Caught in a World Full of Monsters

There are a lot of issues surrounding Blade Runner that keep me coming back to it in regards to explaining some of the elements of the cyberpunk genre.  One of the reasons for this is its rich imagery and how much the film calls attention to its source material.  There’s one element that my screenwriting professor points to that I want to address here: the seemingly problematic point-of-view character.  The film is populated with characters that are builders and the built.  Some of them are in positions of surveillance, making them spectators along with the audience watching the drama unfold—except one character.  Deckard doesn’t know who he is.  The audience doesn’t know who he is and this is what makes him the perfect character to introduce us into this horrid landscape.

So, why is it the case that Deckard is our POV into this world?  It comes from the tradition of noir fiction.  During the interbellum period of the world wars, predominantly the Great Depression, people lived hand-to-mouth and this is pretty much embedded in the private investigator characters like Sam Spade.  They are perpetually living on the edge, forced to take the next case that comes along so they can keep the lights on and afford a cheap meal.  The oppressive heat that seems endemic to these stories lets us know as an audience just how hellish or close to hell these characters are.

The private investigator doesn’t have the ability to refuse the way a cop does.  Sometimes the character is an ex-cop who still has connections on the police force.  Of course, this just reinforces the concept that the character is caught between worlds.  In this case it’s the duly deputized agents of the law (representing the light) and the shady characters the investigator is often paid to follow and discover what they’re up to.  This is surveillance by the half-blind without the right gear or all the facts in a murky realm of twilight.

And this is where Deckard comes in.  When we are first introduced to him he’s unconcerned with the world around him.  He understands it, is a part of it, but wants to be distanced from it.  How does the audience know this?  He pretends to not understand the pidgin spoken by Gaff, played by Edward James Olmos.  In the theatrical release, the audience is told this through the use of a voice over that doesn’t bother to hide that this film takes a lot of cues from film noir. Deckard is our Sam Spade, but his inability to refuse isn’t financially driven.  No, this investigator is at the mercy of the law embodied by M. Emmet Walsh’s character, Bryant.

The audience is given very little information about Deckard beyond his desire to not blend into either world.  We are told from the very beginning that his position is in question.  Furthermore, some line spoken by Gaff recall actions taken or line spoken by Deckard that the audience cannot be sure if Deckard is a replicant or a human.  All the audience can know for sure in the context of the film is what Deckard needs to do to escape the hold the law has over him given his skill set.

But, that isn’t the shadowy underworld that Deckard is plunged into.  No, because in cyberpunk, the noir isn’t of the streets, but the mind and what it means to be human.  This is why the question of the replicants and their place in the social order needs to but can’t be answered without violence.  Where does the line between human and machine exist and can anyone be sure that it can’t be crossed?  The Voight-Kampff test is supposed to tell Deckard, and the viewer, that at first blush, you can tell the difference.  Here is where the femme fatale enters the story in the form of Rachel.  The femme fatale character is a succubus figure that, with her beauty and sexual energy, draws the protagonist into the underworld.

The question here is who or what is Deckard.  The audience is never told, but as he hunts down the replicants, there’s a subtle descent into the character’s subconscious through his interactions with each target.  But, here’s where Deckard’s knowledge diverges from the audience’s and the story shows this world to be filled with Frankensteins and their monsters.  The first one is the landscape itself.  The monstrosity of the city sprawl and the darkness in which it’s veiled reveals the urban world as one of leviathan proportions.  Anyone in the city is in the belly of the beast, which is what is shown with all the teeming press of people surrounded by buildings, some of which overhang the street.

The second realization is that the replicants may in fact be human despite their artifice.  This is a nightmarish Pygmalion in the vein of Frankenstein.  As a result, we have a world that is completely sterile with the only life therein is either filled with production values or an artifice playing at being alive.  Regardless of the case may be the result is the same: extreme alienation and the illusion of freedom.  The visuals of the world reflect this.  It’s why the city is seen at a distance.  The scale of the snake is examined in the extreme to reveal the manufacturer’s serial number in much the same way Deckard cannot look at a the whole of a photo, he has to zoom in and twist and turn around angles to decipher the information it contains in his pursuit of the inhuman while engaging in a decidedly inhuman act.

