Is Joss Whedon’s Dollhouse the Most Intellectually Engaging Series on American Television?

October 10, 2009

Do you believe you have a soul?

Season 2 Promo

Dollhouse Starring Eliza Dushku

Forget for a moment whether that soul continues to exist after you die; I’m not asking what color your religion is. Instead, I’d like to know whether you believe there’s something more to being human than mere material subsistence: consciousness, the capacity for rational thought, the emotional, intellectual, and logical processes that in some important way set us apart from our animal friends.

Do you believe that part of your existence is prospectively separable from your physical existence, intellectually, mechanically, digitally, or spiritually? That’s what I mean when I ask whether you believe you have a soul – is your essence distinct from your substance?

From militantly devout atheists to eagerly martyred Islamic extremists, almost all of us believe in this kind of a soul, an intellectual consciousness somehow divisible from our skin and bones, our axons and dendrites, a soul which is the source of our notion of justice and our capacities for abstract reasoning. We are logical and emotional and not merely biological beings, or so we believe.

But what do these beliefs imply? What if we could literally separate our consciousness from our body while that body continued to live? Would we want to? What is the moral status of our body while we are separated from it? Are we still connected to it, or has it somehow taken on a moral existence of its own?

And what if we could watch a television series that engaged these questions, and each week explored further the questions generated by that scenario? Fox’s Dollhouse, created by Joss Whedon (Firefly, Angel, Buffy the Vampire Slayer) and starring Eliza Dushku (Bring it On, True Lies) and Tahmoh Penikett (Battlestar Galactica), does just this, and may be the most intellectually engaging television series in the history of American television.

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Drama Doll

September 30, 2009

If you’re a female under the age of about thirty-five, you probably know about American Girl dolls; they each come with their own historical setting, a six-book series, multiple outfits and accessories, and the sound of about fifty million small and not-so-small girls pleading with their parents to buy them one. I was one of them, once; my mother, who was extremely pleased to see a doll with brown hair and eyes, had planned to surprise me with Samantha for Christmas, but I found the catalogue and, steeped to the brim with Laura Ingalls Wilder stories, begged for Kirsten because she was a pioneer and wore a sunbonnet. I got her that Christmas, twenty-one years ago, and still have her, along with quite a few accessory sets – bought one at a time, twice a year (birthday and Christmas). She was by far the longest-lasting and best toy I can remember having.

Mattel bought out the company about ten years ago and in addition to expanding their stable of dolls they now have modern dolls and “best friend” dolls, some of them being pushed harder than others (poor Kirsten – since her best friend Marta dies of cholera in Book 1, I don’t think she’ll be getting a shroud-wrapped companion doll any time soon). I hadn’t thought much about them for a while, but that all changed last February when, two months to the day after my daughter was born, one of their catalogues arrived in the mail. Coincidence? I like to think so. Anyway, a quick review brought me up to date – the “Girl of the Year” was named Chrissa (um … OK) and had two friend dolls named Gwen and Sonali. All of them, of course, retailing for $95 apiece. I got another catalogue a few weeks ago, which introduced their new WWI-era Jewish doll. So imagine my surprise, when noodling around on the Huffington Post instead of doing something more productive (like, say, bouncing a rubber ball off my living room for three hours) there was a piece describing the “controversial new homeless doll.” Another doll? What the hell?

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Our Health Care System Needs Immediate Reform – The View from the Inside

September 9, 2009

This is the second of three posts on health care reform in the United States. The first post was about which type of experts to trust. The third post will be published on the so-called “public option” after the author has had a chance to review the legislation.

Tonight, Wednesday, September 9, 2009, President Obama addressed a joint session of Congress to argue for health care reform. But you might not realize why health care reform is so desperately needed in the United States, since your only experience of health care in the US might have been good visits with an excellent physician. The need for health care system reform isn’t about the quality of our doctors and other health care providers: for the most part, they’re highly qualified and good at their jobs. Instead, there are three basic symptoms of ill health in our health care system, and I will investigate the causes of those symptoms in this essay, partly from the view of an insider who worked in health care for six years, partly from the view of someone especially knowledgeable about the health care system from careful study. I argue that because the health of this system has been bad for so long, we must take action as soon as we can to reform it.

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Health Care Reform: Doctors Can’t Be Expert Witnesses

September 8, 2009

This is part one of a three part series on health care reform in the United States. The second part is a primer on how the health care system works and why it’s broken; the third will be about why I think we need a public option as part of any health care reform package. The third part will be published after I’ve had a chance to review legislation relevant to the speech and some of the broader reform efforts.

