Video summary
Rim Doster and Emily Compton present the thesis that video games have evolved into a distinct art form that reflects society, specifically emerging as a response to a destabilized era. They distinguish between "meta," which involves self-reflection, and "contextualism," which views art through its societal lens, proposing "metacontextualism" as a movement where games synthesize various art forms to offer unique reflections of humanity. This framework contrasts historical eras, moving from the premodern pursuit of past ideals and modernity's faith in progress to postmodernity's deconstruction following crises like the Holocaust, ultimately arriving at metaodernism's attempt at "ironic sincerity" amidst relativism. The presentation introduces specific game classifications based on their relationship to context and mechanics, starting with orthogames that reward system optimization without considering external harms, often critiquing colonial exploitation, and idiogames focused on personal choice where every playthrough offers a unique experience but denies alternative possibilities.
The core of the discussion focuses on metacontextual games like *Slay the Princess*, *Disco Elysium*, and *Night in the Woods*, which explicitly explore the relationship between the player, the character vessel, and the game designer. Unlike traditional media where death is often trivialized, these titles force players to engage deeply with the stakes of their decisions by dynamically altering the narrative context, such as changing a princess based on actions or permanently marking a character with racist thoughts if the player internalizes fascist dialogue. These games explicitly judge players based on external moral standards rather than just in-game fun, simulating how real-world knowledge and morality intersect with gameplay while utilizing multiple perspectives to highlight the constructed nature of reality within the game.
A central theme is the recognition of larger, uncontrollable systems like capitalism and culture as "giants" or "snakes" that exist beyond individual control; however, unlike postmodern despair, these games suggest humanity can name, see, and attempt to steer these forces rather than succumbing to nihilism. The motif of the mirror represents reflexivity, showing how characters and players look back at each other, but ultimately urges breaking the mirror to engage with reality rather than retreating into hyper-reality or cult-like pasts. While *Slay the Princess* drives for transcendence, *Night in the Woods* is highlighted as the most grounded example of metamodernism, acknowledging that change involves death and loss but concluding that characters can sincerely forge a better future by reforming broken institutions, such as a town union, instead of sacrificing children to literalized symbols.
In conclusion, these metacontextual games serve as a bridge between the deconstruction of postmodernity and the sincere engagement of metaodernism, offering a way to process societal transformation without falling into despair. By forcing players to confront consequences they cannot undo and by challenging them to look beyond their immediate perspective, these titles demonstrate that accepting new contexts after an "apocalypse"—defined not as the end of the world but as a fundamental societal shift—is painful yet necessary. The speakers argue that through this process of reflexivity and moral accountability, games can help humanity navigate the complexities of a destabilized era, encouraging players to actively participate in shaping a better future rather than passively accepting the limitations of their constructed reality.
Read the full video transcript
So my name is Rim Doster.
>> I'm Emily.
>> Emily Compton.
>> And we last year at Magfest gave a talk
on this emerging art movement that we
think exists in the world. So what we
want to start with, we're going to dive
right in. We have a lot to talk about
today. Yeah.
>> But our thesis from last time remains
true. So I want to step through this
first because ultimately this is what
we're talking about.
>> Yeah. And I mean I I think a lot about
this stuff. The reason we talk about
that, we're like hiking in the woods and
talking about this like kind of
pretentious stuff while we're like up on
a mountain somewhere. And um I've been
in the indie game industry for like
almost 20 years now. And so I think a
lot about narrative. Uh I went to film
school so like you know audiovisisual
media is like front of mind for me. And
you've been doing audio for a long time.
I'm a professional music. I've been
talking professionally for more than 20
years. So, we like to think a lot about
games and art, but also about like where
they came from, what they mean. And so,
this is our thesis and based on stuff
we've talked about personally in the
past.
>> So, the journey we're about to take you
on over the next 59 minutes is thusly.
Art is a reflection of society.
Games are art.
>> Fuck you, Roger Eert. [laughter]
>> Therefore, games reflect society. Video
games are one of the first new mediums
of art.
>> You know, just like how you had film in
the beginning of the 20th century really
uh affect the uh it was like the
quintessential art medium of the 20th
century. I would argue that video games
kind of do that in the later 20th
century and 21st.
>> Video games were invented in the
lifespan of people sitting in this room
right now. That is on the blip of human
civilization. That is a microsecond to
go.
The world currently outside of magfest
is perhaps undergoing a destabilized
era. [laughter]
>> Uh
>> things are bad.
>> We are all anti-fascists. Making art is
an anti-fascist act. The world is on
fire.
A new era of arts we believe is emerging
as a reflection of this destabilized
era.
>> And I mean you saw this in the past.
Other art movements did arise in a
reaction to various crises in society.
>> [sighs]
>> This new era is reflected in all forms
of art. But
[laughter]
this is uniquely reflected in video
games, a new form of art that is doing
something that previous forms of art
could not do. And synthesizing video
games with all those other forms of art,
we have a new kind of reflection of
society. And we're going to see things
that humanity has never been able to see
about itself before. That is our crazy
hypothesis. [laughter]
>> So, you know, you've probably heard and
used the term meta before, right?
>> So, like you're gamers and and people
talk about the meta of a game. And often
they mean like viewing the game from
outside itself. It's like a prefix that
basically means above or beyond. But,
uh, sometimes when you say, "Oh, that's
so meta." It's like something kind of
reflecting on itself like a film about
film making or a game that acknowledges
that it's a game that's so meta, you
know. So meta often means this like
extra layer, this reflective layer on
top of something. And contextualism is
like a philosophical movement or like a
word that means uh like the relativity
and provided by context like a an action
or a concept or a thing art will be
viewed differently based on the context
in which it exists.
>> So a brief history of art and
philosophy.
>> So we're going to go through history
real fast. You know we don't have time
for like art history 101. When you hear
terms like preodern, modern, postmodern,
you often associate these with art
movements, broad art movements, but they
are also associated with philosophical
movements and they are to a degree
associated with a state that society
exists in. The preodern world was
broadly defined as a society saying and
saying it is and seeking toward a
platonic ideal that is in the past. We
look to the past where things were
perfect and we try to recreate that lost
perfect world. It was kind of like a
circle of tradition like everybody was
like my grandfather did this and
therefore we must give the grain to that
god because my grandfather did.