There is not satori here.  Nothing in Blade Runner is appreciated for what it is, only for how it is put together.  That is until Deckard is confronted with Rachel and the audience later with the unicorn dream and the subsequent reference with Gaff’s origami unicorn.  And the origami (both the match man and the foil wrapper unicorn) here matters because it’s the only sign of life in this bleak environment and emblematic of the missing elements of the environment: vitality and light.

Is Deckard a replicant or is he human?  The audience is never clued in and nobody says anything concrete.  Yet, hints are given that he may very well be a duplicate of someone else.  The theatrical release provided some important references here that give us another monster to confront in the struggle for identity and individualism.  Deckard’s outfit is different than everyone else’s, but he is cast from the prototypical gumshoe mold complete with trench coat while Gaff wears the hat.  Gaff and Bryant appear to surveil Deckard and when he finally makes a break for it with Rachel, the unicorn is the reference to let the audience know Gaff was there and knows his plans.  It is as clear a message as any that in this murky world, someone has perfect measure of this man who doesn’t know himself and the audience cannot truly know.

This is a hideous position to be in and explains why the underworld in Blade Runner isn’t the club or Zhora’s erotic dance with the snake, but rather the internal turmoil Deckard is plunged into after meeting a woman who gives every indication of being human but has to be cross examined ten times as long (and thus psychologically dissected) to detect the artifice behind her construction.  Deckard’s attraction to her isn’t Pygmalion’s, it’s the Nathanael’s from E.T.A. Hoffmann’s “The Sandman.”  Rachel is therefore a newer model Olimpia and the obsession with eyes begins to make sense in this world of monsters.

Why the eyes, because absolutely nothing can be taken at face value even though nothing has depth.  Everything presented is an interface devoid of content except for the replicants.  They cry, they fume, they even commit murder as a crime of passion when Roy gouges out his maker’s eyes before crushing his skull.  Zhora is a combat model who plays the seductress.  Pris, the pleasure model acts like a child and in her death throes is depicted as having a tantrum as she thrashes her way into oblivion.

The violence here is justified as the only humans in the story are passive observers who show more interest in how their creations act and have turned out rather than treating them as people with equal dignity.  Tyrell is interested in Roy’s mind and his growth in his short life.  J.F. Sebastian is a toy maker whose work helped engineer the construction of the replicants’ bodies.  Hannibal Chew only makes eyes, the windows to the soul, but no actual soul.  No humans breathe life into this story, they only judge and marvel at their own work.  They’ve played god and worship their own idols.  This is a grotesque and inhuman response that’s all too human when we marvel at our own deeds and what we’ve wrought.

Deckard doesn’t answer the question of his position, but his escape from the city with Rachel speaks volumes.  It’s the only time the sun shines in the film.  The wilderness of the trees lacks any connection to the human world of machines and labor-saving devices.  It is the equivalent to the monster’s flight into the barren Arctic waste in Frankenstein.  Deckard is a monster like the rest of them, albeit one with a conscience.  Blade Runner reveals the cybernetic world as one of irrational order.  As such, Deckard is the correct POV character for the one thing he does: avoids giving into the madness of the darkness enveloping him, a remarkable feat compared to the artificial intelligences that come before him in the literary roots of cyberpunk fiction.

The flu wiped me out.

Well, I lost about a week of productivity due to whatever crud is going around.  It was pretty bad and on Saturday when the fever kicked in I ended up having some pretty lucid fever dreams.  You know, the kind where you can’t really tell if your actually dreaming or sleeping.  It’s pretty weird and one of the reasons I’m glad I don’t get sick all that often.

My lungs are still congested, so I’m not sure how much voice dictation I can do, which is where I can really up my daily word count.  That said, I have several essays to crank out and a bunch of other things coming your way that have already been written and just need editing and the like.

More than 12,000 words

Okay, so I guess I didn’t realize it’d been ten days since I last posted anything.  That said, here’s a progress report:  I’ve been writing a lot.  In the last two days alone, I’ve written over 8,000.  Well, dictated at least.  I churned out nearly 2,000 from handwritten notes in about an hour.  It left me winded.

As for my other gaming-related posts, you’ll get some more of those soon.  I’m in the process of cleaning up some of that text, but I’ve had to prioritize certain projects over others, which means the blog has gotten short shrift in the meantime.  Soon, there should be some more mapping progress to show as well.  Fingers crossed.

A brief word about my design style…

Okay, so as you probably aren’t aware, I’m a huge numbers nerd and I love having a plethora of options.  It’s not because I plan to use every damn combination possible in a game system.  It comes down to one simple truth that bothered me to no end when I was younger:  forced limitations.

