Games + Learning + Society Liveblogging 4

I’m at a roundtable panel on World of Warcraft with seven presenters (Bielema, Bielema, Chen, Hay, Kelly, Malone, Steinkuehler.)

P. Bielema argues that you could map “real things” onto the Warcraft template to make it educational.

E. Bielema is looking at discourse around a particular fight in the game.

Chen is looking at the development of expertise through gameplay in World of Warcraft, and how/whether players can communicate expertise to each other laterally, train each other and so on.

Hay looks at the process of character development as if it were a model or simulation, that players are testing hypotheses about how the character will work, testing the character against the environment, improving their development. [ME: Here the problem is, what about players who don’t accept that way of understanding character development and consciously ‘gimp’ themselves, or make idiosyncratic choices.]

Kelly is talking about how women conceal or efface their identities through performance and visible practice in World of Warcraft, using the concept of “passing”. Talks about two common ideas: that most female avatars are actually men, and that people who say their mikes are broken are often women who don’t want to be revealed as such. (She suggests that the latter is pretty much true.)

Malone is centrally focused on a case where a powerguild “exploited”, but didn’t believe that they were exploiting, about how that kind of claim gets arbitrated.

Sherlock is talking about how different communities construct “n00bs” in World of Warcraft (kind of the other end of Chen’s work).

Steinkuehler is describing work of one of her graduate students–afterschool program that’s an in-game WoW guild with boys who are ADHD, ADD, who are very alienated from school but very oriented to games.

[Me: one thing I’d say is important is not to just turn World of Warcraft into some ‘normal’ educational object. Steinkuehler is very clear about this in her work on Lineage: if something transformative happens when people play games, it has to be treated gently, and there’s very little direction you can give to it. Just overlaying WoW with something ‘educational’ is a misfire, in my view, though I didn’t have a chance to listen in more detail to the presenter who I understood to be arguing for something like that.]

[ME: Some talk near the end about the difficulty of developing clear descriptions of World of Warcraft gameplay, especially for those who have never played it. It’s really hard to be doing work that turns on extremely specific events or mechanics and not get swallowed up in an explanation of that. On the other hand, how is that different from any heavily situated ethnographic work where the audience isn’t immediately familiar with the context? It’s always difficult to explain, but many people have figured out ways to do it. Part of it is being clear about what you think the particular experience helps you to explain or understand in a larger context–if you just say that a particular thing in World of Warcraft explains somethinig else in World of Warcraft, then you might just want to stick to giving that paper at BlizzCon. It needs to have some larger significance.]

Me: one thing I wished I’d seen more of was Mark Chen’s truly awesome looking papercraft models, which I gather is part of how he looks at transactions around expertise. I mostly ended up talking with Malone and Steinkuehler about their respective, extremely interesting, work.

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Games + Learning + Society Liveblogging 3

I’m at a panel on the use of games to help students in science education.

I came in part way through Melissa Gresalfi and Anna Arici’s presentation on two games-based approaches in 6th grade science education based around something called Quest Atlantis.

[Me: this seems to be a presentation making the classic argument about the difference between “traditional” and game-based pedagogy–that in traditional pedagogy the most successful students are those strongly motivated by wanting to respond positively to authority-driven assignments, whereas the most successful students are strongly self-motivated, with a stronger sense of their own agency.]

Students who responded strongly to Quest Atlantis talked a lot about how much they felt like scientists themselves, had a strongly positive disposition towards learning. But they also did say that the QA students showed strong factual competency at the end, etc.

Very good question from the floor that implies that comparing the game-based pedagogy to a text-based, reading-centric approach isn’t the right comparison–shouldn’t it be a comparison between a science curriculum that takes them into the field, has experiments, and so on, versus a game-based, virtual reality approach. Gresalfi responds, more or less, that virtual reality is cheaper, but she agrees that the key thing is really hands-on versus factual. [ME: to some extent this is ye old constructivism in game form, as much games-learning scholarship is. I agree with the basic insight that getting students to do science rather than just learn it formally is key, but there are lots of ways to do it.]

——-

Jewell, White, Norton, Chmiel, “Resilient Planet”

On a 3D science education program for JASON Project, intended to give students a sense of what science practice is like both by letting them do it themselves and by showing them scientists in practice.

Nice phrase: trying not to show students science just as a “rhetoric of conclusions”, but instead as a space of thinking through problems. Example: they look at the work of one scientist who is arguing that there are too many tiger sharks in a particular ecology that are overpredating monk seals and are charged to collect data which challenges his conclusions. So what they’re trying to teach to some extent is the notion that science is about a practice of permanent skepticism. Also in the case they’re showing to some extent the issues involved in the interface between science and policy (the tiger-shark overpopulation scientist argues for an organized tiger shark cull).

