Burn out, game development, plant scraps, and other things that have stuck out this past week to me

Hey all, it has been a busy time of the year, and my post has not come together in time. So I figured I would do another “things I ran into this week.” This time, no particular categories.

The first thing is this new forward to her forthcoming book on Millennial burnout that Anne Helen Peterson wrote, written with COVID-19 in mind. I read it today, and it really hit home, both for its eloquence and thoughtfulness.

This section in particular stood out to me:

Like the generations before us, we were raised on a diet of meritocracy and exceptionalism: that each of us was overflowing with potential, and all we needed to activate it was hard work and dedication. If we worked hard, no matter our current station in life, we would find stability.

Long before the spread of COVID-19, millennials had begun to come to terms with just how hollow, how deeply and depressingly fantastical, that story really was. We understood that people keep telling it, to their kids and their peers, in New York Times editorials and in how-to books, because to stop would be tantamount to admitting that it’s not just the American Dream that’s broken; it’s America. That the refrains we return to — that we’re a land of opportunity, that we’re a benevolent world superpower — are false.

I am looking forward to her book–and have kept an eye on her twitter feed to look at books she drew from, given my own interest in work v. play. For more like this, there is an interview with Peterson and Derek Thompson, of The Atlantic, on the Ezra Klein Show and Peterson’s viral Buzzfeed piece on Millennial burnout.

On a lighter note, my adviser alerted me to this weekly newsletter by writer Robin Sloan (Sourdough and Mr. Penumbra’s 24-Hour Bookstore) as he develops a new narrative game. I’ve liked each newsletter a lot so far, and as someone who has never built a game, I am fascinated by the journey and decisions. The updates can get a bit technical, if you are interested in typography, sound design, coding, etc., but Sloan’s clear, concrete language and friendly tone make a transparent, fun, and fascinating Sunday read.

Meanwhile, if you are interested in more low-tech gaming, this New York Times article has advice how to play board games over teleconferencing apps. Although, if digital games are your thing, Kotaku has a list of Indie games you now have time to play and The Guardian has a list of games especially suited for socializing long distance.

More in line with Peterson, I have been thinking about Laurie Penny’s reflections in Wired about apocalypse and the odd normality of this current, disruptive crisis:

There’s an important difference between apocalypse and a catastrophe. A catastrophe is total devastation, with nothing left and nothing learned. “Apocalypse”—especially in the biblical sense—means a time of crisis and change, of hidden truths revealed. A time, quite literally, of revelation. When we talked about the end of every certainty, we were not expecting any revelation. We were not expecting it to be so silly, so sweet, and so sad.

Indeed, it’s worth remembering, as Mary Harris does at Slate, that “We’re not ‘Going Back to Normal,'” and that technologies, like test and trace (The Economist & The Atlantic) will be with us for some time. As per usual, Ed Yong’s cogent writing is clear on the matter:

The pandemic is not a hurricane or a wildfire. It is not comparable to Pearl Harbor or 9/11. Such disasters are confined in time and space. The SARS-CoV-2 virus will linger through the year and across the world. “Everyone wants to know when this will end,” said Devi Sridhar, a public-health expert at the University of Edinburgh. “That’s not the right question. The right question is: How do we continue?”

Until things ease to the next steps, however, we should remember the harrowing experiences of the “necessary” front-line workers, like the author of this must-read diary of an E.R. worker in New York and the hospitality and delivery workers.

We also may grow some plants from grocery scraps in the windowsill, for us apartment dwellers, or for more the more industrious, prepared, and spatially endowed, turn our homes into food producers, with advice from Alice Waters.

Last, if you are looking for a little historical perspective, here is a fascinating collection of historic letters in The Atlantic reflecting hardship, ranging from the Dust Bowl to Georgia O’Keeffe. Or, you could always go online, which is either been especially retro and good lately or our familiar dumpster fire, depending on who you ask.

Stuff I’ve Been Reading/Watching/Hearing This Week

Happy Easter! My thoughts go out to the emergency, medical, delivery, care-giving, grocery and other essential workers and their families. I hope folks are able to find some comfort and tradition, despite social isolation.

In terms of the post, I was originally going to post this Thursday, but didn’t finish it. I eventually hope to make a newsletter of sorts, but I wanted to start small, writing a short newsletter-format post, tinkering with it in the coming weeks. So far, this is a (heavily) working title, and I wanted to start small with 1-2 entries per category.

But the gist is there: some things I ran into this week.

Some heavier stuff

It seems that there is no end to heavier stuff this week, but a few things have stood out. Gonna get them over with first.