>> The modern era began sometime between
the late 1600s and the late 1700s and we
do not have time to talk about what that
entails. But the modern philosophy is
very different. We are steamrolling
forward due to the power of humanity and
technology to a platon a platonic ideal
that is in the future. The past was
worse. The future can be better. The
future is guaranteed to be better
through the progress of society.
>> It's like a rocket ship like this arrow
just like future, let's go.
>> Postmodernity and postmodern art was a
direct reaction to the Holocaust and the
Great War. That is when society said,
"If that is the straight line, I reject
modernity." Postmodernity is this
absolute deconstruction and destruction
of everything we believed about the
fruits of progress as a society. It's
like we got to the future and the
future's really freaking scary.
>> And think about modern art and
postmodern art. We'll talk about it in a
minute how different they feel.
Metacontextualism we argue is this sort
of step beyond this postmodern onwei and
disconnection of trying to put the
pieces back together of seeing the world
in context choosing a future you want.
And we'll also talk about metaodernism
because we got modernism, we got
postmodernism, and we got metaodernism,
which is similar to metacontextualism,
but distinct I think.
>> So, uh, if you don't get a well, we'll
have this up at the end, so don't worry
if you don't get a photo in the next 30
seconds, but we did do a talk on this
topic last year at Magfest. We got a ton
of feedback from Magfest that really,
all of you out there really helped us
start to crystallize these ideas
>> and and we thought about it. and we're
like, "Oh, what about this?"
>> So, we are moving beyond the the
prescriptive sort of art history
explanation and now we're going to
really focus on what we think this art
movement is specifically. So, we want to
hear from you again. We want to
interrogate this art movement together.
Uh, but the gist of it is all that
feedback. A lot of you out there are
seeing the same things we're seeing and
people are pointing me at other video
games that do the same thing. I think
we're on to something as a group.
So, in case any uh any New Yorkers are
in the audience, this is this uh a
similar image. It's it's the unisphere
in Queens. And a similar image was on my
uh essay textbook in freshman year of
college at NYU. But the name of that
freshman writing class was art and the
world. And basically, this is where I
was introduced to a lot of these
concepts. the idea that art and how it
interacts with society are very uh
important things for a filmmaker to
think about. And so I think the first
part of this talk is really going to be
this is the tagline for that as well is
art in the world. But one thing we
aren't going to do is just like in a lot
of your your game design talks where
people are like what is the definition
of a game? This is a game. This is not a
game. It's like we're not going to get
pedantic about it. is like there are
like thousands of academics out there
who argue about what art is and what art
isn't. And rather than getting into
that, I really would like to say uh a
definition of a facet of art that I
think is really important that art isn't
just a work or an object, but it is that
distinctive relationship between viewer
and viewed. It's something that is
almost like a conversation and like this
image is somebody and they were um using
electrodes to like scan the brain of
somebody looking at a great masters
looking at girl with a pearl earring. So
it's like how do people react to art and
what is that you know that conversation
like
so in just like individuals are looking
at at art society as like a whole as
like an elomeration of like a bunch of
individuals they all view these
artworks. We we play these games we talk
about them and you know new mediums can
change the way society interacts. Do
they listen? Do they watch? Do they
touch? you know talk about it lets you
decontextualize and ret recontextualize
things that happened in the past. This
image is very uh important because this
is a form of remediation. We have taken
an event that previously would only be
experienced by the people who were there
or described with very low fidelity
after the fact and now it is presented
semiobjectively with a big asterisk next
to that in a different context to a
different audience.
>> I mean they're watching it in an opera
house. That's, you know, it's a little
bit different than being at Madison
Square Garden and watch them punch each
other in the face.
>> But in in modernity theory and
bureaucracy theory, you can broadly say
that large systems, the art that they
consume as a whole is their sensory
organ. A big machine can't see the
people in it. It can only see these
broad things. Society can't see you. It
can see the art that the collective you
have made. and different forms of art,
different mediums, different
technologies record different kinds of
things with different levels of fidelity
and they play them back with different
kinds of fidelity. So again, video games
are able to record something that other
mediums couldn't. And I want to on this
slide really quick introduce the concept
of of gaze or perspective which it
really changes like who is controlling
the character in a video game like who
is the player character who is watching
like I often describe it as a camera and
that's definitely a metaphor that's been
used before. It's like who's holding the
camera like whose perspective are you
seeing art through? So, we all have
these different lenses or cameras that
we see art and we see the world through.
>> Yep.
>> And so do societies.
>> I remember something from university. Uh
you may not know if the cameraman is
holding a gun. [laughter]
>> So, and just like society looks at art,
art looks back at society. Almost all
art reflects society in somewhat in some
way. Like it can be critical like the
jungle. It can be idealized like in this
Soviet uh realist painting,
>> Soviet realism trying to portray an
ideal society, not the actual photograph
of that society.
>> And then aspirational, you [laughter]
know, this is reacting to fascist
aggression. And you know, you got
Captain America coming in. It's like the
very creation of this patriotic uh
character is put up as a reaction to uh
European war. And then society looks at
this art and then society starts
behaving differently because of that
art. And then the art changes and this
causes this reflexive loop. That's a big
part of what we're going to be talking
about is that reflexive loop and that's
very meta. You know, the idea of like
looking at something from outside and
kind of reflecting on it. You know, meta
is X looks at X and is about X.
So, you know, I guess since we're not
going to go too deep into the modern era
and the postmodern era, it is worth it
to talk a little bit about these
different art movements. And a lot of
times when people talk about modern art
or think about modern art, they think of
non-representational art like shapes and
colors and stuff, but really I think
what makes a work modern is there was
this idea of trying something new and
trying progress. It's like I made a new
technique that hasn't been tried before.
And this whole idea of of truth, like
true art and art for art's sake, as
opposed to like, you know, I'm an
animator, so I'm kind of like
freelancer, if you think about it, is an
old term that means a mercenary. Like I
make art for other people, generally
speaking. I also make it for myself. But
most of the art I make is like I'm paid
to do so. And there was this idea that
no, art must be this pure uh thing that
is expressing some sort of either like
internal or external truth. And then you
have you see a little bit in post-modern
works like Andy Warhol or this is a
Barbara Krueger piece and I've always
thought this one I'm big fan of Barbara
Krueger. We we say intricate rituals a
lot when we're [laughter] talking about
sports being homoerotic, but um it's
like it's like
>> men, what is it? Men create intricate
ritual intricate rituals to touch the
skin of other men. Um but [laughter]
uh anyway, this is a piece of hers that
says you are not yourself and it shows
this shattered mirror of in front of a
photograph. And that's I think what
really uh typifies for me what
postmodern is. It's often a lot of you
know irony and collage. It's basically
like parody is the supreme form of
postmodern uh art is is like you're
looking at something but you're also
kind of acknowledging the brokenness of
it. Like people will talk about it. It's
a deconstruction. So these we're not
seeing how these societies are that
created these two pieces of art. We're
seeing how those societies saw
themselves or wanted themselves
>> how they reacted how they reacted to
these times in which they were created.
