Grief, Agency and Time in Majora’s Mask

The Legend of Zelda: Majora’s Mask was the sequel to Ocarina of Time, released under two years after. In many ways, Majora’s Mask could not exist without Ocarina of Time. For example, many of the game’s character assets have been pulled directly from its predecessor, their characters otherwise totally transformed (one of Ocarina’s endgame bosses runs a swamp boat tour). However, Majora’s Mask goes far beyond what Ocarina of Time was able to accomplish, both narratively and mechanically, and cemented itself as one of the all-time classics of the N64 and gaming as a whole. The gimmick of Majora’s Mask is relatively iconic at this point ‒ the moon is coming crashing down into the world of Termina, and it’s set to impact in exactly 72 hours (54 real life minutes). Link must travel to the various regions of the realm, defeating evil spirits and doing general 3D Zelda things. However, within this relatively-simple structure is a shockingly mature and dark narrative about grief and denial. Intertwined is its brilliant usage of time as a mechanic, which is integral to that storytelling. 

In Majora’s Mask, time is a tool to be manipulated. Link can slow down, skip through and reset time whenever he pleases, even in the middle of combat. Most games do not bother with freeform time travel ‒ time generally just moves forward. Time manipulation makes a game’s story inherently vulnerable to paradoxes and strange contradictions. However, Majora’s Mask handles this surprisingly-elegantly. Resetting time makes Link lose his non-essential material possessions, like his spare arrows and money. He does maintain his key items, but with every cycle refresh, Link starts anew. The few ways in which Majora’s Mask isn’t logically consistent are in ways the player never questions. Technically, Link should move slower when time is slowed down. Or at the very least, enemies definitely should. But they don’t (for obvious game design reasons) and I never even noticed the logical inconsistency until researching for my presentation. Another example ‒ Link should lose his bow and hookshot too upon resetting, but that would, of course, put incredibly arbitrary limitations on how the game could be designed.

Those key items are central to how the game maintains both a legitimately circular game state and legitimately linear progression at the same time. For example, on your first three day cycle, you can’t leave Clock Town. You’re stuck in your Deku form, a race that the townsfolk explicitly discriminate against and view as defenseless. Guards block your path, and you need to get through the first cycle to gain the Deku Mask, allowing you to transform at will. Only once you’re back to child Link and can wield your sword again will they let you through, apologizing for underestimating you. However, on resets, you have to read that text, of the guards blocking and subsequently apologizing, every time. After all, the guards don’t know you have a sword until you show it! But the difference in new cycles is the hassle of earning the Deku Mask and becoming child Link again was already done. Through key items you can save the time you spent in earlier cycles. In every cycle, you’re investing in your future, accomplishing objectives to reach what are functionally checkpoints of progression. This is central to the game ‒ the four macguffins from the four temples travel through time too, which is the reason you don’t need to do all the temples (basically the whole game) in one cycle. It feels natural, and linear game progression is maintained in a believable, compelling and occasionally genius manner inside a constantly looping game state.

The storytelling in Majora’s Mask intrinsically relies on that system. Majora’s Mask is a game about grief and denial. In the wake of the moon’s slow descent to Termina, all of the characters in the world are coping with their inevitable demise. They do this in real-time, growing progressively more concerned, angry, delusional or depressed as the game moves from the dawn of the first day to the final hours. Some characters choose to flee, knowing its futility, while others accept their fate. Very few other games allow the player to watch characters grapple with their emotions in natural, if sped up, time. Even fewer let it happen with no player input. In most games, storytelling progresses through time artificially. The game state fundamentally changes when the player accomplishes objectives. In Paper Mario 64, the Shy Guys aren’t going to overrun the town no matter how long you leave the console running. You need to beat chapter 3 for it, and they will wait for you. 