With President Obama addressing a joint session of Congress this Wednesday, September 9th, 2009, on the subject, health care reform is again a focus of national attention. We’re being asked again to evaluate the president’s claims on the subject in light of the testimony of a great many expert witnesses. Since health care reform became a subject of serious discussion in the 2008 election cycle, we’ve had the occasional opinion from some doctor, for instance, on what he or she thinks should be the way we do health care in the future. Even the American Medical Association, allegedly the body the represents all the doctors in the United States, has made its opinion known on the matter, supporting reform but not a public option. But I don’t think we should treat doctors as our expert witnesses on the subject of large-scale institutional reform in the health care system. Instead, economists are the most suitable expert witnesses when it comes to the health of our health care system and the institutional reform that we should be implementing. After the jump, I’ll try to explain why I think economists* are suitable and medical doctors are not suitable as our experts on the subject of health care reform.

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Saying goodbye to Reading Rainbow

August 28, 2009

The news on the radio this morning told me that today is the final day for Reading Rainbow. This makes me incredibly sad. It is the 3rd longest running show on PBS, after only Sesame Street and Mister Rogers. I am only 3 years older than this show, so it has effectively been around for my entire life. I found myself spontaneously singing the theme song just this past weekend when I spotted a butterfly in the yard. In elementary school, when we were waiting for our parents to come pick us up, tapes of Reading Rainbow episodes were among the few approved things we could watch once outside time was over. (Episodes of Square One were also approved. Man, now I miss Mathnet.)

I loved Reading Rainbow. I loved the illustrations from the books. I loved hearing the new stories and seeing them present ones I’d already read. I loved Levar Burton and the strangeness of seeing him in both that show and Star Trek, which was, of course, another childhood television mainstay. But the show has been on for 26 years now, so I think I could more happily let it go, if it weren’t for this explanation of why the show is ending:

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My experience in the 2009 ICFP Programming Contest (part 1 of 2)

August 18, 2009

How hard of a problem could you solve in only three days? Who would you choose to help you do it?

The ICFP Programming Contest is an international programming competition organized in conjunction with the International Conference on Functional Programming, which is an annual academic conference about programming languages. Each year, teams from around the world compete in the ICFP contest to demonstrate the supremacy of their favorite programming language by solving a challenging problem over a 72-hour period.

The contest is organized by a different institution every time, typically a university, and the organizers work well in advance and sometimes take years to prepare the contest problem, which is kept secret until it’s time for the contest to begin. On the appointed day, which is usually a Friday in June or July, the organizers unveil an elaborate problem description on the Internet. When the problem is released — at a time that may be convenient or wildly inconvenient, depending on the difference between the organizers’ time zone and the time zone one’s team happens to be in — the teams go to work, using whatever tools they like to solve the task at hand. Past contests have challenged competitors to control a Mars rover that has to get to a home base while avoiding hostile aliens, design an ant colony capable of defending itself from invaders, and decode a string of letters resembling DNA (not coincidentally, the letters chosen for the bases were “I”, “C”, “F”, and “P”) and “resequence” it to draw a picture. The problems often include strange and hilarious twists, and the problem descriptions may be filled with in-jokes and cute asides.

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Ahoy There! An Excellent Swashbuckling RPG!

August 8, 2009
A fanciful new RPG from the people who brought us Spirit of the Century

A fanciful new RPG from the people who brought us Spirit of the Century

Opening Salvo

“Air pirates? AIR PIRATES!” I shouted with glee as I seized the Swashbucklers of the 7 Skies from the “Indie Press Role-Playing Games” section of my local comics/gaming store. Completely un-phased by the $30 I was about ready to fork over for a softcover, I ran to the cashier and exclaimed with elation: “You know you’ve finally got a tabletop RPG about air pirates?” He shot me a look back.
“Well, there was always Skyrealms of Jorune, Castle Falkenstein,” he said, tallying them on his fingers. “And we just got a new steampunk book in: Victoriana.” The wind still billowing my sails, I laid it down on the counter and said in my most gallant voice: “Avast! my good sir, for this one appears to be good.” And he took my money.

