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Poetry Guest-Appearing in Games #2: Dishonored


Like Mark of the Ninja, 2012’s Dishonored is an action-stealth game and a shining example of that genre. It’s also credited with introducing gamers to one of the most memorable fantasy worlds of recent times: the plague-ravaged fishing city of Dunwall, a kind of steampunk Victorian East London powered by whalefat batteries (the whales are implied to be Godzillarish mutants with connections to another dimension). Automatic gun turrets and electric ‘walls of light’ exist alongside flintlock pistols and duelling sabres, as the protagonist, Corvo, traverses titanic iron bridges and vast stone fortresses to revenge himself against the corrupt ruling classes.

Taking a design cue from Bioshock, also set in a city gone wrong, the lore of the world is revealed to the player mostly through notes and books he or she finds scattered about the place, often near decaying corpses. Reading them is entirely optional and has little bearing on the plot; they’re there to add flavour to the world, to make it feel inhabited by more than the main characters and a legion of disposable guardsmen. And wouldn’t you know it: out of all the various material I found, two were definitely poems.

The first, found in the second level of the game near a homeless plague victim, is the stronger of the two. It’s called ‘Death in the Month of Songs’, with a notation explaining that it’s both an excerpt from longer work and a translation (from ‘old Serkonan’, if you were wondering). This is a clever move by the writer, as it provides an explanation for the poem lacking the sense of an ending, and also excuses a little of the tinniness, since translations tend to be difficult beasts. That said, it does read like an honest attempt at a decent poem. It consists of four stanzas of three lines, with an implied narrative and use of repetition in the first lines of each: “She was shy in the Month of Hearths” through to “She was dying in the Month of Songs”. It apes the style of the romantics somewhat, and has the odd moment of interesting imagery:

She was wed in the Month of Clans
To her sailor cousin from Cullero
A shrill bird, drilling at my chest

The last line, though, is pretty poor: “A terrible kiss on her distant lips”. ‘Terrible kiss’ has that try-hard vibe about it, and the internal rhyme is heavy-handed. She’s dying from a disease at this point, but why are her lips distant? Distant, perhaps, from the narrator, who is her suitor but who ultimately loses her to the cousin. In fact, I have to hand it to the poem: it does manage to tell a tragic story with very few words. The lady in question marries a sailor instead of the narrator, who loves her, because she has a head for adventure. A cruelly short time later, she dies from a tropical illness.

The second poem is depressingly bad. It purports to be an excerpt from ‘a set of cautionary tales for children’ and is obviously intended as a sort of macabre nursery rhyme or folk ballad:


Here’s the thing about rhymes and ballads though: they tend to scan. The rhythm is such that the lines roll off the tongue. Here we start with:

They say that Jimmy Whitcomb Riley
Was a brawler his mates called Smiley.
He ran around, up and down-town,
Pulling off every kind of crime-y.

Which is all kinds of awkward. And what’s the point of forcing a rhyme with the ending ‘y’ if it’s not even a full rhyme? Two stanzas later, we get ‘a-sleeping’ rhymed with ‘Clavering’. This is as lazy as it gets. On top of that, the rhyming pattern established in the first stanza, which is basically a variation on a limerick, is abandoned in the second through to fourth, presumably because it was too difficult to find more than one rhyme for ‘boys’ or ‘day’.

But the worst thing about this effort is that there’s no real story. If you’re going to half-arse the poetry for the sake of telling a ‘cautionary tale’, you should at least have a tale in mind. This one starts off describing a typical no-good character. Then, in stanza four, he wakes up as a fish! That’s it! Even McGonagall had something he actually wanted to tell us about.

Someone on the Dishonored writing team obviously decided that inserting poetry into the game through these books and documents would help give the world credibility. It’s one of those little details that makes an imaginary people seem real. Indeed, ever since Tolkien, it seems to be an unwritten rule that every fantasy world must have its ballads, tavern songs and poems as a sign of the richness of its culture. This makes sense. But it also leaves you wondering: why, then, don’t games developers hire a poet to write them their poems? Poets tend to come very cheap, and many would embrace the challenge of writing in whatever style you wanted.