However, Majora’s Mask’s manipulatable but constant timer makes the feelings of characters significantly more poignant. Their lives are legitimately in your hands ‒ if you leave your game on for an hour or two and never play the Song Of Time, entire civilizations die. When you reset the cycle after defeating dungeons and defrosting the mountains or purifying the swamp of poison, you are plunging entire civilizations back into misery for the sake of the greater good. The story is as much about watching characters cope with calamities while lacking agency as it is about you, the player, coping with the agency you’ve been given in the lives of its NPCs. While you’re saving the Zora, the Gorons are starving to death. While you’re saving the Gorons, the Zora are starving to death. You’re not going to save everyone in every cycle, and you certainly aren’t going to learn everyone’s story without many, many repetitions. All you can do is reset the clock and try your best. Even more than time and its manipulation, Majora’s Mask is a heartbreaking and brilliant game about grief, and the agency you can have in the lives of those grieving.

-Braden Hajer

The Human-Divine Dichotomy: Journeying through Iteration and Recursion

Essay by Noah Naranjo

Before we begin this (personally) intellectually stimulating journey, I’d like to preface it with a quote we’ve seen before that has been resonating in my mind: “To iterate is human, to recurse is divine.” While this sounds profound, what does it even mean? I mentioned this quote in my presentation last week, but I don’t think I explained it very well. And admittedly, I didn’t fully understand the difference, either. So, let us journey through the labyrinth of Iteration and Recursion together to discover why the latter is at the heart of divinity.

Iteration and Recursion are two distinct approaches to repeating actions at the heart of programming. Iteration is to walk a well-worn path over and over again, whereas Recursion is to walk a spiral staircase, with each step leading to a smaller or larger version of itself.

Now, If you’d humor me for a second, imagine a row of ten apple trees in front of you. If I were to ask you to ‘Iterate’, you would pick an apple from the first tree, then move on to the second, then onto the third, and so on until you had picked one apple from each tree individually. In the world of Recursion, however, you’d instruct an invisible ‘mini-you’ to pick an apple from each tree, beginning with the next one while you pluck from the first. This ‘mini-you’ would then order their ‘mini-mini-you’ to do the same, and so on until the last apple was plucked.

Recursion may now appear a little more complicated, and with good reason. Recursion is a labyrinthine mystery buried within itself, a matryoshka doll of orders if you will. But then, why is it regarded as divine? To answer that, let’s think in terms of philosophy and metaphysics. Recursion is a mathematical concept that reflects the processes of nature, the cosmos, and perhaps even the workings of God, just as a single-cell can replicate itself to form complex organisms. The spiral galaxies in the universe, the nested layers of human consciousness, and the fractal pattern on a fern leaf are all examples of this endlessly repeating pattern.

Iteration, on the other hand, depicts our humanity, our daily routines and habits — the boring linear progression of time as we perceive it. Everyday we wake up, go to class, go to work, go to sleep, rinse, and repeat. We live our lives bound by loops, bound by the constraints of time and physicality.

However, Recursion transcends these limitations. Just as a Zen master uses koans to reach enlightenment, Recursion mirrors the endless cycle of creation and destruction, existence and non-existence. It’s no surprise Recursion is equated to the ouroboros, the divine dance of Shiva.

If it’s so divine, then why don’t we use it as our primary structure in programming? The answer is the inherent limitations of our systems. Like humans, computers have a limited amount of memory and resources available to them at one time. Each Recursive “mini-me” we create needs its own chunk of memory, so too many Recursive “mini-mes” would overwhelm the system (kinda like how too much introspection results in existential dread hahaha jkjk unless). As a result, we’re forced to follow Iteration, the well-worn, well-known boring linear progression, and the methodical apple-picking labor.

Regardless, it’s important to appreciate Recursion’s beauty and potential as the divine algorithmic component. It challenges us to think outside the box and imagine the infinite within the finite. Recursion is the core of creativity, the soul of inspiration, and the manifestation of the divine in the human mind. Recursion, therefore, is a window into the divine, an indication of the infinite, and a whisper of eternity within the fleeting world of binary code.