[ME: They’ve got the ‘fun’ right as well as the learning content–they showed one bit where you have to make a shark regurgitate so you can assess its typical eating patterns which was very amusingly gross. This is just such a key thing with learning games–I’ll probably rant about this later, but there’s so many educational games being talked about at GLS that are so horribly unfun and ungamelike, when you’d think that the need to make a game playful should be well understood.]

[ME: I was worried that this was still a game where you basically prove one “preloaded” hypothesis, that it’s just a game that locks you in, but they actually do try to show two very different ways of looking at tiger shark populations, ecological relationships, and the game leaves it open which might be right. This strikes me as really important even in a program for 6th graders. Still, needs more of this, I think, even at this level. The real gold standard would be trying to create something that allowed unpredicable or contingent findings–maybe pulling in ongoing material from outside databases in a way that isn’t preloaded.]

[ME: Also they do a good job in presentation terms of running the game in the background while talking about the overall design. You have got to show the game in action, I think. I almost think a lot of game presentations should have a talker and a player working at the same time. Yes, it’s distracting, but without it, you have no idea if what’s being talked up is crap or not. Seeing it in this proposal, for example, convinces you that this is a really good piece of work.]

In response to a question, Dan Norton had some smart things to say about the pedagogical problem that branching narratives pose in a classroom–that you can’t be sure that all the students have had the same experiences or learned the same things, and therefore can’t build progressively on what they all know.

——–

Laird and McDonald, “Is Our GaMerz L3arning? (Evaluating Games As Shared Experiences)

Talking about how to design a game that CAN be evaluated. So they’re going to have audience play a game that is on purpose designed to be incomplete, confusing and impossible to evaluate.

[ME: I feel some of my own hobbyhorses starting to gallop, namely, that I’m inclined to think that some of the most interesting learning that can happen through games is by definition not easy to measure or evaluate, and that the more measurable it becomes, the less productive, interesting, useful (and fun) it is.]

So the incomplete game is demonstrating (I think) that you can’t play a game if you don’t have information about its rules and outcome at the outset, and that this makes any outcome feel unfair.

[ME: Heh, someone in the audience found an unintentionally broken part of the rules, in addition to the intentionally broken ones. This is one great things about games: players will eventually always find every ambiguous or contradictory rule.]

They apply this to a game called Shortfall that they use with university engineering students to talk about sustainable manufacturing. Play all three parts of a supply chain (materials, parts, cars). In Version 1, didn’t work because students played to be individual winners and didn’t consume any of the content, they were just driven to get to the game-mechanical end.

Argument here is that you need to make it team vs. team to improve content consumption.

[ME: Ok, yes, design is very important if you’re trying to make a game that has an educational intent.]

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Games + Learning + Society Liveblogging 2

I’m at the second morning panel, this one focused our design, with three presentations from designers and developers.

One of the issues that often comes up at games-related conferences and meetings is the supposed divide between academic researchers and developers in the industry. Developers will sometimes talk about how they don’t find most academic work on digital games very useful, and academic researchers will sometimes complain about how developers are anti-intellectual, needlessly hostile to collaboration with academic researchers, or too narrow in their perspectives.

But you know, there aren’t very many meetings of film theorists, film critics or even academic artists who make films where there are representatives from film studios, directors and screenwriters present in significant numbers. Most meetings of literary critics don’t include significant participation from novelists except for those also happen to be academic literary critics. The very fact that the conversation often happens at games-related conferences is itself kind of unusual and interesting.

—–

First presentation: Patrick Lipo, in the industry since 1993 (worked on X-Men Legends, Lord of the Rings Online) speaking on “Battling the Curse of More”.

1st question: “Why do large projects sometimes create weak experiences?” A: developer and programmers pulling in different directions, fear of player expectations, poor control over resources, an excess of ideas, no limitations on the development process.

Argues for constraint early in the development process, however it is imposed.

Argues GTA’s open-world design is a very bad precedent that is driving feature creep in a lot of games.

[Me: I’d argue that a lot of open-world design would be a lot better if it was conceived as a platform with tools and capacity for players to add content over time rather than a fully ‘authored’ design as GTA IV. Like Second Life if Second Life weren’t so clunky and amorphous.]

Observes that many gamers love feature creep as a concept; that they want games to be ‘total’, so it can be unpopular to say ‘This game has X and not Y”.

Takes God of War as a good example of constraint: simple combat, highly polished look and feel, very light RPG levelling up mechanism.

[Me: Lipo suddenly got worried that some people in the audience don’t know God of War or his other examples. This is a problem that really comes up again and again in presentations on games: they are really hard to describe verbally for people who haven’t played them.]

Takes Bioshock as another example that controls feature creep. [Me: I really disagree with this, that was the main problem with Bioshock, that it was *so much locked into a ‘ride on the rails’*. So I guess I’m a gamer wanting feature creep, then. At least with a game that’s as visually lavish as Bioshock.]