I suppose the answer is that for all that the ‘idea’ of poetry still holds sway, the average person’s familiarity with it is so lacking that they can mistake an awful, rushed attempt for a convincing approximation.

Gender / Gaming / Literature


That there is a major issue with gender representation within both gaming and literary culture is now so widely accepted that it’s easy to forget the claim is even contested. But contested it is; the worst that can be said about Anita Sarkeesian‘s Tropes vs Women series so far is that it’s a succession of statements of the obvious, but that hasn’t prevented a wave of antipathy and attempts to discredit Sarkeesian, even to the point of publicly accusing her of fraud for asking for too much money from her supporters.(1)

Even if we ignore this resistance to eminently sensible criticisms, just because a problem is widely acknowledged doesn’t mean it shouldn’t be discussed. One argument deployed when feminist critics like Sarkeesian emerge, or when statistics are released that point to comparable problems in literary culture, is that we’re only seeing a reflection of wider problems with equality in society. Games developers cannot employ more women if women aren’t applying for the jobs and female authors can’t be published if they aren’t submitting work. Similarly, if there is a lack of female protagonists, characters and perspectives in games and literature, it’s because the public aren’t interested enough in them.

Firstly, it should be pointed out that this is a case of neutrality as complicity. The metaphor of the travelator(2) is useful in characterising what’s happening. There is a cultural drift towards inequality – not just to the detriment of women, but to the detriment of minority ethnic groups, the poor, gay people, transsexuals, the disabled and others. We can debate about who is responsible for that cultural drift and whether or not it’s part of human nature; what’s important for now is to understand that if you aren’t resisting – if you aren’t walking in the opposite direction along the travelator – then you’re being pulled towards accepting greater and greater inequality, into a position where you’re more likely to find basic notions of freedom and fairness unrealistic or fanciful. The most common complaint against feminists is that they’re too visible, too attention-seeking, too forceful. This complaint ignores cultural drift and the fact that you can’t create a countercurrent without considerable noise and activity, nor without making demands.

Secondly, literature and gaming in particular should be at the forefront of positive change. Games are spaces where we can play. Books are spaces where we can exercise our imaginations. Creative mediums are where we can take stock of what is unhealthy in our world by imagining a better one, where we can test outlandish theories, and explore our most dangerous instincts in a safe environment. They’re where we can visualise and articulate internal conflict. In short, they’re areas where notions of what is realistically achievable in society should give way to idealism and social experimentation, where everything we think we know should be regularly turned on its head. This already happens; it just needs to happen more.

More importantly, they’re areas where change can occur relatively rapidly because of their accessibility. In most industries, systemic prejudice is so ingrained, so threaded into the system that change is generational at best. Women don’t land corporate jobs, often, because they lack the requisite aggression and competitive edge. They lack aggression and a competitive edge because these are qualities that, early on in children’s development, are identified as masculine, as unfeminine. In other areas, women lack qualification or experience or self-assurance, all because they are undermined at an early point in their lives and placed at a disadvantage. But you don’t need to land a job to become a writer. And with game creation tools like Twine and Construct 2 constantly evolving, you don’t need a job in technology to become a game developer. Best of all, the Internet provides the necessary tools for disseminating the resulting work and building an audience for female critics and creators alike.

Twine is a simple, window-based development platform for text adventures.

So what needs to be done?

One of the most important things to challenge in both literature and gaming is the idea of a type of book or game that is aimed at women, and the accompanying notion that addressing the gender imbalance will mean more of these types of games and books, at the expense of the type that we (men) typically enjoy. The scare story is that political correctness demands an overall reduction in quality.

But these are industries/environments where the full spectrum of what appeals to boys and men has been heavily explored and is collectively well understood, while women’s tastes are very poorly understood, in part due to a deficit of widely disseminated critical writing by women. The kind of games and books that are marketed to girls and women – chick-lit and dolls’ house games – are the result of this poor understanding. That’s not to say women don’t like these games and books, but that it represents only a tiny part of the full spectrum of what they might like – a spectrum which, in all likelihood, overlaps to a massive degree with men’s tastes.