And then you have metaodernism. And this
is something you know last year that's a
big thing. What differs between last
year is that um metaodernism is a a term
that I've seen a lot to describe uh
certain certain works of fiction. Uh
everything everywhere all at once. We're
going to talk about that in a minute.
But like that was described by the
director as a metaodernist work. And so
metaodernism is kind of like backing up
from postmodernism and saying whoa whoa
whoa. Let's not get like all nihilistic
and being like nothing matters if you
can't have truth. You know if truth is
like thrown out the window and
everything is relative then you can't
really have like a sincere viewpoint.
You can't really structure anything. And
so metaodernism is pulling that back and
kind of having like a a sadder but wiser
>> creation of like ironic sincerity where
it's like you see all the relativity in
the world but at the same time you're
able to make a a more sincere and
heartfelt you're able to construct your
morals and say this is a good ending or
this you know and so this image of
someone being reflected again and again
and again. Instead of the mirror versus
the shattered mirror, here you have
almost the infinite mirror where you
just keep looking and reflecting and
that kind of back and forth that
pendulum keeps going.
>> Now, I think we think metacontextualism,
which is what we made up,
>> Yeah.
>> is a probable subset or adjacent art
movement in philosophy. It's
interrelated, but I think it's distinct.
>> Well, yeah. I think cuz I said
contextualism tends to be more about
instead of just selfarching, it tends to
also look outside a little more and
build this context. And we'll talk a lot
about that in relation to video games.
So, but here before we get into video
games, I want to really quick talk about
one thing that I noticed over the past
decade or so. How many works are meta
about the multiverse? Like I think it it
probably showed up mostly in like the
70s in comic books and science fiction
because they already had these existing
IP characters that they're like, "Oh
man, we've had so many artists and so
many writers take a crack at these
characters and they all like are are
subtly different." So, I think
multiverse as a as a trope has been kind
of the way that a lot of these uh
creators or IP owners as the case may be
with with stuff like Marvel to kind of
uh bring that back together and be like,
okay, so like there's not just one, you
know, instead of being like this is the
one canonical Spider-Man, it's like
>> there's infinite, there's so many
Spider-Mans. If you draw pictures of
Spider-Man, that also joins Spider-Man.
But this story is about this one
Spider-Man and what he cares about and
his whole deal. And the same thing with
Loki, Deadpool, you know, and here in
the middle, everything everywhere all at
once, you know, it's the idea that we're
going to talk about the infinite worlds.
I mean, even in physics, there's this
idea of the infinite worlds hypothesis
where everything could happen
simultaneously.
Um, but they have we acknowledge that,
but we move past that to kind of focus
in on what is important to our
characters.
>> And I think it's noteworthy that every
one of the works we have on this slide,
they fundamentally are saying the same
thing about multiveres and they all kind
of have the same moral and that is a
wide range of different types of stories
telling the same fundamental story.
And another thing that we kind of wanted
to get into, we'll talk a little bit
about three motifs that we've noticed,
but beyond that, uh, has anybody taken a
a gander at the artist alley this year
so far?
>> Lot of
>> lot of good stuff. And, uh, we love
>> mushrooms, uh, transforming things,
skulls,
>> bones, flowers and bones,
>> death, artistic gore. There's a lot of
that in this artist alley. So, one of
the things that I really noticed a
couple of years ago is I I noticed that
a lot of artists were taking the idea of
like a multi-eyed or almost like
approaching body horror but like figures
like very beautiful figures of animals
and humans were like kind of bisected or
broken apart. And so you see this almost
like artistic gore um whereas like bones
will be visible and like an arm will be
like here and I think almost like that's
that's the shattering right you know
you're taking these forms and kind of
breaking them apart and then you have
all these multi-eyed
uh deities almost
>> like this transcendent idea of I want to
see more or I do see more or there are
multiple mi
>> yes and then a lot of The other thing is
like death and rebirth. It's it's almost
like, you know, in in Victorian times or
times when there was a lot of struggle,
there would often be these visual motifs
that reference death, but at the same
time kind of romanticized it, kind of
made it into an aesthetic. Um, you see
that with Po and stuff like that, the
Gothic side of things. So, uh,
>> this is what kicked off this whole
conversation is we kept we kept seeing
these themes and we started googling
around and we found more of it and then
we started talking about this on the
mountain.
>> Yeah. We we went to artist alleys. We
watched a bunch of Spider-Man movies and
then we really were like, maybe there's
something there. I wonder why these
these things keep showing up again and
again.
>> I'll call out paper larva there in the
top left. They're in the artist alley
here.
>> Yeah. The the one with the the insect
girl on the upper. So these are and
Emily chose these after a lot of
discussion. There's a lot of
metacontextual motifs we could talk
about. To be specific for today, we're
going to talk about three of them in
depth.
>> The giant. So we're going to talk about
juggernauts and I'll let you explain the
whole concept of juggernauts. We're
going to talk about the mirror, which
already came, you know, when I was
explaining metaodernism and death and
rebirth. And I think actually maybe the
third one is the most important because
really that's kind of
>> putting the world back together after it
shatters.
>> So as an aside then we have to talk a
little bit about why video games are
different and what they're doing
differently in this context
[gasps] and don't try to read all that
but broadly the story of video games is
that they bring you into a different
world that has its own rules. You as a
player inhabit for a brief span of time
a different world and you have the
context from outside that world but it
puts you in a game that has its own
context. Whether or not the game
explores that or not is how
metacontextual a game is. But
fundamentally we believe that
interactive video games are to a degree
fundamentally metacontextual. The meta
cannot disappear. We do not have the
technology to erase your brain and put
you into Mario World where you then have
to interact with it from first
principles
>> and then you go
>> but think about that a lot. Think about
as we talk as we go through all this
think about among the on the crowd what
could these games be reacting to in the
real world and what is this game saying
about you the player versus the world of
the game.
So if games are art, game mechanics can
be art. We gave a talk earlier today or
earlier in this convention about how
game mechanics are the same as games.