“Pillar verbs”: figure out a small number that describe what the player will be doing 90% most of the time, use this to prioritize feature development. “What will impact your players the most” is Lipo’s defining question. Suggests that people are not going to remember playing darts or bowling in GTA IV, and I’m not sure I agree with that, it’s kind of the point of GTA IV, that everyone’s GTA IV is a different one.

Argues you can have “secondary verbs”, a level or section or form of gameplay that gives you a different kind of gameplay, a different activity, for variety. [Me: I’d say that’s more or less where the danger comes in, where you get some completely lame ‘variant’ activity that’s poorly done. If that’s voluntary like crafting, ok, if it’s mandatory for progression in the game, that’s a design failure.]

[Me: I don’t think any designer or developer would disagree in principle with Lipo’s presentation. So to me at least the real question is: why doesn’t this conventional wisdom get followed more often? Why does feature creep actually happen? This is kind of what I want to hear from developers most, a detailed ‘anatomy’ of design processes that pinpoint why certain kinds of outcomes are most common. But there are two reasons why developers mostly can’t or don’t: first, because that kind of dissection of process can get you into professional trouble the more specific and tangible it gets; second, because I don’t think very many developers themselves have enough of a bird’s eye view or overall perspective that gives them generalizable insights in development process.]

————-

“Ubisoft: From Pure Entertainment to Playful Learning” Group of Ubisoft developers presenting on the “Games for Everyone” division at Ubisoft, goal to design educational/casual games.

3 types of behavior towards learning: “have to learn, want to learn, enjoy learning”. Says Ubisoft is only just figuring out how to approach learning games with these in mind. My Word Coach.

Fairly standard developer-side argument for moving towards a “mass market” in gaming (they don’t like the term ‘casual games’ but they embrace the basic celebratory argument about casual gaming as it has developed in the aftermath of the Wii.)

Argues that ‘mass market’ games are misperceived as being easy to make, cheap to make, when they actually take a lot of work and thought.

[Me: I agree with this, and you can see some of the worst consequences of this in learning games and games for kids, which is one of the absolute development sewers where most publishers don’t hesitate to dump buggy, cheap crap on the market.]

They describe the process for making Word Coach. They went looking for academic consultants to help make the game “legitimate” [their term]. [Me: this is really common in learning software, educational culture, etc.: you go get an academic to help reassure parents that what they’re buying is ‘genuinely’ educational. I’m not sure this is going to help a designer figure out what’s playable, but that’s more or less the central issue at GLS meetings in general.]

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Liveblogging Games + Learning + Society Meeting

I’m here at the Games + Learning + Society conference in Madison. I’ve wanted to come for years to this meeting, as it often involves some people whose work I think is terrific, and it’s always an interesting-looking well-organized meeting that brings together people across a range of disciplines.

The first panel I’m attending is a workshop convened by Constance Steinkuehler, Kurt Squire and Eric Zimmerman. They’re going to break us into small groups and try and get us to come up with a short, concrete research assignment that we can actually execute over the next two days (and then we’re expected to execute it).

This should be interesting. I like the idea of this kind of work at conferences. This particular one may be a bit too demanding, though, given that there’s a homework assignment that comes with it.
——–

Update:

The organizers handed four cards on theory, methods, topics to each group in order to give them some constraints at the start. Our group drew four cards: discourse analysis, symbolic processing, interviews, World of Warcraft. So what we’re thinking about is going around to other researchers and asking them for the first five words that come to mind about World of Warcraft and then building a tag cloud out of that, to map the associations that exist in this particular group of people.

One thing I’d say for this kind of workshop or enterprise is that the organizational portion has got to be slimmed down to a minimum. I think if I were going to try something like this myself I might hand out most of the instructions as text and get straight to it. The more you have to enter in to it in order to direct or herd the activity, the more time you take away from what people actually come up with. But the basic exercise is really nice, and gets away from the passivity of most conference events.

Further update:

We’re going to collect one-word completions of the sentence “I believe that World of Warcraft teaches…” on post-it notes from other conference attendees. Then tomorrow we’re going to build a public board of the responses and let people move the words around on the board towards or away from a central dot.

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If the Juggernaut Ran Into Thor’s Hammer…

[This is my contribution to the Valve symposium on Douglas Wolk, Reading Comics: How Graphic Novels Work and What They Mean.]
————-

What happens when the tide of a media panic recedes? Fans of a particular media form or genre sometimes recount the history of its past persecution as medieval Christians dwelt on the gory particulars of the martyrdom of saints. Well they might, because the immediate aftermath of such a panic in the United States over the last century often has been shattered or badly disrupted creative or artistic careers on one hand, and stunted, forgettable cultural production on the other.