“To iterate is to human, to recurse is to divine,” perhaps then, symbolizes iteration as the pulse of our humanity and the rhythm to our lives. It is the practical, grounded, and methodical procession of human thought. As for Recursion, it is a window into the supernatural and a doorway to the infinite. It is the reflection of the divine in the building blocks of our mind and the imprint of the cosmos in our mental blueprints.

To end this adventure, we can put it like this: the dichotomy between Iteration and Recursion reflects the contrast between humanity and divinity, the finite and the infinite, the temporal and the eternal. It’s a taste of the metaphysical and philosophical dichotomy that has captivated philosophers and artists for as long as time itself. This contrast is a reminder of our humanity, our divinity, and the delicate balance between the two as we delve deeper into the world loops.

We exist in a loop of loops, a Recursion of Recursions in the grand net of existence. We are the algorithm and the programmer, the query and the response, the firing pistol and the finish line. In the never-ending circle of existence, we are both human and divine.

So keep this in mind the next time you find yourself in front of a row of apple trees (or lines of code): Iterating is living in the world; Recursing is seeing beyond. Achieve balance between the two because it is in this place that existence’s essence, the beauty of the loop, and the form of the formless are found.

The Search for a “Good” Ending in Save the Date

by: Madelyn

In most games, it isn’t possible to sit down for two minutes, make a couple choices, and get to a screen that tells you it’s “The End.” In Save the Date, that is just about the only thing that can happen—but just because the player has reached the end of a storyline, this is far different from having reached the end of their gameplay experience. In fact, the exact opposite is true. Save the Date is built around a core gameplay loop that expects the player to feel unsatisfied with the narrative ending they receive and play again to try to get a “better” one. However, one could argue that the player will never reach a satisfying ending, if their goal is to “save the date”—to successfully go out with Felicia while keeping her alive.

The game includes a variety of narrative paths that ultimately lead to (as far as I am aware) twelve different main diegetic endings—eleven of which involve Felicia’s death in some way or another. The twelfth requires only a single choice from the player, choosing to not go out with her in the first place. This option feels intuitively “incorrect,” as a player’s natural response would likely be “How can I save the date if there is no date?” However, after repeated failed attempts to go on the date without Felicia dying, one returns to this menu dialogue option with a different perspective—“maybe the only way to save the date is not going on one at all.” While this option does keep Felicia alive, it is still unlikely that players will find it satisfying.

Save the Date also has potential for two nondiegetic “endings”—both of which come to a less tragic conclusion than any of the twelve narrative endings, but it is debatable whether either of these endings can be considered a legitimate ending of the game to begin with. First, there is the “hacker ending.” The player can navigate through the game’s directory to find a file named I_AM_A_HACKER.rpy, and by editing a line in this file from “False” to “True,” the player will now have access to a new dialogue option at the beginning of the game—to suggest having “an awesome dinner in [their] floating sky castle because [they are] a hacker!” If the player chooses this option, they and Felicia will both become extremely wealthy and live out all their wildest dreams, so it may at first seem like a “good” ending. However, this route tends to leave players unsatisfied as well, because the game makes them feel like they cheated to even get this option in the first place. After experiencing this ending for the first time, the player encounters an unexpected new catalyst for repetition—a search not just for a “good” ending, but for a “good ending” that they feel like they have earned.

Finally, once the player has repeated several iterations of the loop and they go out with Felicia to Moore’s Hill (where she will still eventually die), being truthful with her about their intentions and about the loop will lead to a deeper, more philosophical conversation than anywhere else in the game. In this conversation, Felicia attempts to help the player find an ending that they deem to be “satisfying.” If the player chooses the dialogue option suggesting that they just want a “You Win” screen, Felicia offers to simply say it to them and asks if this will solve the problem (interestingly, this is not considered an actual ending to the game—the dialogue keeps moving forward past this point). Further, Felicia suggests that maybe the way to get a satisfying ending is to close the game and imagine an entirely different ending if they don’t like the one the author created. Ironically, this is one of the few endings that the creator of the game himself deems to be the “true” ending of Save the Date. However, it is once again debatable whether this can even be considered an actual ending of the game, when it solely exists outside of the body of the work itself. Does this mean that any alternative ending we can think of for any piece of media is equally as legitimate as the ending(s) of the work itself? Is this case different because the creator of the game specifically wanted people to create their own endings? Is Felicia even really meant to be saved? These are all valid questions that arise from considering this abstract “ending” to Save the Date, and there is no objective answer to any of them. Some players may be satisfied with the idea of the game allowing them the creative freedom to think up their own ending, while others may find this unfair or illegitimate and argue that Save the Date simply has no happy ending.