They're fundamentally the same thing. So
game mechanics, board game mechanics can
be art in the same way that the jungle
is art. If you don't know how Monopoly
was written and what that game's about,
Monopoly was not designed to be a game
you played for fun. Monopoly was a work
of protest art about landlords ruining
the world.
So uh I want to talk very briefly about
the Dutch East India Company and the
British East India Company. I would
characterize these the a lot of uh
modernity research they use the term
giant or juggernauts. And this is the
idea that this is an entity that is not
controlled by a human. It's controlled
by something else a collective of humans
and it has its own reflexive loop. It
acts kind of on its own. And I would
argue that these two East India
companies, one are the first modern
corporations,
literally the first two modern
corporations and that they were
basically two giant robots that marched
around the world causing death and
misery for a couple hundred years before
we had to put them down.
>> This now we are surrounded by
juggernaut.
>> A lot of crazy evas out there that eat
in the world. So, I want to talk about a
modern tabletop game versus a
post-modern, possibly metacontextual
game. Puerto Rico and John Company are
both about juggernauts like those. This
is dark subject matter. These games are
about colonial exploitation.
>> So, ortho games.
>> An orthogame. Yeah. Yeah. That
[laughter] leads into So, orthogame is a
technical term to be specific. That
means we're talking about games that are
competitive. Games that rank players at
the end of the game based on how well
they did. American football is an ortho
game. Dungeons and Dragons is only an
ortho game if you're a masochist.
[laughter]
>> It's a term invented by Richard
Garfield, who's the creator of Magic the
>> He wanted to get away from people saying
that's not a game because he thought
that was a stupid thing to say.
>> Okay, I'm going to make a specific word
for this kind of competitive like versus
type of game. So, Puerto Rico, you play
the juggernaut. You play a company that
is exploiting the colony of Puerto Rico.
This game is about fucked up things like
slavery. The game rewards you for being
the best at it because the game, the
mechanics are in the context, not of the
people, not of the harm, not of the
externalities. You are playing the
system itself.
>> So, the system is going yum yum yum
money. you eat eat things and win that
that you are in that context.
>> So why it's a modern game in your
estimation is because it looks at this
uncritically. It's like number goes up
is good.
>> So
>> you won because you got the most victory
points. The externalities of what what
rune you brought on the world that's not
included in the victory points at the
end of the game. John Company is a game
you should all play. Jean Company is
about the British East India Company.
You play individual families and people
who work for the John company. So you
are not playing the company eating the
world. You are playing the people who
are operating the machine but barely
have any control over it. And your
motivations, the victory points you get
are marrying your daughter off or buying
a nice hat. Like it puts you in the
context of how this happened, how this
juggernaut came to be. It is deeply
critical uh of the situation. It is
reflexive and reflective of the nature
of these institutions.
>> Would you say almost in some ways it's
kind of like a a parody or a
deconstruction of these uh you know so
many games we love Euro games, right?
We're big tabletop gamers and but it is
kind of uncomfortable how many games
both deal with colonialism and the
exploitation of resources. So, I think
it's kind of interesting that a little
bit uh more recent games tend to kind of
reflect on that fact and be like, "Hey,
that's kind of fucked up."
>> Yeah. So, idioame is a different kind of
game. And if you've played the Stanley
Parable, you know exactly what an idio
game is.
>> So, in a way, that's kind of like uh we
wanted a word that kind of uh stands
opposite to orthogame. It's an game
about ideas. I made that word up about
14 years ago in a lecture at a different
convention and not many people use it
but I use it. Uh but a series of
interest racing decisions that lead to a
personal outcome. The an example of that
Stanley Parable. You're playing this
game and there's a narrator and you you
encounter two doors at the beginning of
the game and the narrator says Stanley
chose the door on the left and you can
go through either door and the game
reacts to that. Every playthrough of the
game is different. You decide whether or
not you stop the baby from going into
the fire.
>> Idiot games are very popular and common.
If you play Balders's Gate, that is like
an archypical idio game. Look at the
stats of how many people played Gail.
And also, I love how this game is about
how Gail ruined the polycule between
Elminster and Mistra. [laughter]
>> What?
>> Dispatch. If you have played Dispatch,
this is an idio game. the whole game
you're making these little micro
decisions and it's broadly the same
story but the decisions you make change
the little beats along the way. So when
I play Dispatch I have a slightly
different experience from how you play
Dispatch.
>> I mean it's it's a lot like watching
like I feel like Critical Role has made
a couple of TV series like The Mighty N
just came out. We watched a few episodes
of that and I feel like uh this has kind
of a similar vibe to it. You know it's a
superhero story. It's like episodic, you
know, but at the same time, you do
experience like TV shows through your
own personal viewpoint, but you don't
have that direct like back and forth
with the with the narrative itself.
>> So, it lets you explore all these little
possibilities. If you wanted to explore
those possibilities in traditional
nonvideo game media, you'd have to make
50 versions of the Spider-Verse. This TV
show has a thousand or 10,000 or 100
thousand different iterations. It's
probably uncountable or nearly
uncountable, but that is a
metacontextual mechanic because now
you're exploring these themes. You're
exploring all this, but it is a very
modern story. The game is a
metacontextual game mechanically, but
the story is fairly straightforward.
>> Yeah. The narrative is linear and and
it's it's if you've seen a superhero
story, it it won't necessarily be
critical or pariting or anything of
that. It's kind of straightforward.
>> There is a little bit of that there and
it is deeply meta. Every episode and it
tells you what you did compared to
everybody else in the game.
>> These are not new either. Idiot games
were some of the first video games that
were made. They This game is basically
Balders's Gate before Balders's Gate
existed as you know it. There are so
many very deeply contextual
metacontextual video games out there.
But so it's not new.
>> So one thing I kind of want to talk
about with idio games and why it's
particularly distinct and it's uh is
very personal. Like even if the game
such as Dispatch follows most of the
same narrative beats no matter who's
playing it, it really formalizes that
idea that everybody's going to have a
unique experience with that piece of
art,
>> but in the same context of that art. So,
we can talk about did you kill Shroud at
the end of the game? And you can have
that conversation with someone because
you experience two different worlds, but
they're in the same context of the work.