Yet, the odd thing is that the very act of heavy bowdlerization that hits post-panic cultural production in some genres and media forms sometimes sustains later devotion, creates a body of raw material that inspires later reworking, sets an aesthetic for authors continuing to work in the form. That which does not kill culture may make it stronger, but it also makes it more particular, builds a history of expectation and taste among consumers raised on post-panic practices of constraint and evasion. Just as fiction and polemic written as samizdat may seem more oddly alive and urgent than later work written under more liberal rule, post-panic cultural work becomes strangely, provocatively inbred after the wave of intense public scrutiny passes over the form, a hideaway that trembles for a long time at the thought of drawing renewed attention from an all-seeing eye.

At some point, however, cultural producers and loyal audiences realize that media panics rarely strike twice at the same target. In fact, they often seem to leave behind a sort of weak, generalized nostalgic mass affection for the form they once demonized. Now the problem for some creators and critics is habituation. They object to the way that an entire cultural form has been shaped by a path-dependent relation to its former persecution. They want to overcome its past fragility, and restore to the form what they see as its true cultural potential.

I think this is where Douglas Wolk’s enjoyable, interesting and useful book Reading Comics comes into the picture. There are a lot of great little nooks and crannies in this book: the second half consists of quick, smart sketches of the oeuvre of various comic artists and writers, and I could almost just stick to my agreements and quibbles with those alone. But as a whole project, it seems to me that Wolk is offering an extension, almost formalization, of Scott McCloud’s inauguration of comics criticism in Understanding Comics and Reinventing Comics. Wolk takes a lot of McCloud’s claims about the distinctiveness of comics as a particular form as a starting place and works outward from there. It’s a familiar strategy for authors who are trying to legitimate both a medium and a formal body of criticism of that medium.

I agree with Wolk and McCloud that comics are a distinctive form that requires a distinctive critical approach. McCloud’s concept of “sequential art” is a good foundation for building up comics criticism, and Wolk’s book is a good example of the quality of critical work that can be built on that foundation. But both McCloud and Wolk suffer a bit from what I think of as the Comics Journal Syndrome, a desperate need to redeem a post-panic cultural form to mainstream or academic respectability, to persuade a reader that comics are Very Serious and full of Untapped Potential (Except in Europe and Other Foreign Places With Better Culture Than Ours).

(McCloud on page 3 of Reinventing Comics: “Comics offers a medium of enormous breadth and control for the author–a unique, intimate relationship with its audience–and a potential so great, so inspiring, yet so brutally squandered, it could bring a tear to the eye.”)

Much the same thing happens in animation studies, in work on children’s literature, in critical work on videogames, in analysis of digital texts. There are a number of problems that this structure of argument creates as a charter for a school of cultural criticism. For one, it gets enmeshed in a rolling, provisional effort to separate out the high-art wheat from the low-art chaff in the new Very Serious critical version of the form. Wolk is savvy to this problem, but he sometimes still gets sucked into it, distinguishing “mainstream” comics work concerned largely with superheroes from independent work that operates across a wider terrain of genres and uses of the form, and seeing the latter as able to sustain sophisticated critical attention better than the former.

What this does in part is set up criticism as a permanently etic kind of practice, in rivalrous relationship to emic practices of readership that developed in part out of the savage truncation of the creative and aesthetic possibilities of comics after the panic of the 1950s. For many American comics readers today, for the wider American public consciousness of comics, and even for creators like Grant Morrison, the Comics-Code constrained, superhero-centered comics of the 1960s and 1970s are still the template that informs their expectations and imagination of comics now. Comics Journal Syndrome criticism inevitably sets itself up as a missionary force coming to rehabilitate the savages from their cultural backwater, to show them the Big City that they argue the form truly can be. When the savages shrug at the sight of the bright lights of Paris, they become one of the two enemies of the new critical form, responsible for reinforcing its limitations through their consumer preferences.

The other enemy becomes the wider apparatus of criticism, which is held accountable for refusing to make room at the table, whether that means tenure lines in the English Department or column space in the newspapers. Here comes the agony of the self-hating geek, all full of angst about his subcultural ghetto. “Yes, I read comics, but I’m not the Comic Book Guy, I’m a normal just like you.” In academic circles, the quickest way to get out of the ghetto after the ritual disavowal of the subculture is to run the form through a kind of orthodox historicist pummeling, to talk about its enmeshment in hegemony, the work it does with race/class/gender, and so on. In middlebrow criticism, you pick the works that seem most arty or edgy but that require the least translation for newcomers to see their quality. (Hello, paging Maus.)