Now, while I know in an RPG this isn’t as big of a deal, in many games, the options available in open-world design are prohibitively limited.  I understand that a lot of this has to do with how space/memory constraints affect what can be included in a box or a computer program.  In my younger days, I chafed at this like nobody’s business.

Okay, so I still do, just not as much.  Happy now?

To avoid feeling constrained, I tend towards games that let me experiment with different combinations, which provides hours of fun with failure and head scratching.  So, when I write sourcebooks that have a universal theme or can be applied to practically anything someone needs to develop, I really go hard on the tables.

The  multiplier effect is what makes this such a huge deal for me.  With even a modest number of choices, you can take a system of 3 tables with two options each and create six to eight options–assuming no selection in two tables is an option.

The tables in Malmart work like this.  So do the tables I wrote for Cosmos Builder and Castle Builder Reforged.  I did this with a single goal in mind: I shouldn’t be the one dictating what choices you have.  Roleplaying games are story-driven and the rules are dictated as much by the setting as the engine, if not more.  To that end, I work to build tables that give numerous options.

Case in point: the modular housing system I created for Malmart generates 900 rooms, but the configuration possible explodes that number into some extremely large numbers when you can put those 900 rooms in six adjacent positions for the first room and then each other space has five or four remaining spots open to fill.  And, given that the typical self-contained home needs at least three spaces, (living area, kitchen, and bathroom), You’ve just escalated the combinations to more that 6,000.

This brings me to the drones section I’m currently laying out.  There are six tables used to define the drones: primary programming module (currently ten options), hardware platform (eight options), size (seven options), drone quality (six options), drone upgrades (currently forty-seven), and drone downgrades (currently ten).  Four tables require a choice, the upgrades/downgrades are optional.  Some options can be selected more than once, but ignoring that for now, you can make over 1.6 million drones (adjusted to account for conflicting combinations).

Imagine the numbers when you add weaponry and additional programs the drones can access.  This means your options approaches closer to the trillions range.

If that’s not enough choice for you to tailor the gear to the game, I have no idea what else to include for you, but there’s plenty of examples for designing new options for your game.

Figurative Magnifiers and Maguffins

bladerunner 2Cyberpunk is a genre that relies on a lot of details to communicate a world at once strange and eerily familiar–a world that we know is right behind the corner given the prevalence of technology in our lives.  This is deliberate and forces the reader to ask some damning questions: how much humanity do we retain if we let the machines dictate how we live because of our own choices to let them do the hard work for us?

Bladerunner 1Malmart 2090 is no different in this regard.  If you’re familiar with my previous building guides, you know I like to develop a lot of tables–seriously, a lot of tables.  I’ve used this technique for Malmart not only as a way to help me price items that do have ad copy, but also to give the reader the tools to create thousands upon thousands of objects to fill their game world to overflowing.

bladerunner 7Just look at the screen captures from Blade Runner I’ve included here and you’ll see insane levels of detail.  Visually you take this all in and your brain tells you everything you need to know.  But, guess what?  You can’t get away with that in storytelling.  Nope. Nada.  Ain’t going to happen.  You know why?  Because everyone’s seen this damn movie already and if you don’t add details that makes it stand apart while adhering to the genre, you’re dead in the water and nobody’s going to be impressed or remember a damn thing.

Harsh, isn’t it?

Judge Dredd (1995)
Judge Dredd (1995), just to change it up a bit

Well, that’s cyberpunk.  It’s unforgiving and humanity’s been reduced to an insignificant mass while being the biggest thing in history at the same time.  This dialectic needs (dare I say wants) resolution.  Do we just shrug it off and join the nameless ranks; or, like our devices, do we rise above and become one of the few destined to change the course of history?

The overwhelming amount of detail is crucial to capturing the feel of the genre in ways that might not stand out right off.  Why do you think William Gibson spent so much time in Neuromancer detailing how brutal and shitty street life was?  There’s a reason the opening line describes a sky the color of a

Adam and Eve reference
Adam and Eve reference

television tuned to a dead station.  That visual tells you everything you need to know about how bleak the world is and the grotesqueness of the sky back when cosmic background radiation filled our TVs with slushy images of neutral colors and a roaring hiss.

