ENG 231 11.M: Ethical Decision Making and Detroit Become Human

Today’s Plan:

  • Introducing Detroit: Become Human
  • Upcoming Schedule
  • Homework:

Introducing Detroit: Become Human

First things first. And a survey of some previous research.

IRB Protocol Document.

IRB Informed Consent Document.

Upcoming Schedule

Here’s the plan:

  • Mon, Mar 20: Introduce D:BH Project and Study. Start D:BH Hostage.
  • Wed, Mar 22: Review Sicart Theory of Ethical Gaming and Play 20 minutes of D:BH
  • Fri, Mar 25: Finish D:BH Hostage. Using Sicart and Ethics material to reflect on play. HW: Journal Entry #1

Homework

Quick poll: I have a smart phone or a laptop that I can use in class.

If you can answer yes to the question above, then download the Poll Everywhere App for your phone if that is your preferred device. I will send out a link to the poll-app for laptop users.

As I indicated above, our final project investigates how video games incorporate ethical decision-making. Not all games do this well–what we need is some theoretical material that gives us a lens for viewing and analyzing the choices games provide.

We’ll be using the lens constructed by scholar Miguel Sicart, first reading one of his essays and then chapters from his book Beyond Choices. As you read Sicart, keep asking yourself: how does the terms, distinctions, ideas he articulates help me answer these questions:

  • What should/shouldn’t game designers do to make effective ethical dilemmas in their games?
  • What should/shouldn’t players do to have more powerful ethical experiences while playing games?

To get us started, I want to read Sicart’s 2013 article “Moral Dilemmas in Computer Games” (you will find this in the Files section of Canvas). I’m not sure how much experience you have reading academic articles, so I’ve designed a Canvas “Quiz” to help structure your reading. Academic articles often have dense, disciplinary-laden prose; given that these articles are written for experts in the field, they do not always define key terms. Further, academic articles often have to acknowledge key debates even if that isn’t the purpose of the article (for instance, you’ll notice Sicart spends a lot of time reviewing definitions of “game play” early in the article–although I do think that section contains some useful and important information).

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ENG 328 11.M: Crucible Design Project

Today’s Plan:

  • WTF is a Zine?
  • Crucible Design Project
  • Homework

WTF is a Zine?

A few preliminary thoughts: those of you in ENG 220 Writing, Transformation, and Change likely have an answer to this question. Let’s talk about that.

What are the aesthetic principles of a Zine? [How well this conversation goes will influence what we do next, I’m going to trace out a few menu options below].

Some design resources on Zines:

Why (Maybe) a Zine?

This is a more loaded and more rhetorical question. Well, two questions. Okay, three:

  • Should The Crucible embrace a “Zine” design style or should it embrace a more “New Yorker” style?
  • What are the rhetorical issues–especially regarding ethos (as character, credibility, perception)–attached to design, layout, typography?
  • What audiences matter to the Crucible staff?

Looking at Past Projects

If there is time today.

Crucible Design Project Creative Brief and Specs

Expectations/Deliverables:

  • Once available (Wednesday), you will make a copy of the “copy-and-materials” folder and store your files in there.
  • You are encouraged to use custom fonts for the project
  • You will design a front and back cover for the project using LuLu’s template specs
  • You will (obviously) layout and design the issue. We will be using a bleed (so design out past the edge of the paper).
  • Pages need to have a header/footer with at least the page number and the author/artist’s name.
  • At least one page in the design needs to be different/special (you can set up a pattern, so that every 7th/8th/9th page does something different). I will ask you to reflect on this/these page(s) at the project’s conclusion.
  • Think about how you want to design art content using a bleed. Will you create a background frame? Will you extend the edges of art pieces outside the guaranteed edge into the bleed/safety zone? Will you create a background overlap effect?
  • We’ll need a contributors page (double-check that this is included with the content copy)
  • We will create a Table of Contents using paragraph styles (essentially, meta tags).

Creative Brief from Hannah Hehn, The Crucible’s current editor:

Well I mean baseline there are certain things it has to do. You can’t go all the way into ‘everything is sideways and nothing is readable’ territory because our goal of presenting written work suffers at that point.

BUT my view is that it’s almost always to make a bold choice that someone might not like/think looks ugly/whatever than to do something bland. To me, as long as it’s not to the point Lisa Zimmerman looks at the edition and goes “Hannah, what the fuck did you do” everything is fine. But generally, due to both my sensibilities and those of most of my current staff, a little more punk zine-leaning is the way to go. We want something that we can pick up and say “Oh that’s interesting!! I want to look at it!” instead of just “…that sure is a magazine right there.”

The only audience we’ve every really cared about is ourselves/our contributors as the little group of kind of weird people who make it. Sure, some people want to be able to send it to their parents or the more standard audiences of higher-brow lit magazines, but we’re students. We don’t have to cater to those tastes and we mostly don’t want to. We don’t get paid for this.

Project Timeline

Here’s the plan:

  • Monday, Mar 20: Project Intro
  • Wednesday, Mar 22: Copy and Materials, setting up a template and Master Page
  • Friday, Mar 24: Team Work Day
  • Monday, Mar 27: Team Work Day
  • Wednesday, Mar 29: Developing a Table of Content [Note: most text should be flowed by this point]
  • Friday, Mar 31: Crit
  • Monday, April 3rd: Team Work Day. Projects due Monday April 3rd at midnight
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ENG 231 9.W: Absurd Trolley Problems

Today’s Plan:

  • Friday: Work Day in Ross 231 Computer Lab
  • A Wicked Brief Introduction to Moral Systems

Friday: Work Day in Ross 231 Computer Lab

We’ll be meeting in the Ross 1240 computer lab on Friday. I go over MLA and APA paper format (hopefully 20 minutes or less) and then give you 30 minutes to work on your papers. A reminder that the papers are due Friday at midnight.