Night in the Woods, I I would say it is
a deeply metacontextual game. Now, it's
using the same simple mechanic as
Dispatch. You're making these little
micro decisions every night when you can
hang out with your friends in this
Pennsylvania coal town being ravaged by
capitalism. You decide who to hang out
with. The game forces you to make these
decisions and your playthrough is a
little bit different depending on how
that goes. Like you see different facets
of the world, but the rest of the game,
the story, the motif, the other
mechanics we'll talk about later in this
talk, they are also exploring these
metacontextual motifs. So I would say
that Night in the Woods is a
metacontextual story using a
metacontextual medium, whereas Dispatch
is a more modern or postmodern story
still using a metacontextual medium.
Yeah, it's games are very branchy. Like
at at its core, you've got like
something like a choose your own
adventure book where it's like, okay,
you're going to kind of find your semi
unique path through a a narrative, but
on the other hand, you have these um
these adventure games that kind of, you
know, you're missing out on certain
things. You can't see everything. And so
I think that's very important to games
as a concept. Like you can't play the
whole thing. And some people are
completionists and like they're like,
"Okay, I'm going to go on YouTube and
then play uh Balders's Gate like five
different times so I can see all the
different routes." But
>> but think about real life. In our real
world, we can never experience
everything. Night in the Woods puts you
in the context of you go back home and
you have to choose who you hang out
with. And that has consequences because
every choice of something is in the real
world a denial of the alternative
choices. You don't get to do both. We
don't have save points. So the game's
narrative is broadly the same. The story
is not different fundamentally.
>> You have to pick your way through the
multiverse.
>> You have to decide who is more important
to hang out with tonight. You have to
decide where your camera is going to be
at any given time. And then you just
have to trust the mediated experience of
all the other people in that world to
find out what happened in the places you
weren't. Just like in the real world,
you don't know what's happening outside
of Magfest except via the mediated
experience of news
>> and then you feel FOMO cuz your friend
posted something about like the Magfest
arcade on Instagram [laughter]
or something.
>> But slay the princess. Yes,
moderate spoilers if you have not played
this game, but I don't think spoilers
really apply to this game for
complicated reasons. Slay the Princess
is I think one of the most deeply
metacontextual games we've encountered
so far. So, we're going to talk about it
a lot.
>> This is we both played through it. Uh
this we like to sometimes like you'll
play a game, you're like we should play
through it together on the couch and
this was one of the games we did that
with. And
>> watching you play this was fascinating.
see how the other person makes different
decisions than you or how it evolves
when somebody else is kind of driving
the the story. And uh so in this case it
starts very simply and you know we talk
about what context does it give you?
Very little. It just starts the game
says
>> you are on a path in the woods. There is
a cabin at the end of this path and in
the cabin there is a princess. You need
to slay the princess
>> or the world
>> or the world will end.
>> That's the starting point. This game,
it's not just that you're having a
context in a video game. Mario Brothers
has a context. This game puts you in
this very minimal context and the whole
game is about exploring that context.
In this game, you're making these
decisions uh and there's the princess.
The princess is not an agential actor.
This is a video game. This is a
deterministic video game. There aren't
stat blocks. It's
>> But it's also kind of like an iteration.
Like every choice you make in this game
has an impact has a very deep impact on
what this character will be like the
next time you meet her.
>> And thus, the princess becomes this
mirror of you. Meaning every single
decision you make causes the princess to
be the way she is. And then you have to
start over. And now the princess as she
is now is the new context. And you have
to react to that.
>> And this is this is a really
interesting. This isn't much of a
spoiler, but one of the first things you
do when you go into the cabin, cuz
that's one of the only things you can
do. There's a cabin and there's a knife
sitting there. Do you take the knife
downstairs with you? cuz you're like
scary darn.
>> Did anyone play this game? Who p who
brought the knife with them the first
time in?
>> Who didn't bring the knife with them?
>> I did bring the knife and she was not
super jazzed about that. [laughter]
>> But she changes radically because the
context of the environment changes
radically. So she becomes this deep
reflection of the choices you have made.
and to force you into this corner. When
you play through the game again, you can
never make the same exact decisions
twice. The game forces you to put
yourself in a different context every
time you play it.
The cabin, the only the set of the
entire game effectively is a reflection
of the world you make together because
you are interacting with the princess.
the princess in the game is then
interacting with you and the cabin
reflects the world you have made.
>> So in a way, you know, we talked about
multiveres, right? So there's there's
this whole idea of like, oh, what if a
butterfly got crushed and you you did
something minor and then like you know
it spiraled off into a whole another
dimension where things are crazy
different. And this is kind of like
that. that's exploring the impact of
your choices and it's kind of like which
but it's also like iterating on these
these themes.
>> But where it starts to get really
interesting, the game has these voices
as you play the the princesses you
encounter based on your decisions and
the world you make cause these voices to
appear. They are explicit context from
inside of the game. They are the voice
of the character you inhabit. If that
character does not have the context you
have as a human being knowing it's a
video game playing a game, when your
character dies, you can think that was
cool and play again. They remember what
it's like to die and it is terrifying to
them. They don't want to die. They only
know what has happened in the game and
they talk to you and they talk to each
other. But they see you, the player.
They know that you're the one making the
decisions and they are powerless to stop
you. So they are almost reminding you of
this is the this is what the world you
made looks like from inside the
character you are playing.
>> But they know nothing they know nothing
of the other uh variations. They have
only lived one time.
>> Arguably they are you the player if you
erased your brain before you started
playing the game. The game is saying
this is what you would be like if you
experienced the world that you, the
player, had made. If you had made this
context for someone else, to be born
into.
Then we have the narrator. The narrator
is the game designer's voice. The
narrator is a character in the game,
distinct from these voices and distinct
from you, telling you context. But
what's fascinating to me like the those
voices, they know certain things. They
don't know what the narrator knows. The
narrator knows things that you as a
player don't know. And these voices
don't know. You as a player, you know
things the voices don't know. But you
have no idea whether or not to trust the
narrator.
>> The narrator is all context no meta. But
like imagine, so you make a game, you
send that game out into the world, but
you don't know how people unless you're
watching live streams after the fact,
but you don't know how other people are
interacting with the game. You're not
inside the game recording everybody's
playthrough. So, you're like, "Here's
the context. Now, you bring the meta."
>> And even better, as you explore the
game, the narrator starts to you start
to realize the narrator doesn't remember
the loops. So, the voices remember the
loops. You remember the loops, but the
narrator doesn't. So, the narrator is
almost like an echo. The narrator is
dead. The narrator may not even be
sentient. The narrator is, "I made a
game, just like you said, play it. I'll
never see what happens in that game
because the creator is God is dead
commonly said in our
and as you play the game you build your
own context in this reflexive loop. All
these possibilities start forming this
like environment that if you've played
this game you know how much this game
sticks with you. You think about it a
lot after you play through it.