Ever stop to ask yourself why so many of the signs in the city streets are in Japanese in what’s supposed to be Chinatown with a hodge-podge street language cobbled together from a dozen or so others for a film that came out in the early 80s?  No?  Well, if you didn’t, you’re not thinking this out.  It has everything to do with what the Internet means today and what not having a global network did to how artists depicted the future before the advent of the World Wide Web that allows you to access this blog from any point on the globe with a connection to the global village.

And then there’s this little gem:

Bladerunner 3

Why is there fire and an entire cityscape reflected in Harrison Ford’s eye?  Because the eyes, being the windows to the soul show how much humanity has consumed itself just to find an ounce of solace in this monstrosity its created.  The soulessness of the bleak urban landscape is constantly in search of something to consume.  It burns with desire and a deep search for meaning that isn’t there anymore because it’s been replaced with material goods to the point of crowding out every aspect of nature.

There’s no balance.

Authentic synthetic snake license number
Authentic synthetic snake license number

To replace it, there’s replicants out the ass in this film: people, animals, toys that think they’re alive, ads selling dead dreams in the guise of a better tomorrow.  All of them rendered as empty shells of the things they represent.  Platonic forms desecrated until the illusion of safety is reflected in the mirror.  That’s what’s in his eye and throughout the film, and thus the lingering question of whether Deckard is human or not.  Even his name is a twisting of Descartes and hearkens back to the brain-in-a-vat problem.

Everything is magnified to excess in cyberpunk.  It’s too big to take in at once.  That’s why the level of detail is so friggin’ high.  You want to know how to solve this dilemma?  Examine the finest of details, that’s why the eye is so important in that one, brief scene at the beginning of the film.  It, and the Voight-Kampff machine zero in on that one feature above all others while we, as viewers try to take in the entire aesthetic.

bladerunner 4
Running through sex to kill desire?

Authenticity, then, is captured in the minutiae.  It’s these little details that let people find ways to stand out and be different.  For this reason, the snake scale becomes enormously important.  It at once authenticates the world and shows how bereft and full of debauchery (or “sin,” if you prefer) the world is.  Hence the Adam and Eve reference with the snake.  The garden was the balanced world where urban and rural landscape meshed and escape was possible, which is why at the end of the flim, what do you see, Deckard and Rachel fleeing the terror of the cyberpunk world for the unknown of a “lost” paradise in green wilderness.

So, while the overwhelming number of choices in Malmart might seem excessive, they give you the ability to replicate the feel of the dystopian world of the genre.  And that’s why some of the tables generate more choices than you’ll ever need, like well in excess of 100,000 electronic devices.  Because everything’s a plot device and the biggest change can be contained in the smallest item.  Just like the snake scale’s serial number.

Progress made

Just a quick note to let everyone know that although I haven’t been keeping up on the blog posts, I’m still working.  I’ve had to slow down quite a bite due to my hand being worse off than I thought, but I managed to churn out nearly 1,000 words yesterday.  Expect some more posts to come soon.  I’ve been handwriting a lot of essays as well.

Plugging Along

Malmart’s shaping up nicely.  The rough for the furniture DIY tables yield over 16,000 pieces of furniture, art, and decorations for homes.  For most games, this is probably more detail than you need, but if you’re looking for maguffins, well, here’s maguffins aplenty.  Besides, how else do you give the idle rich and the most powerful corporations in the world the dressing to show just how powerful they are with exquisite objets d’art, original masterpieces, and the prized art relics of the past?

It doesn’t matter if it’s a Degas, a Goya, the Mona Lisa, or a Ming vase.  These things denote status, not to mention culture.  And for the privileged of any society, these are the items that separate one class from another.  They also act like trophies.  What connotes wealth and power?  They have no physical form, so how do you display them?

Now, compare these items to what you’d find in the home of the average cyberpunk character living on the edge or even the middle class.

This is high class and a complete opposite of the violent world of cyberpunk.
This is high class and a complete opposite of the violent world of cyberpunk.

Overdid it a bit.

Yeah, it’s been nearly a week since I last posted anything.  Mainly failed to do anything because I overstressed my hand and my carpal tunnel acted up something fierce.  The pain is still pretty bad in some ways.  If I twist my wrist the wrong direction or grip something wrong, it sets off the pain worse than any strenuous exercise activity feels.  At worst, the pain will be in my shoulder (and often I hope it’s just a dull ache that feels like I’ve thrown one too many objects) and my forearm feels like someone is beating it with a baseball bat.  Needless to say, it’s not fun.  That said, I’ve been plugging away at my notebook and the keyword outlines for the DIY tables in Malmart.