A Wicked Brief Introduction to Moral Systems

Last class I lectured on how I think about ethics, arguing for a sense of ethics:

  • Tied to moments in which moral laws come into conflict or when it is unclear which choice is the more moral. Moments of pause or indecision in which the plentitude of possibilities give us pause
  • And as attempts to overcome our inability to handle the stranger and the strange.

Today I’ll open over-simplifying those definitions a bit. Let’s call ethics the study of how we make difficult choices. To study ethics is to become more self-reflective and self-aware. As the skit from The Good Life implied, this can lead to a kind of paralysis by analysis (philosophers and theorists often are excellent at discovering and mapping complexity, less great at deciding on one definitive course of action). Rhetoricians (some of us) recognize the need for deep analysis, but often insist on a moment of decision, where analysis has to turn into action. That is a lecture for another course. (In my rhetorical theory class we work with an essay called “The Q Question” by Richard Lanham that urges humanities scholars toward more public, pragmatic projects; see also the work of Bruno Latour, especially Politics of Nature).

Given the complexity of human decision making, there’s a lot of different theories and approaches to ethics. Let me lay out 4 of them:

  • Deontology or Moral Law
  • Teleology or Consequentialism
  • Virtue Ethics
  • Hospitality Ethics

Deontological ethics are based on identifying moral laws and obligations. To know if we are making the right decision, we ask ourselves what the rules are. For instance, if you didn’t lie to Herschel because lying is wrong, then you were invoking a deontological frame. You made a deontological decision. You worked back from the specific concrete moment to a (prior) conviction (philosophical knowledge that precedes any human experience, stuff we might “innately” know, is termed “a priori”–some empirical philosophers, like John Locke, argue that nothing is a priori, everything is learned). Deontological ethics get critiqued because sometimes moral laws come into conflict and because it requires absolute adherence to the law without thought of context. At core: God, Reason, Science, common sense dictate right from wrong.

Consequential ethics look ahead, from the action and decision, to its consequences. You use prior knowledge to make hypotheses about what will happen. Your focus here isn’t on what other people or institutions would declare right or wrong, but on producing “the greater good.” This is often called utilitarianism, which strives to imagine what will make the greatest good for the greatest amount of people. Another form of consequentialism is hedonism, which strives to make the most (personal) pleasure and minimize (personal) pain. If you didn’t lie to Herschel because you thought lying might lead him to question you further or kick you out of the farm, then you probably made a hedonistic decision. If you didn’t lie to Herschel because you thought lying might lead him to question you and kick you and Clementine out of the farm, then you made a consequential decision. Consequential ethics get critiqued because they can lead us into hurting minority populations. One could argue, for instance, that slavery contributed to the “greater good”–that enslaving 3 people makes life wonderful for 7. I’d say they are wrong–but one can rationalize pain in relation to happiness, which can lead us down dark paths, trying to calculate levels of pain, which is precisely why Kant thought of consequentialist ethics as “wishy washy” and wanted to develop something more universal. At core: act in service to the greater good.

Virtue ethics are a bit different–though, like consequential ethics they rely on our imagination. Virtue ethics asks us to imagine, in that situation how a good person would act. This, in a sense, mixes deontology (who is the good here? what rules do they follow? what institutions would they represent?) with the situational flexibility of consequentialism. If deontology operates around rules that govern behavior, virtue ethics begins by establishing the characteristics common to good people (bravery, compassion, justice, etc). Often we tie virtue ethics to a particular person–for instance, we might cite Martin Luther King’s dedication to non-violence, self-sacrifice, and self-discipline (but, like, if you try to tell me that MLK was “cooperative” or “less radical” then you are simply telling me you haven’t read MLK. MLK’s domestication is a topic for another day). At core: imagine what a great person would do in this situation.
If you didn’t lie to Herschel because you believe a good person should tell the truth and be brave, and trust others (etc.), then you are exercising virtue ethics. Note: this is different than deontology, because here you don’t *have* to follow the rules, and there might be times that lying (say, to protect someone from Nazi pursuit), is justified.

Ethics of hospitality also involve an effort of imagination; this time it is our task to put ourselves in the other person’s shoes and imagine a decision from their perspective. Is this a decision we would want someone to make if they were in our position? We can think of this as a more radical version of the Christian ethic of the Golden Rule (from Lev. “do unto others as you would have them do unto you”), except here we are self-skeptical enough to realize that the other might not want the same things as us. So rather than assume the other is just like us, we train ourselves to recognize and honor their difference, their alterity. Hence hospitality, since we train ourselves to welcome the strange, the unfamiliar. Ethics, here, trains people to negotiate the unknown and the contingent. Ethics as the impossibility of ever walking in another’s shoes, but trying like hell all the same. At core: ethics as making “space” for other people.

Absurd Trolley Problems

Normally we’d spend the rest of class talking about the Duck / Shawn decision in The Walking Dead and thinking about which ethical system underwrites your decision-making. Today I want to try something different instead. I have a handout. I have a website.

Thinking About the Walking Dead

Okay, so we have four different senses of ethics. Chances are all four reverberate through every decision you make. As a phenomenologist, Sicart is interested in what percolated to the surface as you made a decision. This is why rigorous reflection is so important to his method of ethical analysis: what were you thinking about at the time you made a decision? And how did the game designers reward/frustrate/respond to that decision-making? Did they pull a bait and switch (they anticipated I would make X decision, but surprised me). Did decisions become too predictable? To anticipate what I expect to find in the Sicart Summary papers, did they institute a scoring system that told you when they did good, and, if they did, then what notion of ethics are they reinforcing?