Preface

A few words of explanation are warranted before I dive into a thorough review of said book purchase.  First of all, why the heck was I looking for a book in the “Indie Press Role-Playing Games” section of the store anyway?  Well, it just so happens that I A) live in western Massachusetts, a kind of mini-Mecca for the budding independent role-playing game designer (give the proximity of New York and Boston and number of nerdly college grads in the area), and B) regularly run these people’s RPGs at local and national gaming conventions.  Having been a convention gamemaster (GM) for 16 years and counting, I’ve discovered that this is where all the action is happening these days. These games (by which I mean my Top 11: Primetime Adventures, InSpectres, Mist-Robed Gate, 1,001 Nights, Dread, Dogs in the Vineyard, Shock, Annalise, Misspent Youth, Tales of the Fisherman’s Wife, Shooting the Moon) are the best in system design, the most conscious of social exigencies involved in the role-playing hobby, and the most academically cross-referenced and critiqued.  Many are designed by women, and most by graduates of small liberal arts colleges.  All I have to say is: check them out.  They are the future.

Furthermore, I’d like to say for the record that I’m not really a pirates fan per se (otherwise I’d be reviewing 7th Sea here), but for some reason I really dig the idea of air pirates.  I attribute it to an unhealthy amount of Skies of Arcadia played and Last Exile viewed while I was in college, as well as a desperate urge to see a kind of Star Wars-style epic played out in skyships – as opposed to space in a galaxy far, far away controlled by an indifferent, bearded Lucas-man.

A Brief Summary

Swashbucklers of the 7 Skies (S7S), written by Chad Underkoffler (whom I think I met at Dreamation 2008, and who wrote some great Unknown Armies supplements), is a game of fast-paced, swashbuckling action set in a world where islands float in a vast sky over a mysterious substance called the Blue.  Players create characters intended to accomplish great feats of derring-do and, without much ado, dive headlong into dangerous situations for a chance at eternal glory.  The system is designed on the Prose Descriptive Qualities (PDQ) model, which is synonymous with quick task resolution and immediate character empowerment (as opposed to waiting sessions and sessions to become effective against the big, bad mega-villain, characters in S7S tend to be ready to take him on right out the gate).

It’s a Big Sky Out There

A full four chapters of this book are devoted to the dense setting of the 7 Skies, which ironically serves the primary purpose of catapulting characters into the action without bogging them down with too much back-story.  A kind of fantastical pseudo-18th Century world order is established among 6 primary sky islands and a plethora of secondary islands.  There are the intrigue-obsessed Barathi (more like 16th Century Italy under the Borges — noble houses and poison, etc.), the resolute Viridese (Nordic/Scandinavian-type folks), the passionate Colronan Royalty (France), their neighbors the aloof Colronan Zultanistas (Ottoman Turks), the cosmopolitan Crailese (think 19th Century New York with some religious nutjobs outside the city limits), the ascetic Sha Ka Ruq (a cross between the Congo and Japan — Orientalism meets Token Fetishism, but I digress), the rebellious Ilwuzi (a pirate isle in the Caribbean) and the lost island of Kroy (Atlantis… or Laputa).  Each nationality is basically an excuse to have a different flavor of sword-wielding badass, from a weapon-snapping, fur-wearing Viridese to a tough-talking, cutlass-bearing Ilwuzi and so forth.  Magic and skyships are smoothly integrated into a world system that is believable as a fantasy setting – Underkoffler did a great job of creating a world that’s basically one giant opportunity for adventure where one nevertheless knows what to expect in each port, so to speak.  Read enough of his Bibliography – with entries from Wu Ch’eng-en to Alexandre Dumas, from Neil Gaiman (Stardust, of course!) to Rafael Sabatini – and you will understand that the world exists to put crazily passionate people with swords at odds with each other in dangerous, exotic, and breathtakingly beautiful locales.

System, Shmystem

The PDQ system is also particularly well-executed in this book.  I played Spirit of the Century – another Evil Hat production and an RPG-geneaological predecessor to S7S that has you generate pulp characters who are starring in a number of cross-overs – and found it to be surprisingly difficult to master at first.  S7S, however, seems to have struck an enviably perfect balance between – using the terms of Ron Edwards’ Big Model theory – Setting Simulationism, Style Simulationism, and Narrativism.  “Whoa!” you say, reaching for your musket.  “Where’d all these landlubber ‘-isms’ blow into port from?”  In simpler terms, the game does a good job of A) giving players a deep and enriching established world to explore, B) allowing stylistic tropes from swashbuckling books/movies to become game mechanics (i.e., you can have your cape flapping in the wind give you game benefits), and C) encouraging creativity in the storytelling realm, as opposed to that of maximizing personal player power.  In S7S, if you succeed with your dice roll, you may narrate how you succeed.  If you fail, you get points toward giving your character an extra oomph in the future and can choose to narrate how they botched this job.  It allows for and encourages Princess Bride-style antics in the way that games like 7th Sea only vaguely dreamed about.