If women’s tastes were more thoroughly explored and understood, what I suspect would come to light is that a multiplicity of minor changes would do much to bring more women on board while sacrificing little of what appeals to male audiences. To take an example from gaming, one of the reasons women can feel excluded by the content of a game is the proliferation of female characters whose sole purpose appears to be titillation. This is frequently misunderstood as an objection to partial nudity or attractiveness, when in fact it’s a complaint about deficit of personality and relatable goals. It would be easily resolved by introducing female characters who fill out a much wider range of roles, as well as genuinely sexy male characters. It does not necessitate censorship.

GLaDOS, one of gaming’s most unusual and memorable female characters.

Although literary culture prides itself on sophistication, there is a similar issue with crude understanding of what women want and what is distinct, if anything, about women’s writing. Famously, VS Naipaul last year attempted to reduce the entire scope of women’s fiction to ‘sentimentality, the narrow view of the world’. If this isn’t a clue as to a greater problem in how we envisage women’s role in literary culture, I don’t know what is. Even within poetry, there is a barely-remarked-on but, in my opinion, noticeable stylistic pigeonhole that women’s writing slots into. Women who write in this way (broadly: confessional, relationship-focused, formally loose) are, in my judgement, more likely to be published than women who write in any number of other ways. I would suggest that there is a subconscious, male-led selection process at work that highlights this style of poem as ‘representing’ women better than some of the other styles women choose to write in.

Let’s address the argument that better representation of women in either medium means a drop in quality, means opting for the poorer candidate to fulfil a quota. Women make up over half the world’s population. There is no scientific basis for the assumption that men are more intelligent, more creative, more individualistic or harder-working than women. If you have two local sports teams who, in totality, are equal to one another, and you make up a national side that is heavily weighted to one of those teams, as a matter of logic, you must have picked the weaker players from one team at the expense of stronger players from the other. In any culture, subculture or industry where the gender balance is skewed heavily in favour of men, the weaker candidates are already being picked. More equality should logically amount to higher quality.

Finally, I want to say a few words about Coin Opera 2: Fulminare’s Revenge and our approach to gender equality. The final ratio of contributors is 23 male to 18 female, which is 57:43 in favour of men. I consider this not ideal but within the boundaries of acceptability considering our limited resources. During the process of soliciting poems, three male poets approached me with unsolicited poems, while no female poets did. At one point, I did make a concerted effort to get more female poets on board because I felt we didn’t have enough. Not one female poet turned us down on the basis that she didn’t play games, and the games they played ranged from pinball tables to Skyrim. Some found that the games they wanted to write about had already been covered, and so declined. One, whose relationship with games was mostly through her children, specifically bought and played the game they wanted to write about for the first time, in the interests of getting a more in-depth perspective. Some poets of both sexes said they would have a think but ultimately didn’t get back to us.

I would say that, on the whole, the collection is definitely richer for its inclusion of a good number of female poets and gamers and that their work does not betray any notion that there is a strict segregation of tastes or styles between men and women. I don’t think of this as providing a service to women (albeit I hope that providing a platform for more women to respond to games and gaming is helpful) but as something that improves the overall quality, accessibility and range of the book.

Further links

Coverflip: Maureen Johnson on gendered book covers
Jane McGonigal, game designer and games culture activist
Helen Lewis writing in the New Statesman on female protagonists in games

Footnotes

(1) Prior to writing this article, I’d only seen the fraud accusation made in the seething jungle of comments sections on news sites. But I only had to type ‘Sarkeesian fraud’ into Google to find this page in the top two results.

(2) I first stole and redeployed this metaphor here.

Poetry Guest-Appearing in Games #1: Mark of the Ninja


Mark of the Ninja is a 2012 stealth action game developed by Klei Entertainment. It’s a first rate example of the stealth genre, forcing the player to stick to the (plentiful) shadows, glide through vents and take advantage of distractions in order to get the jump on an enemy. The protagonist is a nameless ninja charged with mounting a solo assault on a private military company in revenge for an attack on his clan, although a broader and more sinister picture reveals itself to him as he advances through the various missions.