But the context of the game is
explicitly and always that you are
playing a game. The game still reminds
you with things like achievements that
you are intended to explore this space.
>> You're not afraid of dying. That's the
other thing. Like, okay, so I'm playing
Mario, right? It's like if I fall in a
hole or a Goomba gets me, it's kind of
like whatever. [laughter]
>> If I died in real life and Mario falls
in the hole.
>> Yeah. So it's like you you don't fear
death because you have the player is a
complete different existence outside the
game. And this this game I found really
interesting because I I think it was all
about the relationship between player
like what is a player character and how
does it exist versus like what does a
designer bring to the table? and it
makes you form all this context and you
explore all these princesses and you
encounter all these worlds and then the
game presents you with a single final
choice. Even the bad things that happen
are important because you need to un the
more you understand the more prepared
you are to make that crazy choice. And
that is the ultimate conclusion of the
game. You need context to make a choice.
Without context you will make worse
choices and the game explores that very
deeply.
So to get to what you were talking about
>> exactly. So you have your player which
is you a human being. You have the
vessel which is just like a character on
a screen that has no agency.
>> And the game tells you that vessel feels
pain. That vessel is not
>> it doesn't actually. It's like you know
AI AI is not conscious. People keep
saying oh these I mean maybe it will be
in the future. I don't know.
>> LLM will never become conscious but some
other technology as it is now. It's a
lot more like this. It's it's something
created and it can kind of show the
parameters in which it was created as
has a lot of memories that is put into
it but it is not experiencing the thing
as you
>> but this turns instead of a two-way
conversation to have I look in the
mirror to better understand myself now I
am looking in the mirror and I'm also
looking at what's behind the mirror and
I'm merging all of that together into my
entity and if you want to play another
game that has done that. You've ever
played Undertale or Delta Room?
>> Yeah,
>> this this was another one that I'm like,
"Oh, we should have should have put that
because [laughter]
uh you know that that actually explores
some of the same sort of stuff."
>> Do you know how many people came up to
us after the last year's talk and said,
"You didn't talk about Undertale." And I
was like, "Yes, we had 59 minutes.
[laughter] What do you want?"
>> Let's talk about Disco Allesium. We're
going to come back to this concept
though.
>> We're going to talk a little bit more
about him.
>> Disco Allesium effed me up. [laughter]
Talk about context. You play an amnesiac
hero. Now, Plansgape Torment also does
the same thing if you haven't played
that old game.
>> Actually, it's not uncommon for games to
start with like the character in a
fantasy setting has lost their memory. I
mean, wasn't that kind of like that in
in Balders's Gate? Also had a amnesiac
character. So, the idea that
>> the character is discovering the world,
the context of the world like the player
is you don't know where your shoe is and
neither does he and together you've got
to find your shoe or not.
But Discolesium really uses that idio
game mechanic and goes hard. It has that
concept of the red checks. The game is
telling you you can make decisions, you
can have conversations, you explore the
world, but when there's a red check that
is irrevocable and you've got one shot
at it. Whatever the consequences of that
choice are, you're going to live with
them or you're going to save scum and
reload.
>> [laughter]
>> But the game is really forcing you to
follow that idio game and build that
context for this character to see where
it goes. Some of these choices are
really funny. Some of them are really
dire. Some of them are really going to
mess you up, but one we should talk
about. I don't know if anyone interacted
with the bull. There's two old guys
>> and they're playing they're basically
[laughter] playing a game with a ball.
It's
>> it's kind of like botchi ball. It's like
the old man in the park who would do
botchi.
>> But here's the thing. I as a player, a
human being, I know botchi exists and I
look at the I see they're playing botchi
or a game like it. Your character is
sure they understand this game and you
can try to join these old guys and play
the game with them and you have a check
where you'll have success or failure.
You can either succeed at playing this
game or fail at playing this game. If
you succeed, you pick up one of these
balls and shot put it into the fucking
ocean.
and they are very angry at you
[laughter]
because success is failure. This game is
messing with you. This game takes the
context you as a human have as a player.
If I succeed at a test, it's a good idea
and says, "No, succeeding at your task
is not always success in the way that
you want it to be." Later in the game,
you have the choice of whether or not to
attempt to kiss your ex-wife. I suggest
not succeeding at that test.
So, the character, the player, this game
is exploring decisions you make without
context are often wrong. You are better
off knowing more. But the game is also
exploring. Knowing more is painful. This
character has amnesia on purpose because
he learned things that were so painful
he would rather not know them.
>> People talk about brain bleach. We would
be like, I wish that hadn't entered my
[laughter]
neurons. In modernity, you cannot unknow
something. You know, if your world
shatters, you have to live in that new
context.
>> Also, you can't I mean, you can't go
back to the past. That's the other
thing. It's like time marches forward
whether you want to or not. And you have
to kind of in games are kind of nice
because you can be like, "Oh, I have a
safe spot." [laughter] Life doesn't have
those safe slots. And sometimes you have
to live in video games and in real life
with the consequences of your action. So
the game explores that painful context
is necessary to be birthed into a wider
world.
So let's take the case of one character
in this game, Measurehead the Racist.
You encounter this character. Now this
character is trying to turn back the
clock and go back to a past that never
existed as all racists are.
>> Yeah. But also also the interesting
thing about it is like it's not like the
game points to him and says this
character is a Nazi. He is your enemy.
Basically, you listen, he he spouts this
like absolute babble and you
>> like 20 pages of racismah,
but it's like not racism in the context
of real world, but you just by his what
he's saying, you're like, "This guy is
no good.
>> He's one of them." [laughter]
>> Yeah.
>> So, you have to decide how to deal with
this guy because you got to get past him
to do a thing. So, you can avoid him.
Like, you can just try to like not
engage with him and go off and do
something else.
You can kick his ass, which I highly
recommend, [laughter]
>> or now, this is where Balders's Gate, I
would argue, was a more postmodern game,
whereas this is a metacontextual game.
Balders's Gate bad endings and good end
endings are equally fun and equally well
supported. Yeah, they wrote the dark
urge. They even some of the developers
said they wrote the dark urge as the the
player character they kind of wanted
people to pick and that's kind of like
the more dark and it has the possibility
to go full evil.