There is no right or wrong reflection here. You have space to articulate something smart about a game in light of Sicart’s theories. You might play a game that *doesn’t* involve ethical decision making, but does (you think) engender high ethical impact (my personal favorite for this is The Last of Us).

So, let’s talk about Shawn and Duck.

Did you lie to Hershel?
Yes: 46%
No: 54%

Did you save Duck or Shawn?
Duck: 52%
Shawn: 48%
We are dealing with a legit “trolley problem”
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ENG 231 9.M: Introduction to Ethics

Today’s Plan:

  • Reminder: Paper Due Friday
  • Introduction to Ethics

First a Quick Choose Your Own Adventure Game

I’ve got a quick survey for you to complete.

Introduction to Ethics

Today I want to give some sense of what constitutes ethics. I’ll start by attempting to differentiate ethics from morals. First I will give one “classic” way of thinking what differentiates the terms and then I will try and complicate that.

Both ethics and morals are a part of what we call practical philosophy–rather than dealing with “what is,” practical philosophy deals with how we should act. In simplest terms, both the study of ethics and morals deal with right and wrong. Generally, morality is thought to deal with personal convictions developed via abstract or religious/spiritual principles. Morals can be stated as laws: “thou shalt not kill.” Ethics are thought to be rules derived from “external” agencies–our secular social/institutional contracts. Ethics are far more fuzzy and ambiguous, and often arise as questions that problematize morals. “Thou shalt kill if a solider in war.” And something can be ethical, but not moral and vice versa. Murder, then, is almost always immoral and usually unethical (except, for say, the soldier example, which we wouldn’t call “murder”). However, adultery is often immoral, but it isn’t necessarily unethical (while it is against our understanding of right/wrong, it isn’t something socially deemed illegal–even legally it is grounds for divorce but not prison).

As I said, these are some generic, standard distinctions between morals and ethics. The distinction often hinges on whether a law or rule has a transcendent or material basis–that is, was this law delivered to us from on high (whether a religious height such as God or a secular height such as Reason–does the principle extend from something trans-human)? Such things are morals. Ethics, again, come from empirical study of human practices. I should say that I find this distinction between morality and ethics a bit too simplistic and ultimately unhelpful (and so does Bruno Latour–I’ve written about this and him here).

I think of ethics otherwise. For me, morality is the study of the rules that govern our behavior, our internalization of the rules, what we value and believe. The spiritual-internal vs. secular-external distinction isn’t particularly productive for me. I don’t care if the rules come from state agencies or spiritual institutions. Again, morality is how we develop and internalize the rules: thou shalt not kill. A moral. I am not particularly concerned where the rule comes from or who enforces it. I see morality as the study of the rules we internalize, and how those rules govern our behavior, how those rules influence the way we come to see ourselves and the way we formulate/articulate our desires.

Ethics, for me, signals how we employ, actualize, our moral values in lived experience. It is how/whether we (choose to) act. What do we do when our rules seem to fail us? When our rules come into conflict? When it is unclear how our generic rules apply to a messy, complicated, specific situation? Ethics attends to those moments when we make a decision that we think feels right even though the rules might tell us it is probably wrong (I think you can probably see how Papers, Please is an ethical game in the sense I am describing–a game in which what is “right” isn’t clear, a game that makes us decide through a haze of uncertainty). If morality is our sense of what should be, ethics is the study of how we actually act. Ethics operates in relation to morality, often in its shadow, in the places where morals break down. I think the study of ethics is the most interesting when we encounter a situation in which or moral convictions come into conflict. Again, if we believe that “thou shalt not kill,” then how do we also celebrate the soldier? How do we operate in the face of competing morals, competing “goods,” competing obligations?

My understanding of ethics is heavily indebted to the work of philosopher Emmanuel Levinas. Levinas’s work encourages us to recognize our aversion to difference, and the lengths humans will go to eliminate alterity (that which is strange, different, unknown or unknowable to them). He jests that we have an allergy to the strange and different, to the other. We seek to “joyously possess” the world as a certain knowledge. Such possession is akin to mastery–to rule the world without question. To eliminate questions that make us uncomfortable. Rather than deal with the other, we desire the same–we desire to know, label, categorize, understand something. Facing something we do not know, or cannot know, brings out the worst in us. To be ethical, for Levinas, is to learn to inhabit this discomfort, disequilibrium and repress the desire to transform something Other into something familiar, what he calls “the same.” To welcome the other as an other, to let them be different, rather than to convert them into the “same” thing that I already know. [First principle is ethics not ontology–before we know what is, we are aware of the presence of an-other that calls us into being etc etc].

Ethics, for Levinas, is learning to recognize and prioritize others, to put their needs ahead of our own. Ethics becomes extra complicated when we realize that others make different demands on us–and no matter how generous we might want to be, we cannot give everything to everyone. To give to one other often means we have to take away from an other. Thus, in his later career, Levinas pays more attention to the concept of justice. Justice requires I choose between the competing demands of the other and the neighbor–that I chose knowing I must betray one of them. Their is no justice without choice, no choice without imposition. [Levinas’s formula: to make the choice that causes the least amount of violence].

More than just an analytical science of how we act, ethics for me marks our ability to handle, to process, the unknown. How do we feel, and respond to our feelings, when we encounter the strange? Do we curl back in repulsion? Express exasperation (*why do they do that? that’s so weird?*). Or do we become self-critical? Do we invite reflection (*why don’t I do that?*). In short, for Levinas ethics is a practice of hospitality. How/do we welcome the stranger? Something different? Further, what happens when we encounter something we cannot control, when we have to make a decision with no clear right answer, when we face something that resists our mastery?