One of the nicer bits of the system is a comprehensive ship combat system that revolves around teamwork – a captain giving orders to a crew in the heat of battle – while preserving a dueling system that emphasizes the primacy of individual coolness.  Another is the Style Dice mechanic:  players get handed dice to use in their favor if the GM decides to screw them over rather nastily.  There is an economy established that notably resembles the narrative economy one witnesses in swashbuckling fiction.  All suffering becomes more pleasurable when the hero can take the sweeter reward in the end.

Why You Should Get This Game in Great Haste

Actually, you should be checking out all the RPGs I mentioned in my Preface:  they’re the games so many of us were waiting for as we hunkered down in our mediocre games of D&D and Shadowrun, waiting for some narrative control to be handed back to us.  Why you should go pick up a copy of S7S is simple:  few games are as accessible, intuitive and richly devoted to players’ creative well-being as this one.  Now I’m off to liberate a Crailese freighter of its most burdensome cargo!


The Top Eleven Old Skool Video Games in No Particular Order

July 29, 2009

In this Gilded Age of the motion-controlled Wii, the Internet-friendly X-Box 360, the mega-military hardware of the Playstation 3, the guitar and drum controllers, the upcoming Project Natal motion-capture controllers and all the rest, I find it somehow refreshing to delve into the “classics” on emulation (without needing to pay a cent by the way!)  See anything you haven’t played?  Now’s the time to become more gamer-literate!

1. Rampage (1986)Lizzie passive-aggressively clings to the building she destroys

Play George (a.k.a. King-Kong), Lizzie (a.k.a. Godzilla), or Ralph (um… Fenris or Amarok?) as they destroy major metropolitan areas and eat human beings while being shot at by military forces.  I distinctly recall first learning of the existence of cities such as Duluth and Toledo through this game, as well as the lesson that most U.S. cities look pretty much the same when they’re being kicked to the ground by giant monsters.  Requiring almost no brainpower, yet fulfilling a deep-seated wish to be in control over the destruction of one’s own civilization, Rampage will remain a pick-up game for all ages for years to come.

2. X-Men – The Arcade Game (1992)

Back when I was growing up, the malls still had thriving video-game arcades with an assortment of quarter-eaters to waste my disposable income.  The best of these was a 6-player, 2-screen beat-em-up extravaganza starring none other than Cyclops, Wolverine, Colossus, Storm, Nightcrawler and Dazzler.  Few people might understand the joy of being one of 6 pre-pubescent boys crowding around a set of sweaty joysticks and beating the living tar out of a giant pile of mooks that come at you on-screen.  I’ll be this one would still make money in any surviving arcades today.  Not too many 6-player games came after this one, after all…

3. Full Throttle (1995)

“You know what would look good on your nose?”

“What?”  *nose ring grabbed and slammed down on the bar*

“The bar. Now don’t mess around with me.”

Probably one of the best animated adventure games released for the PC, Full Throttle showcases the best of LucasArts’ SCUMM engine while offering a meaty array of bad jokes and crazy biker action (including a climax involving a chase between a bike, a semi and a wing-less cargo plane).  I find I can just sit someone down at the computer and play through it in about 2.5 hours… the length of a solid, well-made animated movie.

4. Maelstrom (1993)

Ambrosia Software certainly didn’t invent Asteroids – the 1979 Golden Age game that served as part of Atari’s main stable of games – but they certainly brought it into the 90s for the Macintosh user.  Chock full of Simpsons, Beatles and other pop cultural references in its soundtrack and brightly colored, 3-D-looking sprites, this game plays like a hyperactive stepchild who found the meth supply… in space.  Now if only they were to option this for a movie!

5. Maniac Mansion (1987)

Not to spend this whole blog singing LucasArts’ praises, but they did produce some damn fine adventure games.  A group of hapless teenagers are off to save their cheeleader friend Sandy from a sentient evil meteor and the weird family it has corrupted in a mansion filled with surprises.  Maniac Mansion adopts much of the crazy object-based logic puzzles inherent to the genre (“So I need to grab the faucet handle in the garage to turn on the shower to move the corpse to find the number I can call Nurse Edna with so I can get her out of the room so another kid can get up to the telescope and steal her money while they’re at it.”) but it self-referentially mocks its own silly set of errands often enough.  You can stick the hamster in the microwave in some versions!