>> But one of the ways to get past him
instead of fighting him is internalize
his racist nonsense. Now I want to point
that out. That is text I copy pasted
from a guide on how to play disco
Allesium. That is modern advice. Think
about what those words mean with the
context of what you know to further
increase our chances of passing the
check. We can say and do fascist actions
like agreeing with the racist Lori
driver or opting into fascism.
>> But as here's where the meta comes in as
the player. I think most people at least
if they're
>> I don't want to role play a racist share
my morals are generally like no I don't
want to do that. That's bad. So in
Balders's Gate, if you embrace evil, you
get a bunch of fun evil stuff to do.
>> Yeah. You're like, "Yes, evil." But it's
like sometimes in the context of a game,
you bring your own morality and your own
context into the context of the game. If
you're starting from zero, you're like,
"Okay, stats go up just like Puerto
Rico. Oh, I made my number go up. Good.
This is this helps me in this game." But
because we exist in a more complex world
where we have feelings outside the game,
we will make the decisions according
>> knowledge outside the game. We've seen
through the mirror. We know that there's
a world outside of the video game. So
with Measure Head, if you do that, if
you internalize that racism to be able
to engage with him, it marks your
character permanently. There's the thing
in discolesium where you start
collecting thoughts. And if you do this,
you are forced to have this thought. You
cannot take it out of your brain for the
rest of the game. It makes your partner
trust you less. It changes several
outcomes in the game. It indelibly marks
your character in a bad negative way
that makes the game less fun and kind of
screws you over because that is what
racism does to real people in the real
world.
And your character is this deeply
intimately reflexive entity. your
portrait changes based on things you do
in the game.
>> Well, it's kind of like your own
self-image, right? It's like, okay, it's
not just, oh, how what your character
looks like. It's kind of how your
character feels and what your character
thinks. Like the one in like the lower
left, that's like if you choose to be
the the fascist person and be like, oh,
Revashall for Revish people.
>> I [laughter] mean, the game is so
explicit because the context of the game
is the context of the real world. The
game say if you the game just like
Undertale says you played the game wrong
because you're a bad person.
But the character portrait changes. The
game keeps track of fascist things you
did and communist things you did. And
it's not even saying communism good.
It's just saying fascism bad.
>> One thing I think that is really funny
about the game, you know, the game is
from Estonia. So I think, you know,
being one of the Baltic states gives you
a certain perspective on the complexity
of of the most common the thing that
socialists and communists do the most is
fight with other socialists and
communists.
>> So,
>> but the game is not just in the context
of the real world. The game is also
telling you about the real world that
you know we're living through another
apocalypse right now. We're in the edge
of World War II if it didn't already
start. And the game is putting you, this
game is set in the counterrevolution.
The mass socialist uprising failed. the
fascists in the capitalist broadly won
and you are living in the ruins of that
failed revolution and the game is
telling you that the world could perhaps
be better and the game explores being a
reflexive entity in a world that is an
apocalypse. How do you put it back
together? That is what this game is
explicitly about and it brings your real
world context into the game to make you
feel that intimately and viscerally. And
that scene is one of the most
breathtaking scenes in the game.
>> I like that scene a lot.
Night in the Woods.
>> It's the same context. These p everyone
who grew up in one of those Pennsylvania
coal towns said, "I think that game was
set in my specific town and here's why."
Because this is a common story. So many
of our small towns were destroyed by
well, current day modern capitalism.
Honestly, when I was playing it, it it
was right after I had been up to visit
the Upper Peninsula of Michigan, which
is a big mining area, and it it felt
like it hit pretty hard
>> after.
[sighs]
>> So, now we're going to move on from the
video game mechanics. Yeah.
>> Into the recognition of giants, those
giants, those juggernauts we talked
about before.
>> It's basically like at its core, it's
about seeing systems and the idea that
in in games, games contain mechanics,
right? It's using your real world
knowledge to identify the systems in the
games, but also kind of the systems in
society. But these games also
kind of talk about that like in the in
the games world, the characters also
talk about seeing the bigger picture
within their their setting. this very
specific scene, you get this parable of
the giant snake and there's a small town
and it's being surrounded by a giant
snake. And bit by bit, other towns
realize that they're all being
surrounded by the same giant snake.
Think about what happens to small town
America. The snake is capitalism. I can
just be I can be [laughter] very blunt
about it. There is a system. There is
something bigger than us, not controlled
by us, but in but we're looking beyond
the mirror. And these games metexuality
explores we need to see the forces that
are ruining the world or making the
world better.
>> But sometimes in games, this is also
shown as the characters kind of
recognizing the systems within the game
and being aware of the the mechanics
themselves. In the parable, the small
towns once they realize it's all one big
snake, they band together to kill the
snake. Discolesium says capitalism is
[laughter] one of these things. Moral in
turn, the UN, the world order. The game
explores specific systems that exist in
the real world via analogies in the
game. And you interact with these
systems, but you're just a human. You
can't control them. They're bigger than
you. They're like gods walking around.
we can barely direct them.
Metacontextual games also really seem to
explore not just seeing they exist, but
trying to talk to them, trying to engage
with them, trying to interact with them,
steer them, anything. So in in this it's
often like uh with May she has a bunch
of dream sequences where she kind of is
uh interrogating like the world and how
it's uh affecting her.
>> You see this allegory for a human
interacting with and trying to
interrogate humanity. A culture is a
collection of a bunch of people but a
culture kind of moves on its own through
the collective interaction of all those
people. One person doesn't control that
culture. So, how do we interact with the
things that are bigger than us?
>> It's the bee versus the hive.
>> Disco Allesium hits this really hard.
There there are moments in the game
where the city of Revashall speaks to
you directly. it it is portrayed
>> kind of anthropomorphized like the idea
of the sense of a place and a word
that's used a lot um to describe the it
I believe it's like literally translated
like the ghost of the era is a zeitgeist
you know you'll hear people talk about
the zeitgeist of this it's basically
like the vibes of a given time and place
>> I am not saying that New York City as an
institution is itself sensient do not
get me wrong but It is a reflexive
self-moving entity. It is not controlled
by an individual human. There are people
broadly trying to steer it, but it is
its own thing. And seeing that and
trying to inter interact with that is a
big theme I think in these
metacontextual art works because we are
starting to if postmodernity says we are
powerless against these cosmic forces
that will destroy us. These games and
these art this art is saying we can see
them. we can name them
>> and sometimes I think this is uh I see a
lot of people doing like you know like
gijinka and stuff where [laughter] like
you'll you'll have a anthropomorphized
thing but sometimes it gets really
abstract like it will be a a concept or
or a nation or something like that.