At some point, the player will no longer feel the desire to keep looping through the game in search of a “good” ending—they will either accept or deny the one in their imagination, but after they have completed all of the diegetic storylines to the game, this is when their playthrough truly “ends.” At this stage, they have experienced twelve to fourteen endings, depending on which they consider to be legitimate, and all that is left is for them to decide which ending they liked the best. Many players will likely choose to accept one of the more controversial endings, such as the imagined ending or the hacker ending, but some may also choose to take one of the death endings and interpret it as their version of the game’s canon, simply because they found it the most entertaining. As the player chooses their macro-level ending of the game, having experienced micro-level endings many times, Save the Date’s gameplay loop finally draws to a close.

Save the Date’s Groundhog Day Style Loop

By Spencer

I find Save the Date to be very fascinating in terms of how it relates to the Groundhog Day style time loop. One of the most important parts of Groundhog Day’s time loop is that Phil doesn’t understand why it’s happening or how to end it. Thus, if we accept the common assumption that the way to break the loop was for Phil to become a good person, Phil’s only option is to naturally achieve this goal. He can’t just come up with a precise strategy to get through his goals for the day or a way to “quit” the loop by dying. By comparison, the interactive fiction the loop can teach you a lesson or skill, but they’re rarely necessary to reach the loop’s end point. For instance, in Majora’s Mask, you know that you’re constantly working towards the goal of becoming skilled enough at the game to stop the fall of the moon, or in Diablo you know that your loop is constantly improving with the goal of fighting Diablo at the bottom floor of the dungeon. However, because you know what your goal is in these loops, there’s always a direction you can force your way towards. Instead of understanding the intricacies and skills needed to beat the game, it’s possible to simply memorize the patterns of actions you need to take, or brute force your way through with saves and loads. In Groundhog Day this would be equivalent to Phil’s failed attempt at having a good date with Rita by memorizing specific pieces of information that he knows will draw her interest. Similarly, in these games you never need to achieve the goal of the loop. It’s always possible for you to give up when you die and stop playing or take a break and never come back. In Groundhog Day, this corresponds to the times Phil attempted to end the loop by dying. These sorts of solutions don’t work in the loop put forward by Groundhog Day.

In contrast, in Save the Date the only way out of the loop is to, on some level, have arrived at the loop’s purpose. Since you don’t have a specific end goal, you can’t know that the decisions you’re making are progressing you towards ending the loop. You can make what seems like progress, but ultimately it doesn’t amount to anything substantial. In the end you can’t memorize a set of decisions to progress further, because you don’t know if you’re going in the right direction in the first place. This is of course assisted by the nature of the way to end the loop, quitting the game either to imagine a good ending for yourself or to stop the bad endings from continuing to occur. Since the goal of the loops is to teach the player that they can’t rely on the author to give a satisfying ending in a collaborative storytelling experience, the endings are only achievable if the player understands this at some level and makes the choice to stop playing the game. Even if the player quits out of frustration, lack of time, or some other reason, this means they’ve implicitly understood the message, as they’ve made the decision that whatever ending is waiting for them isn’t worth the work or time they’d have to put in. In this way, Save the Date’s loop is one of the most similar to that of Groundhog Day in any piece of interactive fiction, since the only way out of it is through understanding the loop’s message.