What does this have to do with the distinction between morality and ethics? I believe that the more we recognize and study ethics (as moments of moral indecision), the better we become at carefully choosing how to act when we have no one true, certain, “right” answer to guide our choice. We have to learn to deal with complexity, and the icky feeling that it can produce in us. Video games can help us do that.

Our last project, focused on the work of Miguel Sicart and the game Detroit Become Human questions whether games, by constructing *sophisticated* ethical problems, can make players more ethical in the sense I have just worked out.

Trolley Problems

Let’s talk about the Trolley Problem, created by Foot and complicated by Thompson. Very simply: the trolley problem is a philosophical thought experiment created in the 1970’s by philosopher Philippa Foot.

So, if you haven’t guessed by now, here is my theory for what video games have learned is their unique province: they can leverage the emotional unrest, affectation, difficulty, disequilibrium of Trolley Problems. Foot’s trolley problem is meant to explore the moral consistency, or lack thereof, people use to make life or death decisions. Video games can proceduralize this thought experiment, to make it more visceral or “real.” We feel the decision–this kind of feeling is called “affective” or pathetic (deriving from the Greek term for emotion, pathos).

In a book or a film, we are left to watch the trolley driver pull the switch or not. The author decides. The author justifies. Perhaps she does so to secretly stir our outrage, to get us to deconstruct her flawed reasoning. She can spur reflection, contemplation, resistance. But we are always a bystander to the action, distanced from the choice. We are witness.

But not so in a game. I remember my first play through of Dragon Age: Origins. The details are a bit foggy–I remember encountering some elves and some werewolves. The werewolves were created by dark elven magic? And then, like Frankenstein’s monster, abandoned by their creators. At some point a wolf had killed an elf. Maybe it was self-defense? I honestly don’t remember. But I remember, unexpectedly, having to decide which species to exterminate. Only one can survive. Neither is innocent. And there is no heroic path to saving them both (well there is, but you are probably only going to have that option if you have made a series of other decisions, and only about 1 in every 10 player unlocks that “perfect” ending). The game forced me to be responsible. I must pull the lever and determine who gets hit by the train.

I’ve played games since roughly 1984 on my Atari 2600. I’ve murdered hundreds of thousands, if not millions of aliens and demons and terrorists and zombies and horde (“For the Vanguard” or “For the Alliance!”). I’ve killed all these things from a moral position that authorizes their death. I’ve never been troubled by all this killing. Those aliens threaten our light. Those demons threaten Tristram. Those terrorists threaten democracy. Those zombies would eat me and the few others remaining in Raccoon City. I killed them all without friction. (Save for Silent Hill 3, one of the greatest mindfuck games of all-time unfortunately lost to history–“they look like monsters to you?”).

But Dragon Age interrupted my joyous possession of the world, my righteous action, my moral foundation. It stung me. This was something different. I introduce the Trolley Problem, the lever, the notions of disequilibrium, ethics, and agency as a way of thinking about games. I imagine many of you are already thinking of games that leverage this dynamic. Soon we will work together to generate lists of games–AAA, mobile, indie–that we can play and explore as a class (in addition to my required experience: Walking Dead episode 1).

As should become clear through the next project, I feel that games can spur ethical reflection. However, as Miguel Sicart notes, there are things that both programmers and players must do for games to best realize this potential. We will explore these things in class. For now, I would suggest that reflection is a key component of ethical thinking and growth. It isn’t enough to simply “do,” we must ask why we do. It isn’t enough to simply “feel,” we must ask why we feel. Both the procedural paper and the tragedy paper have begun this kind of work.

Okay, let’s have some fun.

TedX talk on the trolley problem (interesting discussion of neuroscience and the trolley problem).

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ENG 328 8.W: Media Kit Project and Threading a Book in InDesign

Today’s Plan:

  • Threading a Book in InDesign
  • Lifestories Media Kit Project
  • Homework: What is a Media Kit?

Threading a Book in InDesign

This class used to contain a book production project, but I’ve scrapped that in favor of The Crucible design project, which we will start after break. I did want to spend some time covering the basics of threading a long document into InDesign. To do this, I am hoping that the same Adobe Stock templates that I used on my Mac (running InDesign 21) will work on our PCs here in the lab. Fingers crossed!

To get started, we are going to use an Adobe Stock template. Typically, a nice Adobe Stock template will cost you $80-100 dollars. I wasn’t spending that on a class tutorial, so we are going to use a free one. To find this, I simply searched Adobe Stock for “book free.” The results included a minimalist design by an entity named Themzy.

Upon opening the template, you will be prompted to download additional fonts from Adobe Fonts (this worked on my laptop without issue). It should be noted that, unlike most book projects, this book does not use Master Pages. Master pages in Adobe are like semi-locked templates that allow you to update many pages all at once. The only master in the Themzy template controls page margins.

Now we will need some content to thread into our book. Let’s go over to Project Gutenberg, an open-access project committed to creating as many free eBooks as possible. Let’s go find Edgar Allen Poe’s The Raven. This will work well for our template since we have an editor’s introduction (prose) and then the body of the poem. We will have to go into the “More Files” option and download the .txt file. This means, unfortunately, that we will produce the poem without its illustrations.

Disclaimer: Okay, we might have to play a game of “WTF is going on?” Fun times.

Creating a Media Kit for LifeStories

Between now and when we leave for spring break, we’ll work on developing a multi-page media kit of Life Stories.

Let’s do a bit of our homework and research what a media kit looks like.