Whoops! Forgot to let you know what’s going on.

Okay, so I’ve been plugging away at Malmart and a lot of it hasn’t been shared here, to include the progress of my research and where I am in regards to the word count, etc.  So, let’s fix that.

I’m still working on it and I’ve finished up the rough outline for the clothing tables.  I’m adding those into the book and it’s beefing up nicely and the number of options makes this an awesome edition for your Interface Zero games.  The combinations possible has climbed a bit, but not to the point of exponential growth, you could still design every possible creation, but that’s a lot of time and effort.

Also, while this has been going on, I’ve been fleshing out the tables for housing.  There’s a excessive number of options here and it’s probably a bit of overkill, but when it’s completed, you’ll have tens of thousands of housing choices for characters and set pieces.  Of course, this is more of a background option for your game, but there’s more to these options than I’m letting on at the moment and that’s because I’ve been holding out some info regarding other chapters of the book where said tables may have more or less of an impact on the options available for further gear.

Creating Castle Builder Reforged, Chapter 6

Castle Builder Reforged, Chapter 6 is mostly written.  It has been for years.  For some of you who might be wondering why it never came out, that’s because the map needed for a hill fort or motte-and-bailey structure has been well beyond my mapping skills for a while.  I spent the last couple of years (while not actively working or seeking employment to pay bills) learning how to be a better cartographer and picking up a writing job or two.  Now, the general concept is easy, the problem is getting the map to look like it has depth to actively illustrate the concept and look decent enough.Motte and bailey

To that end, I started with the basic shapes for an isolated hill fort in a remote mountain range.  Here’s the blocking.  As you can see, it looks pretty boring and doesn’t make a good impression for several reasons.  The biggest being that the lowest level looks exactly the same as the level the fortress is supposed to sit on.  Plus, the layering for elevation is missing.  The colors of the various terrain features mean nothing here.

Okay, so, working from that, there’s a bit of a problem in here that might not make any sense to you just from that one photo, but it’s thiMotte and bailey 2s:  the elevation rises too quickly for what I was trying to go for as the shapes are on different layers and it isn’t clear which one is which.  Okay, so that led to the next fix, which helped further define the area depicted in the map.  This map looks a little better as it makes the area where the switchback road leading up to the palisade look more believable as residing on the same general elevation plane.

Unfortunately, this doesn’t solve other problems.  The next thing I did was work on fixing the mountains to give a stepped appearance.  It looks a little better than the previMotte and bailey 3ous one, but there’s still not much difference here and one of the reasons is because I didn’t turn on any of the effects that would let the shadows suggest the “height” of the terrain around the area.  If you look at the upper right side of the map, you can see that some of the elevation starting to show up, but it’s still not really popping off the page.

So, I turned on the effects and added a few features I thought would work out, like a 10′ square grid.  Yeah…..you can take a look at the results and see for Motte and bailey 4yourself that this not only didn’t work, but it really makes the map quality suffer horribly at this scale.  Part of that is the glow effect that softens the appearance of the grid so it isn’t so dark as to obscure everything.  I know because I was appalled by how terrible it looked.  Even at the scale here, it almost takes on a plaid look, which detracts from the information your eye should be looking at.

A bit later on, I got the “floor” in place so it doesn’t look the same as the bailey and then I added the lighting effects while ditching the grid.  It’s still rough, but you can see tMotte and bailey 5he map really start to pop and get a feel for what’s on top of what and even a bit of how it should look when some of the other features are added in the future.  Okay, maybe it’s not as easy for you to see them as it is for me, but there’s a clear progression to this and it works on some level even if it isn’t one that makes a whole lot of sense to someone on the outside.

Next I added the road and a few more mountainous features to add more detail and make the map look less like a paper collage art project.  Problem was the map edges looked too perfect.  They weren’t jagged enoughMotte and bailey 6, and—in some cases—were way too smooth.  The map isn’t finished, but as you can see in this latest image, the majority of the details have been made fuzzier where they matter the most.  There will be further changes as I go, but for now, you can see how the map is progressing and it’ll be finished as time permits.  I know I could have skimped on a lot of details here, but I don’t feel comfortable offering a clearly inferior map than what I could and should do.

But, at the moment, Malmart awaits and I’ve got a bit of outlining and research to do so I can make that project read as good as the audience deserves.