This also ties into the way in which the deaths in Save the Date operate. For instance, in class we discussed the seeming contradiction in the fact that the game seems to be pushing the player towards being a better person towards Felicia by telling the truth but still making her death inevitable in these cases. This contradiction is resolved if we consider that the point the game is aiming for isn’t just for us to be honest with Felicia but to actually help her, which means turning off the game. In these cases, by being honest with Felicia the game helps the player reach the point where Felicia tries to dispel their misconceptions about the goal of the game. At that point, almost all paths directly tell the player that they should reset before Felicia dies or stop playing altogether. Thus, if you continue to play the game to help Felicia, you shouldn’t see her die again from this point, at most she should come close. Thus, Felicia’s deaths will continue so long as the player doesn’t understand the point the game is making but will end if they understand. There’s no sequence of decisions you could make to save her because that isn’t the way to save her.

Addictive game design

by: Dylan Martin

Video game addiction is a real phenomenon. The reason why such an assertion must be stated is due to the stigma around video game addiction. It is often devalued, often seen as something that does not truly exist or is not as bad as other addictions such as drugs and alcohol. Without discounting the severity of those other addictions, it is important to acknowledge that gaming addiction has severe social, mental, and physical consequences. If you or a loved one you know suffers from gaming addiction, please seek professional help. If you are unsure if they are suffering from gaming addiction, look out for the side effects: 

  • Poor performance at school, work, or household responsibilities as a result of excessive video game playing.
  • Withdrawal symptoms, such as sadness, anxiety, or irritability, when games are taken away or gaming isn’t possible.
  • A need to spend more and more time playing video games to get the same level of enjoyment.
  • Giving up other previously enjoyed activities and/or social relationships due to gaming.
  • Being unable to reduce playing time and having unsuccessful attempts to quit gaming despite the negative consequences it’s causing.
  • Lying to family members or others about the amount of time spent playing video games.
  • A decline in personal hygiene or grooming due to excessive video gaming.
  • Using video games as a way to escape stressful situations at work or school or to avoid conflicts at home.
  • Using video games to relieve negative moods, such as guilt or hopelessness.

As with all mental health topics, please navigate the topic with sensitivity and care. 

This leads to the essential question: what makes video games addicting? Addictive game design is interesting because it is not exclusive to video games but to most games. For instance, gambling, more specifically slot machines and poker, is arguably one of the most predatory uses of addictive game design. Addictive game design capitalizes on the human desire for dopamine, and the natural acquisition of the hormone. Dopamine is colloquially known as the “feel good chemical”, often released in your brain to make you feel pleasure as a part of the brain’s reward system. Any number of things can cause dopamine to be released, but what addictive design attempts to do is capitalize on specific triggers of dopamine. 

Game designers are frequently looking for new ways to trigger the brain into giving the player a dopamine release, making the game feel “fun”. While dopamine can be released from a variety of things, the main trigger focused on during the class animation/screening was learning. The brain is designed to release dopamine when learning a new skill, a feature that has been pivotal to our evolution as humans. However, learning in games is different from learning in real life, as in games we do not have to face the severe consequences of our actions the way we must in real life. This may diminish the anxiety about the unpredictable nature of something new. However, the reason why we do not get bored after we learn how to play a game is because of the idea of looping. A looping design helps foster the need to consistently learn a new skill, as the player will need to continue learning and adjusting when faced with a looping game design. The loop does not have to be explicit or consistent, rather the opposite is true. There seems to be a “Goldilocks zone” when it comes to looping game design.  A loop must be ever-changing and challenging enough to keep the player engaged. A game that does not challenge the player, and remains constant without introducing new patterns of gameplay will eventually become stale and boring. At the same time, a loop much not be too complicated or unpredictable. A game that is too much for the player will become frustrating and push the average player away from the game.  

Moreover, a game can become addicting when it is entrancing. This is known as “the zone”. Famously, casinos are known to put and keep their customers in the zone. The zone is described as a trance-like state, where nothing exists outside of the player and the game they are playing. This is achieved by creating an environment that feels specifically designed for the player. This is famously done in slot machines. The mechanics of a slot machine are very simple and easy to understand, while the outcome is always shrouded in mystery. The risk per turn is relatively low, but the promise of a high reward allows the player to justify their continuous use. Many describe continuous gameplay as a means to stay within the zone more than a means to victory. The lack of time indicators also helps keep the player fully entranced in the game, not allowing them to acknowledge the passing of time. The use of tokens or points allows the player to lose any physical indication of how much money they are spending. 