Let’s take a look at some of the resources that we have to work with:

Homework

Our first task is to research a bit more on what a Media/Press Kit for a non-profit looks like. Can we find examples? Are there content areas we are missing [in which case we can input some dummy text as a place holder]

[Note: I did this stuff last semester and have a sense of what this might look like, but I want you to go through that process too].

I’ve created a Google Doc to share materials and links. For Friday’s class, make an entry in this document. Try and work with a source not already included in the document. Feel free to try different search options, to upload images, etc.

Make sure you change the style of your entry to a Heading 1 so it shows up in the side navigation bar (Apply Heading One).

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ENG 8.W: Tragedy Paper Expectations

Today’s Plan:

  • Project Two: The Tragedy Paper Expectations
  • Tragedy Project Resources

Project Two: The Tragedy Paper Expectations

When we started this project back on February 1st, I promised you 4-5 weeks to complete your game and develop your papers. Today marks the end of week four. The time of writing is upon us. Many of you have done some work already both in your journals and in your presentations. My hope is that ideas are fomenting. It is time to calcify them.

Final papers will be due March 10th. I will respond to papers over the break.

Vitals:

  • The paper should be 7 to 10 pages (say 1700 to 3000 words)
  • The paper should be written in MLA or APA format with a corresponding Works Cited / Reference List. You should use the OWL MLA or OWL APA websites for formatting.
  • The paper needs to develop a definition of catharsis. This should include citing and explaining (the ambiguities) in Aristotle’s definition and explaining at least two of the competing definitions Curran presents. It will likely take you 2 pages (double-spaced) to do this.
  • The paper needs to work with one additional term we’ve discussed this project (see resources below). You might have to look up other sources to help develop your understanding of the term (Wikipedia, Stanford Encyclopedia of Philosophy, etc). Be sure to include these in your Works Cited / Reference List (check formatting in OWL). It is your job to talk about how/why this term relates to catharsis and then, in the paper, to talk about why that term is specifically important to understanding your experience of that game.

The paper should then close read 2-4 scenes from the game that help me understand the answer to one (or more) of the following questions:

  • Is this game a tragedy (by Aristotelian standards)?
  • Did you have a cathartic experience?
  • How/does the interactive nature of the game augment/diminish its potential as a tragedy capable of producing catharsis?
  • Explore the complex relationship to the game’s protagonist / argue for the agent of the tragic action etc (think of the range of work we saw in the project presentations!)

Your answer(s) to that/those question(s) is your thesis. It is the point that your paper is attempting to prove. Make sure your introduction lays the argument out and “road maps” the route the paper will take to get there. The paragraphs examining scenes are your evidence in support.

Finally–remember that this last part is mostly advisory. Meaning–you have to show me you can read several academic sources and define catharsis–the stuff in the first bulleted list is non-negotiable. The stuff in the second bulleted list is offered as potential avenues for analysis. However, what you do in the paper is up to you. I want to read a paper that uses the concept of catharsis and another Greek aesthetic term to say something smart. Point to specific elements, scenes, choices, dialogue in the game. But the exact argument of the paper is up to you: I cannot predict or assure that the questions I lay out above will work for every person’s experience with any given game. They are starting points. If you analyze specific scenes of the game using the theoretical readings we’ve read and discussed in order to reflect on your play and the designer’s intentions, you are ensured at least a B on the paper (see the rubric in Canvas).

Catharsis Resources

Note that there should be .pdfs of all readings in Canvas.

Aristotle’s Definition of Tragedy:

VI.2-3
Tragedy, then, is an imitation of an action that is serious, complete, and of a certain magnitude; in language embellished with each kind of artistic ornament, the several kinds being found in separate parts of the play; in the form of action, not of narrative; through pity and fear effecting the proper purgation of emotions.

One more resource. Here is a blog post I wrote on Catharsis last year. You are free to cite this. You are also encouraged to argue against it (should you decide to do so).

Title: “What if Catharsis Wasn’t Merely Fear and Pity?” May 2022.

First, let’s clear up what catharsis might mean, especially the idea that catharsis is a kind of pleasure. We all get that catharsis for Aristotle means that we watch something painful and then (sort of) feel good about it. But why do we feel good about it? How do we flush out the particulars? This is where things get tricky. Let me introduce two/ interpretations–I roll with the second more than the first.

Okay, the first is that we recognize in the protagonist something that plagues ourselves, one of our foibles, weaknesses, flaws. Hence we pity them. Or we see that they are the victims of the bad circumstances and we pity them. And, at the same time, because we identify with them, we fear that we could make the same bad decisions or find ourselves a pawn of a similarly unjust fate.

Perhaps the play resolves itself, and through the play we learn to overcome those bad things, to fix our flaw, to be better. Thus, we are purged, cleansed, of our pity and fear. The pleasure here is tied to the pleasure of learning, of becoming better.

I don’t really buy that model. Rather, I think we reconcile, accept, those flaws. Perhaps we learn the importance of overcoming our flaws, perhaps we are better at avoiding them. But I think catharsis more as a coming to terms with our frailties, learning to live with them, coming to recognize humanity as something over than divine, ideal, or perfect. The rhetorician Kenneth Burke once said that humans are “rotten with perfection,” with the idea of perfection, with creating ideals and then comparing ourselves to them. Judging ourselves lacking for our inability to meet the impossible ideal. I think the cathartic “pleasure” of coming to terms with our frailty is timid, subdued. It is a kind of peace that eschews from a contentment with our/selves.

I’ll also say that I don’t think the purpose of tragedy is to release just fear or pity. That’s feels too narrow to me. Both in the sense that I don’t think tragic exploration limits itself to what we fear and who we pity (for suffering what seems injust or caprice whims of fate).

