wills’ admiration of Stiegler runs deep and this particular quote from Blanchot had a major impact in the figuration of his argument proffered in Dorsality. Enough so that he pays courtesy to this inspiration in the epigraph to the second chapter:

When I am alone… what approaches me is not my being a little less myself, but rather something which is there ‘behind me,’ and which this ‘me’ conceals in order to come into its own. (23)

Of course, the “turning” referred to here is to prepare the reader for his discussion of Heidegger, whose lecture entitled “The Turning” informs the chapter.

Human agency in the face of technological and/or apocalyptic determinism is a fascination of mine. I’ll cop to being a huge fan of Kittler, but being afraid of using him lest I come across as too agreeable and have the dread charge of being a technological determinist laid at my feet. It’s still a concern, though. No matter what you as a person do, Apple will still roll out another iPad. The populace will buy it in droves. Apple’s creepy business model of lauded yearly planned obsolescence continues apace. It’s something that figures into Post-Human a great deal, as well. Selling incremental functionality for, let’s face it; kind of a fortune.

This is where the metagame for Post-Human shines. Players will be able to see the net result of their decisions via a heat map of the campus, while also taking away a hypothetically “unique” narrative that was predicated on their own choices. (At least, ideally. Who knows what will happen when everyone starts playing the game.)

Provisionally, what I like about the second Blanchot epigraph is the context Wills uses to suggest that as a part of our individuation, we necessarily obfuscate the technological apparatuses that support us, prop us up, etc. As such, we elide our own lack of agency to posit our individuality, which probably explains the mad response the ending to Mass Effect 3 has wrought. The Mass Effect games are famous for including the option for players to make broad, sweeping changes to the universe through their decisions, and yet all those decisions must be coded. Sure, you are expressing preferences for how things will play out, but the whole system is delightfully deterministic. Players willingly enter into that illusion, seduced as they are by the heroic narrative put forth (and, admittedly, BioWare has crafted some of the finest digital narratives ever seen) and ceaselessly appropriate the game’s tropes and ideologies as if they were their own. As such, when BioWare crafts an ending that the player base finds at odds with the fiction they collaborated on, some of them throw a hissy fit.

So, I’m one of those crazies that routinely refuses downtime. (Typically to my detriment)

Last summer, after finishing my game for the Cabs of Curiosity, I went on vacation to Florida, where I sat in a kitchen and wrote an essay. During my research for that paper, I came across a book that had recently come out by David Wills (whose essay in The Prosthetic Impulse gives an astonishingly lucid rundown of Stiegler’s work.) The book was called Dorsality: Thinking Back through Technology and Politics. Admittedly, much of its nuance was wasted on me, he does some fascinating work in situating embodiment as a fundamental prerequisite for technology, doing much to refute the idea that our technological breakthroughs proliferate in spite of or at least separately from our physical bodies. This is not particularly new ground for us, given our readings of Stiegler for this course. However, Wills is perhaps a little more concerned with lucidity, which is somewhat needed if one must write a paper to a deadline and contend with work and family life.

At any rate, I typed up this mouthful in preparation for the final paper. The beat-to-beat structure of his argument is, admittedly, something I’m a little shaky on once I get further into the text, so it’s entirely possible this won’t show up in my paper, but it’s something that I’d like to share with the class (presuming that at least a few classmates are probably looking to do some last-minute blogwork while procrastinating on our final paper.)

“There seems little doubt that a fundamental realignment of the human in its relation to technology occurs with the upright stance. The anthropoid ‘chooses’ to give itself the prospect of tools and at the same time turns its back in a radical way on whatever is behind it. We know how it abandons the animal, refines the senses by downgrading smell and hearing, and reconfigures the knowable other within a frontal visual perspective, prioritizing a certain version of the fore-seen or fore-seeable. What is produced by that anthropoid, the technologies of tool use on the one hand, and language on the other, is henceforth presumed to occur within that frontal visual perspective of the knowable. That occurs in spite of the emphasis given, in terms of those technologies, to the surprise of discovery and invention. Such discovery and invention are henceforth and consistently understood as being ahead, around the corner, or on the horizon of a forward progression. What is therefore being forgotten, I argue – perhaps until it is, or unless it be reawakened in the fear of some bioengineered monstrosity, some retroviral haunting – is the extent to which technology is, to begin with, literally in the back. It is in the human back as the spinal – or can we already say dorsal? – turn or adjustment, the primary or primal vertebral articulation that frees the hands to pick up stones and fashion tools, that redistributes the weight of the head and jaw to allow the brain to develop and the tongue to speak. From and in its beginning, back where it began, the human is therefore receiving a definition from a technologization of the body, in a becoming-prosthesis or a becoming-dorsal.” (8-9)

As for our project, this interfaces with some of what Hayles says about the past-tense “became” in How We Became Posthuman:

“‘human’ and ‘posthuman’ coexist in shifting configurations that vary with historically specific contexts. Given these complexities, the past tense in the title – ‘became’ – is intended both to offer the reader the pleasurable shock of a double-take and to reference ironically apocalyptic visions such as Moravec’s prediction of a ‘postbiological’ future for the human race.” (6)

The idea of agency in the face of these sweeping technological changes is one I personally keep coming back to. I really enjoy that Hayles roots the response in that of a “double-take” or the sudden doubling-back of the head. It’s the kind of blithe metaphor that would make Wills smile and smile and smile.