Wolk does some of this dance. He frets about comic shops, comic fans, the logic of collecting. To some extent, I have only one retort. Here’s my bookshelf:

Here’s my closet:

I am the Comic Book Guy, right down to my physique. But that doesn’t get in the way of being able to operate as a scholarly critic or public intellectual in reading and thinking about comics, I don’t think. I don’t have to assimilate or disavow subcultural modes of appreciating or analyzing culture in order to talk about their importance or quality in a wider public conversation. Of course, I have tenure. It is also true that you have to be careful not to cross your nerd wires and have the wrong critical discussion in the wrong place. Talking about how (or whether) to reconcile Final Crisis #1 with Countdown is part of the dark art of geek hermeneutics. Talking about how Watchmen works as narrative is not.

To some extent, the apologetics that attend on a criticism founded by partial disavowal of the historical confusions of genre with form, by an attempt to make a criticism which is better than mere subcultural readership, has a tendency also to mistake generalized patterns in cultural production for particular dilemmas of the form which the critic is trying to redeem. For example, Wolk despairs of the endless self-referentiality and density of DC and Marvel’s superheroic comics, and the level of metaknowledge required to read them. Grant Morrison’s current work in Batman is pretty impenetrable unless you know about the aesthetics of the character in the Silver Age of comic-book storytelling generally and about a set of specific stories from that time period. But how is this different from the popularized sense of postmodern narrative generally? From the metaknowledge needed to read Pynchon or watch an episode of Lost ? If Wolk’s serious about this complaint, then it’s not about comics, it’s just the modernist cri d’coeur against the postmodern aesthetic. Which is fine, but it works better widened out to that context rather than as a plea for Untapped Potential that’s vested in a particular artistic form.

Superhero comics in shared-universes are a specific form and genre-bound case of pastiche, self-referentiality, intertextuality, sure. It has been interesting to see how the most successful transistions of superhero narratives to other forms require wrenching the characters and circumstances of their story loose both from the comic form and from the intertextual norms of shared-universe serial storytelling, like cleaning barnacles from a ship. Most movie superheroes exist either in ironic, deconstructed forms (Hancock) or they almost have to seem freakish, fetishistic, vaguely embarrassed by themselves. (Recall Liam Neeson’s Ra’s al-Ghul confronting Batman at the end of Batman Begins: he says something to the effect that Bruce Wayne kind of overdid it with his personal form of ninja theatricality.) What’s actually striking is that the superhero isn’t genre or form, exactly: it’s archetype. Superhero narratives, now that they’re being retold by audiences raised on them, move into new media forms and become native to them very readily, much as the Western once existed in profusion across many media forms but with major aesthetic distinctions and genre mutations across that spectrum.

In a way, what makes Wolk (and McCloud even more so) anxious is not the superhero, but the effervescently lurid four-color low-culture vitality of the commercial comic-book in the U.S. just before, during and after the Werthamite panic of the 1950s. As I wrote recently, one thing that David Hadju’s The Ten-Cent Plague does well is remind us that many of the most avid attacks on the comics came from the guardians of high culture and middle-class tastes, cloaked in language of concern for children. (Just as I would argue most of the attacks on television would come in the decade that followed.)

The challenge, I’d argue, is to invent a practice of formal criticism that doesn’t require this kind of anxiety, doesn’t vaguely internalize the disdain of high-culture for the vulgar and end up formalizing its criticism around an embedded apologetics. “Serious Fanboy” strikes me as a better modality for a comics criticism than “host of Masterpiece Comics Theater”. At times, that’s what I think Wolk achieves, at other times not so much. At least some of the most powerful work inspired in general by comics reading is not apologetic, whether it’s The Amazing Adventures of Kavalier and Clay or most of Grant Morrison’s oeuvre.

In some ways, the problem of the Unfulfilled Potential is not the business of criticism, and this is one reason that not so many people went on to read Scott McCloud’s sometimes heavy-handed Reinventing Comics. (Making Comics is much less suffused with manifestos: it’s just plain useful.) The problem of the Unfulfilled Potential is the business of artists, writers and publishers. I get a bit itchy even when small groups of creators start pushing some restrictive vision of how to “save” their chosen medium (Dogma 95, for example), but at least that involves trying to work out some idee fixe in artistic practice. Nothing can change the fact that the critic disposes, not proposes, and the work of Realizing Artistic Potential is about proposition. It’s up to the critic to call attention to it once it has happened, and really, hasn’t it already? When I bought my first comic book (Justice League #133, if you must know) off a rack in a pharmacy, there wasn’t anything else there besides superheroes, Archie, Richie Rich and Disney. If I’d been a talented pervert, I might have been able to get my hands on some “underground comix”, but come on, go take a look at the graphics novel section of a medium-sized Borders if you want a sense of how much has changed in terms of the potential-fulfilling uses of the form.