Catharsis reaches out to us and reminds us, rekindles, relights, what is already there. Our fear of death. Our fear of loss. So, yes, fear is certainly part of us. But what about our struggle to find meaning in our lives? Our desire for a soulmate. Is there a fear that we won’t find meaning or love (we could spin it that way). But rather than fear, what about the frustration love (or its absence, or its betrayal) causes us? The pain of rejection or betrayal. Catharsis is a term for the resonance between what we see on the stage, the screen, the page, and our own troubles, thoughts, feelings. And we can have powerful relationships to characters that do not necessarily amount to only pity.

This isn’t to say we can’t have a powerful sympathetic response to a narrative to which we have no lived correlate– I find Eli Weisel’s Night to be incredibly powerful despite the fact that I have not experienced genocide. Night is doing powerful work; I would simply insist that it is not cathartic work, because there is no personal resonance for me. It operates in the realm of sympathy (feeling for) rather than empathy (feeling with). This does not mean it is not “pedagogic,” i.e., instructive– it certainly aims to teach us how (not) to live. But there is no connection to my life (and, without falling into the “universal” rabbit hole, etc. etc), no identification. I experience it from a distance.

So, if I had to lay down a fundamental first principle for catharsis, it would be that there must be a fundamental identification between the action of the tragedy and the audience/reader/player.

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ENG 231 6.F: Review Hermeneutics, Presentation Sign-Ups

Today’s Plan:

  • Looking for a Note Taker
  • Circle Back to “Sudafed”
  • Presentation Sign Ups
  • Presentation Materials

Looking for a Note Taker

“This class requires a student to take notes each class period. The notetaker selected will receive either UNC Apparel or a certificate for 45 service hours. The note-taker must have a GPA of a 3.0 or higher. Notetakers can sign up online through the DRC Online Platform by going to the Notetaking Information of our website. Please see me if you are interested in volunteering as the peer notetaker.”

Link to sign up.

Circle Back to “Sudafed”

After last class, I realized that I didn’t exactly do what I wanted–yes, we analyzed our poems, but we didn’t necessarily do the work on turning our analytical work into words that we can share with other people. To recap last class, here’s what I remember we identified.

I spent some time turning that into words.

Presentation Sign Ups

Here is a link to presentation sign ups.

Presentation Expectations and Materials

First let me say that these are not supposed to be formal or stressful. I’m looking to force you to sit down for a bit and reflect on both the theoretical materials/terms we’ve been exploring and the game you have been playing/writing about. This is an opportunity to reflect and share.

Here is a link to our Handbook of Tragic Terms in case you need it.

I also know that public speaking really frightens some folks. If you would prefer, you can write a paper and I can read it for you, or you can record yourself in an automated PowerPoint or Youtube video. You have 800 words to deliver to the class–but multiple ways to think about how you want to do that.

As I’ve said, the paper should spend about 150 words summarizing the plot of the game for us. THAT IS NOT A LOT OF WORDS–but you should give everyone a big picture view of the topic/action/main character in a very tight paragraph. You can also indicate how much of the game you have played so far (e.g., I’m 6 hours in and through about 40% of the story or I’ve completed 4 out of 7 chapters).

After that, I would like you to engage in some close reading of a particular scene or scenes. You’ll have about 600-650 words left to do that. Tell us the purpose of the scene–does it connect us to a character? Does it amplify an emotional mood? Does it reveal the characters flaw? Does it exemplify the theme of the game?

[Time permitting, Last of Us opening scene, 15 minutes long]

What does the beginning of the game do?

  • Details: clock ticking and the watch / calling daughter baby girl (foreshadowing)
  • Depth of love for daughter, sarcastic humor between them, poor, they are all they have
  • Dad is protective. Absurdly so–telling her not to look, not letting Tommy talk about what is clearly happening
  • Joel is also aggressively protective.
  • Loses daughter to a soldier

How to make the tragedy frustrating and not just sad? Joel as jerk vs. Joel as tragic figure.

Your presentation should be accompanied with a slide show. Unless you are recording your presentation, I strongly prefer you use Google Slides for this–you can submit a link to the presentation to Canvas and it will make transitioning between speakers much faster as everyone presents. These do not need to be fancy–just share materials relevant to your presentation. Or maybe like this.

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ENG 231 6.W: Close Reading to Pair Theme and Details / Rocking Out

Today’s Plan:

  • A Brief History of Hermeneutics
  • Rock Out
  • Homework

A Brief History of Hermeneutics

Hermeneutics is the branch of knowledge that deals with interpretation. Its origins are usually traced back to St. Augustine, Bishop of Hippo (354-430), and his work On Christian Doctrine (which has been historically renamed On Christian Teaching). Augustine attempted to develop a methodology to help aspiring priests in the growing Catholic church better command their understanding of the Bible. He also wanted to provide them with methods for untangling some of the apparent contradictions in the Bible, to work through difficult passages that seemed to go against accepted doctrine or expected ideas. Augustine presents two key strategies here. First, we must be aware of the historical and cultural context in which a work is situated. Writers exist in a world, and that world will influence what they write. Lives are lived, experiences happen, and by knowing more about the life and experiences of a writer, we can be on the lookout for themes in a text. Second, and more germane to what I want to do today, strong interpretations are built throw a circular and oscillating process–a specific detail in the text connected back to a theory of a theme. The more details we compile, the better we can refine our sense of the theme. We must ask how every image, metaphor, every word compliments our theory of the theme. Everything must be accounted for.