That's I think a very there's one called
Scandinavia in the world that I used to
read. [laughter] It's like all the
European states are like little little
characters. So in our last five minutes,
the mirror from the beginning, display
the princess. Mirrors are so common in
these works that we would consider
medicontextual. They explicitly include
the mirror. They make you look in
mirrors in disco. You decide if you even
want to know what you look like.
>> Well, I think part of the reason that
mirrors come up so much is because it's
very, you know, back to that initial
slide, the art looking at society,
society looking at art. It's a very
reflexive symbol, right? So like
reflexive reflective, you know, it's
basically like the character and you are
both kind of like looking back.
>> So Night in the Woods and I this is an
interesting mirror. I just noticed the
other
>> if you zoom in a little bit everything
on the mirror, the stickers are reversed
because you are look you as the player
are actually looking at May from the
other side of the mirror. You are not
playing May looking at herself. You are
playing a player looking at May from the
other side of the mirror. And I learned
that a week ago. [gasps]
>> Anyone played Delta Rune?
>> Delta Rune interacts with mirrors.
Undertale interacts with mirrors in an
extremely reflexive way that we're not
going to get into, but Delta Rune has
something very specific I want to show
you. This is a crazy moment in this
game. You are playing characters and
those characters are playing themselves
in another video game. You've got a
screen and another screen and then the
player and then you switch the
controllers and then one of the
characters freaks out about this and
turns to look at you, the player.
>> And this is explicitly part of the core
of what this game is about.
>> Yeah. The the acknowledgement of the
game to the player outside the game. And
I mean, we're talking about uh things
that are considered metamodernist. Wes
Anderson is another director who has
actually said, "Yeah, it's like my work
is metaodernist." And Asteroid City,
it's probably it's what did Scott say?
It's the most Wes Anderson Wes Anderson
movie, but it has like like a book or a
play within a movie within a and it goes
on all these different levels and at the
very end it zooms all the way out to the
actors performing this the show talking
to each other about what the show is
about. This is the exact same mechanic
in a movie as this in Delta Rune.
But the mirror and slay the princess
leads us to the final motif. We only
have about two minutes left. A big theme
in a lot of work about modernity is the
idea of shattering the mirror. That you
have to look beyond the reflexive mirror
and see the context of the world around
you. The analogy of divorce is in every
essay I have ever read about modernity.
>> But it's it's like anybody ever seen uh
revolutionary girl Utenna
>> the chickm shell.
>> It's but that is a show. It's an anime
where it's about adolescence, but it's
also about like apocalypse. I feel like
a lot of the songs that uh that play are
like the apocalypse. So, it's like the
idea that something must end. You know,
we've used the word apocalypse, but we
haven't really defined it. Something
must end. You must break up with the
past in order to move to the future.
>> Modernity has been broadly an apocalypse
for society. The old world is gone. And
we have to recognize that the world of
the '9s, the world of yesterday, it is
dead. We're in the world of today. And
that is what these games are exploring.
We have one minute left.
>> Weirdly hit the next slide. And well, I
guess we can
>> these games literally
>> you have to accept that. [laughter]
>> Explore that directly.
>> You have to deal with the consequences
of your accidents and the fact that the
past is the past.
>> Very briefly, hyper reality. That is
when you mistake the symbol in the
signifier for the real thing. You see
something on the news, that is the real
world you live in. Night in the Woods is
about a group of people who see one of
those giants, dark forces in the world,
and they think it's a literal black
goat, and they start sacrificing
children to it. Meanwhile, the kids
>> because they can't let go of the past.
>> Meanwhile, the kids see the real world
and they see capitalism and they don't
sacrifice other kids to the goat at the
bottom of the pit.
>> So, death, you know, we keep using this
word apocalypse. If you're talking about
Utenna and the idea that adolescence is
an apocalypse, but the word apocalypse
doesn't actually mean the end of the
world. It's the end of the world in the
way that Slay the Princess is the end of
the world.
>> That is not Harry fearing death. That is
Harry realizing that the old hymn is
dead and the new him has to live in a
scarier, worse world. And we're not
saying we're not saying death is good or
apocalypse is good, but the idea that
apocalypse as representing a huge
change, death and transformation, there
is something beyond that shattering of
the mirror. There's something beyond
that decoherence
that postmodernism
kind of represents. Um
>> the philos philosophical idea that
change is a form of death fundamentally.
[snorts] Like I'm not the same person I
was when I was seven years old. But
that's not a bad thing. I transformed
into an adult. And so
>> very slowly.
>> Yeah. Very slowly, one day at a time. So
>> and all these games ultimately come back
to this idea that if there has been an
apocalypse, it's not the end of the
world. The world is different. And they
mostly explore the characters trying to
themselves build that context and build
the new world from the context that they
have and the lessons they learn from the
shattering of that mirror. Discolesium
is not about the revolution coming back.
Discolesium is about the belief that the
new world could be better if we try.
[sighs and gasps]
Slay the princess is this drive for
transcendence. We want to transcend this
terrifying world. A lot of people would
probably like to be something bigger and
grander than a human. That the game
explores that. But ultimately, Night in
the Woods is the one that's most
interesting because at the end of the
day, the union, this game ends with your
dad reforming the union that previously
had protected this town.
>> Those bad cultists, right, they couldn't
let go of the past because they're like,
"We used to have good union jobs and now
there aren't any and so we're going to
kill people." And in this case, this is
like a more downto-earth example. This
is metaodernism in that, okay, the world
changed. The the old world is dead. The
past is in the past, but you can go back
and sincerely forge a new way toward the
future. This is the dad uh deciding that
he's going to do a little bit of good in
the world.
>> I hope that was enjoyable. We had a
break. [laughter] WE'RE
>> OUT OF TIME. Thank you very much.
[applause]
>> You really went on your anti- capitalism
thing.
>> I would encourage you if you enjoyed
this at all, which sounds like you did,
watch the previous one because we talk a
lot about what modernity actually
fucking is and a little more of that.
Also, grab one of these flyers. We want
to hear from you. I want you to come and
yell at us in the hall if you want.
>> Good things, bad things, reactions. I
[laughter] want to understand how you
are interacting with these themes.