Geek As Citizen: My Own Private IdaHell

Flames

Last week I discussed how trying to get to Heaven made us bad citizens.

Specifically, I discussed how there’s a desire to escape everything and reach some permanent paradise (that is never permanent nor really that great a paradise) that separates us from others. Relying on the unexpected tag-team of C.S. Lewis and the Buddha, I looked at how that desire to get to that special inner perfect area drove us onward yet disconnected us from others – and that getting to it was never permanent anyway.

Of course my intention was to look at how that was relevant to geeks.

My concern was that there is a distinct part of geek culture that focuses on the Great Escape, from the Singularity to the perfect job where you never work, that could disconnect us from our fellow humans and society. To try and get away and keep grasping the elusive ring, we missed what was important, and even in our success we became alienated from others. As we’re in an Age of Geek, it’s an important issue to address so we don’t become less human and worse citizens.

But there’s a flipside to this “Heaven Seeking” behavior that I’m sure we’re all equally familiar with. Some people are happy to have their own private Hell, and in some cases it’s easier and the rents are cheaper. Though we may not think of it as the same, it still creates social, emotional, and just plain human distance.

And we know hell all too well.

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Geek Job Guru: Gained In Transition

Butterfly

I’d like to talk to you about “Loren, the Amazon Princess.”

You may think I’m talking about a Xena Ripoff, and admittedly Loren the character has a bit of a Lawless appearance if you get my drift. But Loren herself is not a TV character or a movie character, or the titular heroine of an Asylum film. She’s a character in the indie game that bears her name and title.

Now admittedly a game called “Loren, The Amazon Princess” isn’t a game whose title inspires confidence as it seems generic to say the least, and at worst like a bad film title (possibly of an adult nature). As I played the game all the way through, I would like to report that it is A) good, B) Most other titles would have actually been inappropriate as it is about her, and C) it’s a game worth analyzing for it’s repercussions to gaming – and thus possibly your career.

At first the game seems to be a slightly mismathed fusion of Visual Novel games and classic party-of-characters RPG. One has both dialogue choices and character-based battles with assorted creatures in a somewhat familiar fantasy world. So you have the romance and choose-your-own path plots of a game, the point-and-click iconic battles that we’re familiar with from various RPGs, and a visual novel look.

However in playing it, it began getting me thinking. As I got into it (and past some admittedly purple dialogue into the meat of the game), I realized that this game, by taking so many elements and combining them was not quite a Chimera, but something almost . . . transitory. A step to somewhere else.

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Way With Worlds: Where The Characters Are – And What

Crowd Of People

[Way With Worlds appears at Seventh Sanctum and at MuseHack]

You have built a world. You know it’s origins and its ecology, you know it’s people and their religion, you know technology or sorcery (or both) thta they use. You have a world that is a living-breathing creation, all in your head, and your documents, and your stories.

It’s time to populate it with characters. Sure you’ve probably started early, but we are going in order here.

Most of us creating worlds have them populated with people to tell stories about or to play (in the case of the game). Characters in a way are the start and the result of worldbuilding – the result of the worldbuilding we do to have people to tell a story about. More on that later, however.

So, where do you characters fit into all of this? Well, let’s take a look.

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