How do we deal with the pieces, the words, that we do not understand or that seem to contradict that theme? Rather than ignore them, we can ask if the fault lies with us–do we simply not understand them? Then acknowledge that, leave it to the reader to see the limitations of our interpretation and perhaps offer their own perspective. Can we posit that the writer has perhaps lost themselves? Writers are not perfect–they, too, are human (even, Augustine would note, when divinely inspired), and a contradiction in a text might simply be a moment of the writer’s confusion to master the ideas they are working through.

So, when it comes to interpreting a text, we have two guiding principles:

  • Text as reflection of attitude toward world and life [Context]
  • Interpretation as oscillation between specific detail and authorial purpose

In the late 20th and early 21st centuries, hermeneutics have moved away from a strict view of authorial purpose–“reader response” theory invests itself in how a text communicates to a particular reader. Think of Sicart’s “post-phenomenological” method that I endorsed in our first project–the way a game makes *you* feel is important, and we cannot assume that everyone will have the same affective response. Nor can we assume the text will communicate in the same way.

Here is one way that literary theory and rhetorical theory tend to differ. Rhetorical theory still places more importance on the writer’s initial intentions (what Kenneth Burke would call the Agent-Purpose ratio). This doesn’t mean we do not identify and investigate meanings that the writer *didn’t* intend–certainly, words and meanings are not subject to authorial control, they write us sometimes, play with us. Words often inhabit and use humans as much as we use them. That is another lecture for another day. So a few other questions:

  • What did the writer attempt to communicate? [Note: Don’t always trust writers on the meaning of their on work. They are cagey folk.]
  • What other cultural meanings, social meanings, political meanings, might this text represent that the writer didn’t necessarily intend?
  • Why is/n’t this text relevant or meaningful to me?

Rock Out

Today’s exercise grows out of the first papers–I’ve seen a few people struggle a bit to articulate a game’s theme. Some offer one word or a short phrase that speaks more to a game’s broad topic without really focusing in on a prescriptive message. I’ll say again: I think artists create art to tell us something about how to endure life, how to live it well, how to change our society (or oursekves) to make it easier to live. Burke once said that studying rhetoric is “equipment for living” in a complex world with diverse people and serious problems. I would tweak that a bit and say that art is tools for enduring, appreciating, and changing our mortal journey. Highs and lows (and, hey, I grew up with grunge in the 1990’s and have lived through some darker times, so “enduring” feels a bit more relatable).

Okay, three (maybe four) contemporary songs to think about how to practice hermeneutics. First listen: give me a word that describes the feel/theme of this song. The first lines of our hermeneutic circle start there. Next, we take a stab at “what is this song about?” Then we start pulling out details that support that idea and help us sharpen it. Can we arrive at a “What is this singer trying to say?” and can we show that the details fit? What parts of the song are “leftovers?”

When designing this, I thought about focusing on songs that are explicitly aiming a tragic narrative, but I didn’t do that. Instead, I’ve grabbed a few contemporary songs that have a somewhat tragic feel and (I think) are lyrically engaging. Let’s see if you agree.

My plan for Friday is to talk about how we might apply this method to a video game.

Homework

In Friday’s class I will have people sign up for mini-presentations. We’ll divide these presentations up over four days (Monday, Wednesday, Friday of next week and the Monday of Week 8). As of now we have 23 active people in the class, but only 20 people have turned in the Procedural Analysis Paper. If you haven’t turned in a Procedural Analysis Paper by Friday, then I will not allow you to sign up for a presentation.

Presentations are short papers–I am expecting that you will read a paper. Depending on how many presentations we have per day (which I will know on Friday), you will have around 6-8 minutes (3 to 4 pages double spaced) to present. I would like a Google slides presentation to accompany your paper. We’ll talk more about this on Friday and I will provide you with a Google Slides template that you can copy and populate.

At this point, you should be able to sift through your gaming journal and focus on how one or two elements of tragedy that we have discussed so far resonate in 2-3 scenes of your game. You likely haven’t finished your game yet, but you likely have theories about its purpose, ideas about how you do/not relate to the protagonist, etc.

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ENG 640 Week 6: Kenneth Burke, Identification, Dramatism, and Victimage

Today’s Plan:

  • For Next Sessions: Week 7 Article Sign Ups
  • Your Passages
  • Break
  • Using the Pentad
  • My Burke Notes

Week 7 Article Sign Ups

As I mentioned last class, for next week everyone will be required to read 3 articles and lead the class in a brief discussion of those articles. Since we have 7 people, including myself, and 165 minutes (leaving 15 minutes for break), we have 9 minutes to discuss each article (more time if folks team-up).

So, to prepare for your nine minutes, write a 3 minute summation, then a question that we have 6 minutes to think about and discuss. This might be tied to a particularly important passage of the text.

To the syllabus.

Your Passages

Using the Pentad

I approach rhetoric more as how we think about thinking, communication, knowledge, identity, relation, etc. But tonight I want to try an activity–let’s try putting Burke’s Pentad (or Hextad) to work.

I have some news stories.

My Burke Notes

I do not have time tonight to walk through all of my notes, but I wanted to tease together some passages and themes.

Point #1
In Elements of Dramatism, Blakesley explicates how language works through an inherent ambiguity, that words can mean something precisely because they do not certainly mean something, that meaning is a messy process often open to misunderstanding and misinterpretation (see EoD 2, 9, 22-22, and especially 26-27). Let’s take a quick look at page 26.

Burke stresses, however, in many places that this “ambiguity,” this lack of certainty, tends to trouble us. We want solid ground, not turtles all the way down. We are scared of the abyss (DoM, 58).