But you know, for all that I catch a strong whiff of Comics Journal Syndrome around Wolk at some junctures, he really avoids getting too caught up in these traps. First, because he’s exceptionally self-conscious about these issues, and talks about them explicitly throughout the text. He follows up talking about how he hates comics subculture by talking about how he loves it, with an acute sense of the problems I’ve talked about in this essay.

Second, because he’s remarkably open, accessible and clear-headed in his view of cultural criticism as a device for the systematic discussion of good work and bad work within a form, something that much academic literary criticism has largely shunned in the last few decades. This is not a historicist account of comics-as-window-into-society, for the most part. In fact, it’s delightfully old-fashioned in terms of its delivery of substantive criticism, chock-full of rich interpretative attention to specific texts, to thinking about comics auteurs, to a great command over the medium’s permutations and varieties.

It’s a fantastically teachable book that you could plug into any course on cultural criticism, and a great way to normalize work on comics inside that larger structure. I just think Wolk could consistently follow his own advice to Chris Ware: there is never any need to push aside fun in order to convince people that you’re Very Serious.

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Unpublish and Perish

Just to join in the frenzy, I’ll stake out my position on BoingBoing’s “unpublishing” of some of their posts.

Like many others commenting on the action, I think it’s a bad idea in general, and specifically the kind of bad idea that BoingBoing might criticize if it were some other kind of website doing it. It’s fine to take the Judge Dredd approach to enforcing norms on your own blog, but it’s a bit inconsistent when that same blog frequently praises the wisdom of (digitally native) crowds and celebrates online community and smart mobs.

The malleable character of online writing offers new tools and possibilities, some of which can become burdens. For example, how should a blogger handle grammatical or factual errors pointed out by readers? For small grammatical or spelling errors, I’ve often gone back and fixed the post but left the correction by a reader. For slightly bigger corrections, I may change the post content but post a note indicating a correction was made.

If I’m wrong in a more substantive way, however, in the nature of my interpretation or my thinking, that has to stay put. It’s up to me to fess up and talk about why I changed my mind if I think it’s an important change or mistake. The intertextual art of the link should extend across time as well as across contemporaneous writings.

It’s true that this poses some problems given that search engines often disembed their results from their context. Someone with the right search phrase could find one post I wrote in 2003 and misunderstand my general position on many topics, or not know that I had later corrected or apologized for some mistaken argument or claim. Given the bloggorheac wordpiles that even the tersest online writer can accumulate over five or six years, you can hardly expect a reader who discovers a blog through such a search to tackle the entirety of that blogger’s output.

So yes, this means if you promoted someone through lots of complimentary linkages in the past, you will in some ways forever be promoting them even if later on you profoundly regret having done so. This is no different than offline publication, however, where many writers and public figures over the centuries have had to live with a permanent record of soured friendships, disastrous romances, political follies and artistic failures.

If the mistake you made in the past is important enough that you must act on it, then you have to talk about it, speak to it. You also have to live with the consequences, whatever those might be. If it is trivial, then ignore it and get on with your current work and trust that time will clean up any lingering traces of your error. That goes for online and offline writing alike.

Postscript Catching up on the comments in that thread this morning. I have one additional response: Xeni Jardin and David Pescovitz repeatedly assert that BoingBoing is a personal blog, subject to their personal whims, pleasures and impulses. I think that’s a fine principle, and it is not countermanded by the popularity or influence of that blog or any other. It is, however, in very great tension with a repeated theme on BoingBoing, particularly in posts by Cory Doctorow, which is the importance of collectively-built “best practices” and norms governing online writing and digital culture. You could argue that this is just an extension of the personal, whim-driven concept behind BoingBoing: Xeni Jardin makes sexually edgy posts (and unposts), and Cory Doctorow argues on behalf of best practices and the ethics of Web 2.0 publishing and conversation. But the problem is that Cory often puts a very strong we behind his posting and rhetorically frames BoingBoing as a publication that stands with him. This is a good thing: he points the big cannon at well-deserving targets. But this is also precisely what is creating the problem. If BoingBoing were just Jardin linking to the latest futuristic dildo profiled on FleshBot and Peskovitz reporting that Sasquatch might have been seen in a shopping mall in Moosejaw yesterday, I think whimsical acts of unpublishing would be less of an issue.