6. Super Bomberman (1993)

Many nights I slept not a wink because of this Super Nintendo game’s excellence.  In Battle Mode, 4 players have two minutes to be the last one alive in a grid filled with bombs laid by you and your fellow players going off every which way.  A 30-second looping soundtrack amplifies the tension in ways you wouldn’t believe.  Most of its sequels are actually not as good as this original, a fact for which I cannot account.

7. Cyborg Justice (1993)

1993 must’ve been a good year for video games in my mind… This Sega Genesis beat-em-up features a combination of excellent sprite graphics and over-the-top ultra-violence (i.e., you can rip off an opponent’s arm and use it as your own).  You’re a cyborg and you’re seeking, well, justice!  It’s too bad that Sega was never able to keep up with the other franchises – their game design was always above-par.

8. Return to Zork (1993)

‘93 also saw Activision’s great adventure game release Return to Zork, which pre-dated Myst by several months and involved a much more interactive environment than said game.  In any given room, you can do like 50 things involving various objects you’ve picked up, etc.  What I really enjoy about this is the Neil Gaiman-esque dark fairy tale plot and the video-captured actors whom you can all kill if you get frustrated (and then you’re told by a guy in a funny coat that you can’t complete the game!)

9. XCom (1993)

Speaking of 1993, there was a turn-based strategy game for the PC produced by MicroProse that knocked our socks off.  In XCom, aliens have invaded Earth and you’re part of a worldwide task force sent to kick their ass.  The game features a sophisticated tactical engine copied by games like Fallout and later games like Freedom Force.  I watched fellow college students piss away whole semesters on this thing…

10. Marathon (1994)

So you’ve played Halo, right?  Let’s call it “Marathon 4″ and be done with it.  Marathon brought all kinds of innovation to the first-person shooter table:  network multi-player, a flexible map and sprite editor, and an intricate plotline of an almost literary quality.  You play a marine dispatched to a multi-generational colony ship that is under alien attack and has multiple AIs also vying for control of your activities.  We used to haul computers over to each other’s houses just for the opportunity to kill each other on maps we had created.

11. Hunt the Wumpus (1973)

The scariest game ever. You’re hunting a goddamn wumpus with these crooked arrows, and if you miss, it’ll come and eat you.  It fills your screen with its awful face.  I played this on my Commodore back when I was like 6, only to discover that the labyrinth is a cruel place.  The psychological environment of this deceptively simple game still gets me every time.

In summary, 1993 may have been a pivotal year in game development history – self-conscious, impressively addictive games made their appearance around that time.  But at least in 2009, we can still revisit all of these classics! After all, all our culture is nostalgia.


Landscapes shaping people

July 27, 2009

I just started reading River Town, by Peter Hessler, and thought this passage right at the beginning was interesting.

I often heard remarks like this, [that all the women of Fuling had a reputation for being beautiful due to being from an area with both water and mountains, or that people there had bad tempers because it was hot and there were mountains,] and they suggested that the Chinese saw their landscapes differently than outsiders did. I looked at the terraced hills and noticed how the people had changed the earth, taming it into dizzying staircases of rice paddies; but the Chinese looked at the people and saw how they had been shaped by the land.

-Hessler, 6

This reminded me of conversations I’ve had at various points with people from the Midwest. I am from the East Coast (or the Southeast, if you are one of those people who strangely thinks the East Coast only extends as far south as DC, or possibly Virginia,) specifically the piedmont area of North Carolina, and I am very used to being surrounded by hills and trees. In the days when I was frequently having to drive home from Iowa or Michigan during school breaks, I had a definite sense that “home” did not start until I entered the Appalachians and was surrounded by forests again. By contrast, several friends who grew up in the plains stated that they would find it a little scary not to be able to see for miles around. Hills and too many trees would give them claustrophobia. Whereas I found the first description of the plains in the Little House on the Prairie books terrifying and never really understood why they moved out of the Big Woods.

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Ten years on

July 6, 2009

What the world needs now is a unified field theory of post-irony in the work of Wes Anderson, Dave Eggers and John Darnielle.

It’s the only thing that there’s just too little of.

- posted by Mike