Point #2
In proposing rhetoric as identification (rather than persuasion), Blakesley suggests that Burke opens rhetoric up to more and deeper understandings of the unconscious ways we play with language and it plays with us (see EoD 9, 15, 18). Burke notes that our human desire for identification is quite strong (RoHB 217), intensified by the looming abyss of relativism (DoM 58). According to Burke, Hitler was skilled at weaponizing this desire for unity, and understood that there was much to gain by defeating critical questioning (“objectivity” as Burke calls it, perhaps better understood as seeing things from multiple perspectives) and demonizing the “babel” of democracy in favor of the One Voice (of which, Davis was quite critical last week) (see RHB 205, 217, 218).

We desire the beautiful, not the sublime. The simple and the clear. One voice. We also, Burke notes, desire perfection, perfect opposites and enemies, purified of contingency. Hence the danger Hitler identifies in the kind of messy democracy Lanham (very much channeling Burke) describes (see Mein Kamph passage, qtd in Burke 193). And Hitler’s Aryan community, as Burke describes it, is very much a perversion and twisting betrayal of Lingis’ Rational Community–it is an irrational community made rational through force, repetition, and tradition. As Burke notes, uncertainty can be trumped by rage (see RNB 197).

Point #3
Burke offers us something akin to the “saying,” then, in its relentless pursuit to remind us of the humanity, frailty, presence of others by alerting us to the possibilities that their discourses, their terminologies, might offers something different than our own. Perhaps Davis would accuse me of offering Burke too much charity on this front, given her critique that he takes as divided, fundamentally and originally divided, that which is (according to neuroscience) whole. I would argue that, at the very least, Burke recognizes the danger of homes with walls too strong, homes with fires too warm, homes in which we sit comfortably shielded by the other(‘s) elements.

A bit more safer, perhaps then, to say that Burke’s Dramatism is a methodology for producing dissensus? For, in the words of Readings, holding open questions rather than letting them close? Yeah, I feel more comfortable with that comparison. Let’s look at Blakesley’s “ethical” justification of dramatism on pg. 23 of EoD. Let’s also look at the closing of Terministic Screens.

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ENG 328 6.M: Mini-Project #4, Restaurant Menu

Today’s Plan:

  • Mini-Project #4, Menus
  • For Wednesday’s Class: Find a Menu
  • Upcoming Schedule

Menus

For the next two weeks we will be designing a restaurant menu. This is a multiple-birds-with-one-project project, since we’ll be:

  • Learning InDesign
  • Learning Design Process and Grid Layout (developing a mock-up/sketch)
  • Practicing Typography

Pre-Writing a Design

Most of you are writers. As writers, you all probably have a different approach to pre-writing. Me? I read and write comments in the margins of a book. Then I type out quotes into a Google Doc with some transitions and some analysis. Pieces of stuff. I’m looking for terms I’ll need to explicate. Connectionss to other passages or writers. Places where I can offer a concrete example of an abstract concept. I try to identify what I have to write *first*, what idea or term I need to understand and pin down in order to explicate the other terms/materials/examples I plan on analyzing in the paper.

Eventually I start thinking of an outline (what, in my writing classes, I call a road map: first this paper explains X, then it uses X to examine A, B, and C. Or first it reviews how X and Y have defined Z. Then it compares X and Y’s treatment of Z to M, stressing A and B). Whatever. I do some math and start guessing how many pages I can dedicate to each element in the outline. As a profession academic, I often work backwards a bit on this part, since virtually anything I write will be 8-10 pages (for a conference) or 20-30 pages (for an article).

However we approach pre-writing, I think we can think of it as developing “a sketch” of what our work will look like. It is an exercise in planning organization, mapping ideas. It is also, at least for me, an exercise in space management, making sure I can fit what is needed in the area with which I have to work. I think you can see where this is going.

When I used to design websites, I would always begin with a mock-up: a hand-drawn sketch of site. That would become a mock-up, a Photoshop picture of what I wanted the site to look like. This would include some basic measurements and grid work. We’re going to use a similar, but more lo-fi, approach to developing a draft for the menu project: a hand-drawn map on a piece of paper. We’ll work on this Wednesday.

Working in InDesign

Things to cover:

  • Layers
  • Properties (and text styles)
  • Image Placeholder

General Design Advice and Resources for Menu Design

Schedule / Homework

For Wednesday, I would like you to bring a copy of a printed menu to class. We’re going to look at menus for a bit and discuss layout for the upcoming project. Note: I have transformed Chapter 6 into an extra-credit assignment.

  • 4.Friday: Typography, HW: Read WSINYE Chapter on Type (you do not have to read the section on logo design). HW: Adobe InDesign Classroom in a Book, start chapter 4 “Working with Objects” (90 minutes).
  • 5.Monday: Intro IFS Assignment. Discuss Typography. Quick InDesign Assignment.
  • 5.Wednesday: Work Day. Work on IFS Draft, InDesign Classroom in a Book 5 “Flowing Text”(45 minutes).
  • 5.Friday: IFS Crit.
  • 6.Monday: [Today] IFS Final. In Class: Introduce Menu Assignment. Homework: Complete IDCiaB 5. Grab a print menu to bring to Wednesday’s class.
  • 6.Wednesday: In class: Looking at Menus; Sketching out Designs. HW: WSINYE Color. InDesign Classroom in a Book 7 “Typography” (60 minutes). By Friday’s class, finish The Adobe Classroom in a Book chapters on Working with Objects, Flowing Text, and Working with Typography.
  • 6.Friday: Work Day. HW: WSINYE Mini-Art School
  • 7.Monday: Work Day.
  • 7.Wednesday: Menu draft crit. Menu reflection assignment.
  • 7.Friday: Menu Final. Reward: a glorious weekend without homework. Unless you didn’t complete the reflection assignment or failed to complete the Classroom in a Book assignments.
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