Further postscript(July 8). I’m really surprised at some of the arguments being made by people I have high regard for in defense of BoingBoing. Look, this is not a supreme outrage. BoingBoing didn’t take any money from me or anyone else. I like the site, I think Cory’s advocacy is incredibly important (and his fiction excellent), I think Teresa Nielsen Hayden is normally the Moderator General whose excellence in discussion management is synonymous with best practices, I think Patrick Nielsen Hayden is one of the smartest, most tough-minded and fair-minded people writing and talking on the Internets. But precisely because it’s not that big a deal, it shouldn’t be a big deal for the folks involved to say, “Ok, that was not such a good idea. We can’t really talk about what motivated this decision in the first place, but we hear you and we’ll avoid doing this in the future.” It shouldn’t be too tough for people who are basically sympathetic to BoingBoing to say, [jason bateman voice] Not okay[/jason]. Instead, TNH approached moderating the BoingBoing thread in question roughly like Huxley approached defending Darwin against his critics, and PNH over at Making Light made a really weird formal distinction between criticizing public institutions and editing a private blog, as if Cory always observes that same distinction and never ever makes arguments about best practices and ethical behavior in online writing and digital culture that are meant to apply to privately run blogs or organizations. Much of this runs counter to the good advice that all the parties involved have given to many other institutions and private authors caught up in online controversy. If it’s possible for others to follow that advice (if it weren’t possible, why give it?) then it should be possible for the people who usually have given the advice to follow it.

Posted in Blogging | 3 Comments

Political Notes

Political miscellany.

I know I’m almost obsessive about this point, but I keep flashing back to Mark Bowden’s willingness to be a front man for security functionaries eager to normalize torture. Bowden’s article assured readers that “harsh interrogation” had reached a point of trust-worthy technocratic professionalism in Israel and now potentially the United States. Don’t worry, he said: professionals only use it when they need to, only against those individuals who have knowledge that our trusted leaders must have. It’s won’t be as if some sweaty thug in a filthy gulag is ripping off fingernails just to intimidate a political dissident, that’s only a danger with unprofessional regimes that torture unnecessarily. I mean, it’s not as if we’d be doing something that an infamous authoritarian regime used extensively against dissidents. Besides, who needs moral capital when you’ve got stealth bombers, right?

———-

I’m with those who are finding Obama’s general election recalibrations disquieting. The whole point of the audacity of hope and so on is not that Obama finds the most leftward positions he can and sticks to them doggedly in order to please the netroots. What is the point, however, is that I understand it to be a commitment not to conduct politics-as-usual, with pandering a-plenty and busy vaccinations against right-wing smears. Obama could personally command a bomber mission against Tehran tomorrow morning, have an ultimate-fighting cage match against John Walker Lindh in the afternoon, and get an American flag branded into his chest in the evening, and he’s still going to get smeared. I don’t know what his FISA stand buys him except maybe an assurance to the Congressional Democrats that he’s not going to be a Jimmy Carter outsider who is going to cut them out of the loop the moment he gets into office. I’m looking for Obama to have the courage of some convictions, so if I were him, I’d pick some rock to stand on pretty soon where he can make it clear that on some points, he cannot be moved.

Posted in Politics | 3 Comments

A Test for Poor Richard?

[cross-posted at Cliopatria]

For the past year, there’s been discussion of creating a licensing system for tour guides in the historic district of Philadephia. Now the city has taken that step. Starting this fall, authorized tour guides will need to pass a test confirming their command over historical accuracy.

There has already been the standard objection that this test is an unnecessary bureaucratic or regulatory burden. I’m somewhat sympathetic to that argument, not the least because I wonder what kind of test is likely to come out of Philadelphia’s municipal bureaucracy, and about how such a test is likely to acquire all sorts of encrustations and excesses over time.

But my real objection is closer to what a few local columnists have written about.

I teach a class called “The Production of History” where I try to focus on the way the past is known, debated, contested and reimagined in public life, the way that historical knowledge circulates in everyday contexts. It’s tremendously difficult to get many of my students to progress past the point where they view popular or common conceptions and representations of history as errors in need of official or scholarly correction, where they start to see that how the past is known and imagined, told and retold, is something to understand and think about, not simply correct or repair.

So the problem with the proposed regulation in Philadelphia is not just the question of what kind of standard the city will end up establishing. It is also that the city is going to try to regulate fabulisms and retellings out of existence, to be a positivist nanny. I trust in the tumultuous processes by which stories about the past come into being, and through which stories about the past are evaluated by audiences (including tourists). Sure, I don’t expect that the patter of your average tour guide in Philadelphia would pass peer review for publication in The Journal of American History, but that’s not what we ask of stories told and retold in a horse-drawn buggy bumping over the cobbled streets around Independence Hall.

Posted in Production of History | 4 Comments

Let Us Entertain You

I was curious about what the commenters at Cartoon Brew thought about Wall-E. While I was there, I was drawn into reading a much-commented upon entry about one of the writers for Kung-Fu Panda, and a blog entry he had made about how much he disliked working on the film and working for Jeffrey Katzenberg.

About midway through the comments, the original blog writer, Dan Harmon, makes an appearance. I found his comments really interesting, and I think they speak powerfully about the evolving nature of blogging as a whole.

I’m going to quote the whole comment below.