The game’s writer, Chris Dahlen, blogs here about the research he undertook in order to create a realistic history for the fictional Hisomu clan and the decision to employ poetry – specifically haiku – in the telling. Conscious of the fact that using audio logs to relate a non-interactive potted history is difficult to do well inside a fundamentally interactive medium, and concerned that these audio logs should fit the pace of the game, Dahlen opted for haiku “because haiku are short, and they’re enigmatic”.

The resulting poems can be accessed by finding hidden scrolls, three per level, scattered throughout Mark of the Ninja. After touching each scroll, a poem is recited by ‘the voice of the Hisomu’. Taken together, they fall under the title of ‘A History of the Hisomu Clan as Written by its Masters’.

From the first recital, however, it’s apparent that these are not really haiku in the strict sense:

Five hundred men lie
vanquished before Tetsuji.
Takes off his blindfold.

Dahlen uses the 5-7-5 syllabic form that is commonly taught as a rough approximation of the rules governing haiku in Japanese, but in most of these poems, he misses the most fundamental element of the form: the kigo, or seasonal reference. Without this, the form is much closer to senryū, a similarly structured poem whose subject is usually people, rather than nature.

More arguable is the presence of a caesura or kireji (cutting word), which is used in haiku to implicitly compare two images. This is not necessarily easy to recognise, but Dahlen achieves, at the very least, a similar effect here by ending the second line with a full stop, which suggests we reflect on the relationship between the removal of the blindfold and the dead five hundred.

The second poem is more troublesome:

We snap off a branch
to make a weapon; but the
tree must bear the wound.

Here, the syllabic structure is rather more forced, conflicting with the natural intonation. In the game, the voice actor audibly pauses after ‘the’ to denote the line break, but it sounds odd and adds nothing to the meaning of the poem – the natural pause is after ‘weapon’. Also, ‘but’ makes the intended contrast explicit where it should be implicit. It would be a stronger poem, and more ‘haiku-ish’, if it went something like: “We snap off a branch / to make a weapon / The tree bears the wound.”

This poem is, however, a clever allusion to the role of the player in the story, and Dahlen’s aim here, and with many of the poems that follow, is to provoke the imagination, to get the player guessing at what various strange and slippery images refer to. While some of the poems are blunt and direct in moving the storyline along, others apparently relay no information at all. These, however, are all the more interesting for that, and closest to the effect one might expect from poetry:

On a starless night
an unkindness of ravens
lands along the wall.

A raven, or something similar, signifies a checkpoint in the game. When you pass these points, the raven appears to fly away. Does this poem allude to them being set up beforehand, and consequently the fact that the protagonist’s path through the game – and through his life – is the result of his being manipulated?

The poems in Mark of the Ninja ultimately achieve two things: they are a foreshadowing device within the plot, causing the player to anticipate various revelations and the protagonist’s ultimate fate. They’re also a flavouring device, grounding the story more thoroughly in elements of Japanese culture and creating the illusion of a succession of writers contributing to a generation-spanning narrative.

You can listen to the compiled audiologs here.

Birdbook II/Coin Opera II update!

So a brief update is very much in order on our next two books, Birdbook II: Freshwater habitats and Coin Opera II. To accompany this, I’ve tried to find an image that captures both projects.



Birdbook II is very nearly ready to go printerwards. We’ve received a foreword from the fantastic Tim Birkhead, proofing has been done and it’s just minor tweaks to go. For the uninitiated, this is the second book in a series of four, in which we aim to gather one poem and one illustration for every species of British bird. Each book covers a group of habitats. Volume II is looking great, helped in no small part by the return of Lois Cordelia, who has once again provided her beautiful artwork for the cover.

Coin Opera II, our second anthology of poetic tributes to computer games, is looking good too. With cover art by the very talented Mike Stone and a whole bundle of computer game-themed formal Easter eggs (including what may be the world’s first set of ‘boss’ poems), this is going to be a mighty power-up from our initial micro-anthology, back in 2009. A foreword from Uncanny X Men writer and video games journalist Kieron Gillen, a spot more collaging and rearranging, a good old proof and it’ll be off to press before you can say Hadouken.

More updates to come. Stay tuned!

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