The idea that we’re “looking back” upon technological changes that have already occurred is also important to keep in mind for our project. In some of his early Necromedia essays, Dr. O’Gorman seemed to express some reluctance towards science fiction as a vehicle to address technoculture:

From “What is Necromedia?”

“Unlike techno-science thrillers and science-fiction movies that draw a very distinct line between technology and mortality, American Beauty does so in a much more subtle, naive way.” (157)

And American Beauty Busted:

While the film American Beauty is not about technology  per se (and this is what  makes  it instructive), it seems  clear that each of the main characters meets his or her demise  at the hands  of communications technology. (36)

I’ve not been able to locate a fully-elucidated dismissal of science fiction, but would be interested to hear some of Dr. O’Gorman’s rationale. One could make the tenuous arugment that, by situating these debates within a broad science fiction framework, we somehow infantilize the issues that are at stake by dint of the perceived sense of adolescent futurism that golden age sci-fi carried.

Furthermore, it’s reasonable to allow that science fiction at least tangentially engages in a dialectic with our conception of “human”  — insofar as any sort of art or literature does. To steal from Blanchot again, “Through representation we reintroduce into our intimacy with ourselves the constraints of the face-to-face encounter; we confront ourselves, even when we look despairingly outside of ourselves.” (The Space of Literature, 134)

As Hayles admits, the changes between human and posthuman were “never complete transformations or sharp breaks; without exception, they reinscribed traditional ideas and assumptions even as they articulated something new.” (6) – if we take this sort of messy, dialogic view of science fiction, it occupies a similar space. Consider, for example, Ursula K. Le Guin’s The Left Hand of Darkness as a sort of ur-example of this process; wherein she posits a world in which gender is considered a fluid thing, but still problematized the narrative with a distinctively phallocentric bias. Would that I had the time and space to go on about that novel, however, because there is, as always, so much more to that text than I am able to address. At any rate, it’s reasonable to consider that a vast majority of the science fiction genre uses technology as a novum, or point of difference, and in doing so, fetishizes the narrative of human progress that reinforces contemporary technoculture.

However, if we acknowledge that there is at least a reasonable dialogue between literature and humanity, the conception of science fiction, as a literary genre, must necessarily be given to that same messy dialogue. Consider this passage from Adam Roberts’ Science Fiction: A New Critical Idiom:

The symbolic purchase of SF on contemporary living is so powerful, and speaks so directly to the realities of our accelerated culture, that it provides many of the conceptual templates of the modern Western world. The complex debates surrounding the genetic engineering of foodstuffs, for instance, enter popular consciousness in SF terms as ‘Frankenstein foods’. The dangers of asteroid impact on our world
find expression in such SF texts as the films Deep Impact (1997) and Armageddo (1998). Our feelings about computers have been rehearsed by every SF text that includes artificial intelligence; actual exploration of our solar system seems tame to us because our expectations have been raised by the thrills of SF imagery; many people regard the trope of UFO abductions to be fact rather than science fiction, partly because of the expertness of SF texts such as The X-Files. As Istvan Csicsery-Ronay Jr puts it, ‘SF has ceased to be a genre per se, becoming instead a mode of awareness about the world’ (Csicsery-Ronay 1991: 308). SF does not project us into the future; it relates to us stories about our present, and more importantly about the past that has led to this present. (36)

Does Necromedia not attempt to engender a similar ‘awareness about the world’? Is any digital humanities not also engaged in this strange looking back to look forward. As a basic tenet of its composition, science fiction is already engaged in the dorsal turn, as David Wills has it, insofar as it looks behind to inform what is to come. It is a messy process, nowhere near the clean binaries of the digital age. There is something bio to this pervasive but unreliably-drawn logic. It is from this place that we have constructed Post-Human, informed as we are by Kenneth Burke, who suggested this wonderful mouthful of his own approach to motivation,

A perfectionist might seek to evolve terms free of ambiguity and inconsistency (as with the terministic ideals of symbolic logic and logical positivism) […] what we want is not terms that avoid ambiguity, but terms that clearly reveal the strategic spots at which ambiguities necessarily arise. (xviii)

It is our intent to, rather than shuffle them under the rug, directly confront the strategic spots at which technoculture and the digital humanities necessarily counterimplicate one another. To, as Sarah noted in an earlier comment, write from a place of discomfort. To critique technoculture while instantiating the current signifiers of its end-logic (3G-enabled iPads, genetic manipulation, planned obsolescence, etc.) To provoke the debates in which we are called hypocrites because, to my mind, those are the only debates in which the academy might be able to salvage its honesty.

Everything is Amazing and Nobody is Happy

So I apparently promised to post this video during the 2nd podcast. It’s an interesting rant and one that applies to a surprising amount of contextsEspecially in our critique of technoculture, it’s pertinent to note the novum of new technologies. Have you taken a step back from an iPad and actually thought about what you were doing? I REMEMBER LEARNING HOW TO TYPE ON AN APPLE IIe. I had to learn a whole other language to get at my video games, now I just fondle my technology like a drunken prom date to get my ya-yas.