For one thing, Ed Yong’s writing for The Atlantic has been a thoughtful, informed, and realistic–though certainly serious–guide from the early stages of the COVID-19 pandemic to this current week. His most read piece, “How the Coronavirus Will End,” goes through a timeline from the buildup to the current state, to the endgame, to the aftermath of the current pandemic, examining the scientific, political, and social impact of the virus. His piece “Why the Coronavirus Has Been So Successful” is also worth a read if you are interested in the science of the virus

Yong’s older pieces are also fantastic, if you want a science read without the current focus, like this fascinating, yet grim piece about declining bird populations in north America. He also has a newsletter, “Ed’s Up,” focused around science and nature news, and he was recently on the Longform podcast.

Speaking of The Atlantic and COVID-19, David Frum’s “This is Trump’s Fault” may seem lost in the myriad of recent think-pieces and outright reporting about Trump’s failure with the early stages, and current stages, of the virus, but its clear timeline, taut focus, and overwhelming evidence on each facet of failure makes this a pretty incisive piece. Worth reading for a summation.

Similarly, He Could Have Seen What Was Coming,” a heavily circulating piece from The New York Times on the early timeline of the virus in the US and Trump’s failure to act, may become one of the go-to articles about the timeline to share with folks–assuming that they still believe in “the fake news.”

Some interesting stuff

This fascinating, yet fun piece on how crimes may be investigated on Mars: “How Mars Will Be Policed.” Sci-fi forensics.

This piece from The New York Times about a sourdough library.

This retrospective in The Guardian about Twin Peaks for its April 8 premier history. I am a longtime fan, and this is a nice tip of the ice berg when delving into more detail.

Some of FiveThirtyEight’s science team delving into the difficulties of making COVID-19 models, as they showcase the complexity that experts face. Especially important as we are already in “the experts are wrong” territory.

Some fun stuff

Last week, the Rusty Quill podcast The Magnus Archive started its fifth, and as far as I know, final season. I’ve been a fan of The Magnus Archives for a few years now, but re-listened to it this past fall. It’s a horror podcast about a crew of academics centered on the primary narrator, Jonathan Sims, Head Archivist of the Magnus Institute, itself a private, historical institution situated in London that catalogues paranormal happenings and artifacts.

Each 25-45ish minute episode generally focuses around an individual statement being read by Sims, dealing with a supernatural happening. Seemingly disconnected at first, the statements and post- and pre-statement discussions gradually create an overarching world and story filled with engaging characters and twists. While some episodes can be a bit descriptively gory or gross–like a mysterious tenant collecting droves of meat–most of the stories are uncanny and creepy, with imagery and imagination that sticks with you. Worth a listen if you like good stories, especially spooky ones.

The Bon Appétit YouTube channel cooking from home. This is one of their newer episodes, but it is not their first from home. I have long been a fan of the magazine–reading my mom’s as a kid–and their YouTube channel. But there is something oddly comforting and charming about seeing these professional chefs in their apartments and parents’ homes. A window into their personalities.

It is never a bad time to watch The Twilight Zone, which is largely on Netflix, besides season 4. I recommend “Walking Distance,” one of Rod Serling’s favorites. This older Rolling Stone article has some solid additional favorites, though I would add “A Passage for Trumpet,” one mine, as well as “The Howling Man.”

Pandemic and Wash Your Hands: Experiencing Outbreak Differently

Different media allows different experiences. Books let your imagination work. Movies integrate dialogue, visuals, music, and editing. Audio has a unique intimacy.

Games, too, allow unique experiences.

While I could talk more about some more specifics–like how games are a highly interactive form of media–I mainly want to focus on two games that have been on my mind lately with the COVID-19 pandemic, a recent pixel art game called Wash Your Hands (2020) and the classic cooperative board game Pandemic (2008).

Both address a similar issue, outbreak, in starkly different ways, showcasing the breadth of games as media. But at the same time, I think they also have a lot in common, namely the ability to clarify abstractions in novel ways.

Pandemic: Modelling Outbreak

Pandemic (2008) is a relatively known board game designed by Matt Leacock, designer of Forbidden Island and Forbidden Desert, where 2-4 players work together to combat and eventually eradicate a series of diseases across the planet.

Pandemic’s hero-style cover art. Image from W. Eric Martin on BoardGameGeek.

The gameplay fundamentals are simple. On each turn, the player uses four actions to navigate the board, fight disease, and find a cure. Then, at the end of the turn, they draw two “player cards” that grant new actions but also contain “epidemic” cards that intensify the disease. After the player cards, they draw a set of “infection cards” based on the infection rate and place more disease tokens on the board to simulate the spread of the overall infection. The players must defeat the diseases by finding all four cures before the pandemic spreads too much, leading to their defeat.

Pandemic is a “simulation” game, a game that takes something from real life and models it by using rules and game components. Players then interact with that model, creating different outcomes based on their decisions. In a game about pandemics, this modelling has some thought-provoking parallels.

For one, the explosive spread of certain outbreaks bares a spooky resemblance to reality, along with the relentless growth of the diseases. As players tend one part of the map, another part may quickly get out of hand. Much like real life, the more a city or network of cities is infected, the more quickly the virus grows. Just as we are being told to stay inside to slow exposures and reduce simultaneous cases, “flattening the curve,” players need to constantly monitor and combat cases, keeping them from hitting a critical mass that overwhelms the system.