You guys cut and pasted excerpts from a post in a forum where I talk to people who are there to read what I wrote, where I frequently express my personal feelings about my work and say horrible things about myself. You made something that already existed in its full context, one click away, into your own “article” by adding mocking editorial about how stupid I am for not understanding the obvious fact that because an animated film involves drawing, it’s always written last. You gave it the headline “Dan Harmon talks a bunch of shit about Jeffrey Katzenberg” to draw web traffic, and your readers follow this bit of reporting with a bunch of comments about how my experience as a writer in an animation factory is meaningless because I didn’t enjoy it and because my imdb entry contains silly titles of videos I make for my own fulfillment instead of money. And you hate public ranting. And ungrateful, unprofessional people.

What do you guys like? Cartoons and journalism? Cartoons and prudence? Fairness? Restraint? Order? Justice? Love?

You know, the more you do this to people who say things, the less and less is going to get said, and you’re going to have to hunt harder and harder for the next guy to entertain you with his unpunished foibles. You kind of finished me up, here. I’ve been saying things on the internet for 15 years, and this is the first hint I’ve gotten that I should think twice before I say anything. And I’m taking the hint, believe me. Sorry to either waste your time and/or make your day with my failings.

I’ve made it clear that I think some of the biggest critics of online writing are exaggerated in their complaints, or that they are completely unreflective about failings in the pre-Internet norms that governed public debate, cultural criticism, and opinion journalism.

However, I think Harmon’s right that there are some problems with the evolving norms of interblog writing and commentary. All weblogs tend over time to create small communities of readers, some of them active commenters, some just lurkers. As those communities evolve, they tend towards stronger and stronger feedback loops of sentiment and opinion that in turn often shapes what is said in the main body of any weblog. This is good in some ways: blogs which are about everything, or about nothing in particular, are both hard to read and hard to maintain. It is bad in other ways. I know I’ve given up on participating in the comments at several academic blogs where I feel the main author isn’t really interested in discussion and where the loyalist commenters are likely to abuse anyone that they see as being a critic of the author. It feels too much like being a party-crasher.

The real problem, however, is what Harmon describes, which is an accelerating disincentive to be honest, to disclose, to take risks in what we post, for fear that we will end up fodder at someone else’s blog where we actually care about what that audience thinks. It’s not that disturbing to be misquoted or mocked at a weblog whose audience is completely outside your own interests or communities: being called a “neo-Stalinist” for criticizing a badly written report was simply amusing. But Harmon, for example, obviously does care and should care what some of the commenters at Cartoon Brew think of him, and so I think he’s right to be frustrated by the waving of rhetorical torches and pitchforks that commences in the comments to the original post. I think Jerry Beck and Amid Amidi do a great job with Cartoon Brew in general, I should add. But the original post in this case certainly did “cue” the hostility in the comments to follow.

Blogging as a whole depends upon honesty and it depends on people being willing to create content that interests the rest of us as readers. If the scale starts to tip to the point where bloggers in general start to find it to be more trouble than it’s worth to start original conversations, to provide raw material, to disclose selectively, to host a salon, then the form as a whole will go fallow, leaving behind a desert of sanitized public-relations promotions and crumb-feeding from the table of the mainstream media.

Posted in Blogging | 6 Comments

Abra Kadabra

Wall-E is terrific, but I also really liked the Pixar short, Presto, beforehand.

There have been some attempts to recapture the spirit of the classic Warner Brothers’ cartoons over the years. As far continuing series go, I liked both Pinky and the Brain and Freakazoid, but they were really creations unto themselves, only vaguely reminiscent of the best work of Tex Avery, Chuck Jones or Robert McKimson. Later revivals of the original characters and situations also have ranged widely, but even at best have seemed tired, such as “The Duxorcist”. Then there’s utter crap like Space Jam or The Loonatics. I think one of the problems with even the best of Warners’ own efforts at updating their animation is a kind of Chuck-Jonesification. Some of Jones’ most realized cartoons with Bugs Bunny et al are my absolute favorites that the studio ever produced, but they also created a kind of template (visual and situational) for revivals that made the characters too round, too smug, too polished, too self-aware.

Presto is like a shot of pure Tex Avery into the Pixar sensibility, though. It’s antic, witty, an instant classic. It really feels like it ought to be stuck onto a future Looney Tunes Golden Collection as a kind of epilogue or metacommentary.

As long as I’m at it, also some cheers for Kung Fu Panda. It’s not anywhere near as visually or thematically interesting as Wall-E, but it’s entertaining nevertheless. It only took about eight utterly dismal retreads of Shrek filled with lots of poopy and fart routines and already-obsolete pop culture in-jokes for the Dreamworks guys to actually make an entertaining, tightly scripted animated film. Not so impressed on the learning curve there, but however you get it done. There is no secret ingredient: just make a good movie.

Posted in Blogging, Popular Culture | 5 Comments