A building outbreak, represented by the cubes. Image from Dennis on BoardGameGeek

Next, the “epidemic cards,” which lead to sudden, unexpected growth, mirror the chance events that hurt real-world containment efforts. For example, South Korea’s effort to crack down on the spread early on were challenged by religious clusters and the asymptomatic carrier patient 31 and constructing models has been a challenge for epidemiologists. Pandemic builds uncertainty in its system, just as people and viruses are uncertain.

Last, the different specialists that players play as, ranging from a scientist who can more easily research a cure to the quarantine expert who reduces the spread of new cases, highlight the need for different expertise and cooperation. Players are more effective when pooling their skills and responding to new situations as a team. This fits our current situation: people are more effective working together and pooling resources and abilities–though this isn’t always how things are working out.

However, like any simulation, Pandemic is not perfect. In the card-driven spread of the virus, the disease spreads to whatever site you pull from the deck, regardless of nearby contagion. But, more importantly, the game sidesteps casualties: the human fallout of failure. This leads me to Wash Your Hands.

Wash Your Hands: Cultivating Reflection and Empathy

As Katherine Isbister argues in How Games Move Us, games, like any media, have a unique ability to affect us emotionally. Sometimes this can be quite blunt. For example, Isbister discusses Brenda Romero’s game Train, in which players must fit people, symbolized by yellow pegs, on a train, the goal being to fit as many as possible. After a period of time, the train’s destination gets revealed: Auschwitz. Romero said her goal was for players to feel “complicit,” and players often get a deep sense of guilt and regret.

As a less direct emotional experience, Isbister also cites “flow,” when one gets so engrossed in an activity that they leave self-preoccupation behind. Many games accomplish this, but the game Journey was specifically designed to accomplish this, with its yawning, moving landscape, ambient sound design, and constant movement toward a distant goal.

Wash Your Hands (2020), by Dean Moynihan’s one-man Awkward Games Studio, seems to do both: delivering an emotional punch through quiet design choices.

In Wash your Hands, you control an avatar walking in a cemetery, leaving flowers. The catch is that each grave signifies a COVID-19 death, updated as the death statistics update.

Alpha Beta Gamer’s playthrough

Unlike Pandemic, the gameplay is extremely simple, aligning it more closely to a “walking simulator” than a traditional game. It’s all the little things that add to the experience.

First the graphics, simple and understated with largely muted colors. The simplicity contrasts with the action-hero aesthetic of Pandemic, letting the number of graves, neatly organized in prim rows, speak for itself.

Next, you have the opening screens:

The opening immediately instills a hush with the tally of confirmed cases and deaths, followed by the number of roses left by players and the comforting yet haunting words: “You may feel isolated, but you are not alone. . . . Follow in the footsteps of the mourner before you.”

From this hush, the ambient noise of a forest accompanied by a simple acoustic guitar accompanies the transition to the main game: your avatar in a cemetery surrounded by trees. Then, one simply walks.

Your footsteps leave ghostly traces with a soft crunch of snow audible with each step. Here, the pacing is important, especially when accompanied by the footfall sound. It is slow and meditative.

You then start to come across roses, strewn in the snow. You pluck them up and place them in front of graves with a simple gesture.

Image from the Wash Your Hands website.

But mostly, you are walking, listening to the music, watching the grids of white space and headstone pass by, knowing that each one signifies a human life lost to the disease.

Conclusion: The Power of Clarity

Both Pandemic and Wash Your Hands center on the spread of disease, but they take up their subject matter in completely different ways. But both, in a sense, are teaching tools, or at the very least, tools of clarification.

Amid this tragic pandemic, I have been coming back to issues of clarity–of making sense of things. Because, it’s difficult. The numbers are staggering and relentless. The variables are incalculable. The timeline is shifting and daunting. Not to mention all the information, misleading or accurate.

But amid this uncertainty, I come back to the ability to communicate important truths. Some of these communications are simple and pragmatic, like the famous “flatten the curve” images, Cuomo’s PowerPoint slides, or Dr. Fauci’s clear-spoken advice and predictions. Other communications are reflective and poignant, like The New York Times‘ photo essay on “The Great Empty” and Wash Your Hands.

Amid the noise, tragedy, and acrimony, the power of clarity amid crisis proves more important, as well as the ethical, thoughtful communicators who persist, despite challenges.

I don’t think these games are as important as most of the rhetoric out there regarding this pandemic–though, I think Wash Your Hands is a potent message and experience–but I hope that they help us reflect on the important role that media, of all types, have when shaping our world.

[Title Image: “Rockingham City Shopping Centre empty shelves caused by the effects of the COVID-19 pandemic” by Calistemon via Creative Commons]