Games are constantly evolving to keep the player more and more entrancing, stripping them away from a bleak reality and allowing them to obsess over a hyper-reality in which they can experience concentrated joy. The consequences of these developments are severe and should be enjoyed responsibly. 

The “Dark Souls” of Player Motivation

By Nick Venegas

In my initial analysis of core gameplay loops, I examined the four principle loops to game design: the internal game loop, the player’s mental loop, the interactive loop, and the designer’s reactive loop. In my presentation, I only analyzed how gameplay loops operate with near-exclusive respect to the interactive loop and my discussion questions only suggested broader implications towards the player’s mental loop through monetization models and myopic effects on player psychology when all the systems work as intended. Since then, I’ve been thinking a lot about the recursive structure of the interactive loop: the player makes a choice which changes the game model which then, in turn, gives new stimulus to the player, causing them to make new changes to the game, and so on. The idea that a video game can change the way a player thinks is something that I just kind of brushed over as I briefly discussed how designers employ this principle to achieve design goals within the game world. In order to delve deeper into my understanding of the player’s mental loop, I am taking the unique opportunity of this blog post to go a little “meta” and explore how the principles presented in core gameplay loops have affected me and what implications my example may raise for player psychology as a whole.

Firstly, I’d like to start with what spurred my specific interest in player psychology. I was watching Ian’s video essay on Jonathan Blow’s The Witness and I was fascinated with his particular section on pedagogy: the art, science, or profession of teaching people. Although his discussion pertains to The Witness’s tutorials, I found the contrast of his examples to be intriguing even in a broader context. Specifically, The Witness employs “safe failure” as a means to communicate new information to the player. Rather than an explanation of how the mechanics work, Blow instead uses simple puzzles with only a limited number of solutions so that the player may experiment with different approaches in order to recognize patterns and discern the rules for themselves. By their very nature, all games use safe failure since they are intrinsically devoid of real or serious consequences outside of their own ruleset. However, this method of learning via failure was sharply contrasted by the methods of contemporary academia where students (typically) only get one chance at an assessment with severe and permanent consequences for failure, encouraging intense preparation before the first, and likely only, attempt. 

As somebody whose life has been encompassed in equal part by both video games and school, I wondered how these different teaching methods could coexist in my head; how could I consistently learn in a system that threatened severe consequences for failure whilst simultaneously playing games which allowed me to learn through failure without consequences? The ostensible incompatibility of these methods wasn’t reconciled until I thought about my experience with one of my favorite game series: Dark Souls. Initially, I considered how I would die to Dark Souls bosses over and over again in order to learn from my failures, seemingly embodying the philosophy of safe failure. However, I also recalled my intense proclivity to rigorously research wikis and forums for what weapons, armor, spells, and equipment I should use in order to make my character as strong as possible. Even as I replayed these games multiple times, breezing through most encounters with ease, my research habit prevailed as my focus shifted from what equipment would maximize my survival to what equipment would maximize my “fun” on a given playthrough. Here I was practicing the safe failure method in one facet of the game while practicing a fear of failure in another. Surely, I could just experiment with different armor and weapons in order to find out which ones suited me best just as I experimented with my approach to fighting bosses? Why didn’t I do it? What makes these scenarios any different? I believe the answer lies in the motivational disparity between explicit and implicit player goals.

As the player understands and evaluates the game’s model in their own mental loop, both explicit and implicit goals motivate the player to carry out actions. Explicit goals are goals that the game sets for the player. To retain the Dark Souls example, this would be something like an obstructive boss which the player must defeat. Implicit goals are goals that are entirely generated by the player in response to what they know to be possible within the game’s model. Dark Souls presents the players with many different kinds of divergent weapon types, but the designers never explicitly motivate the use of one playstyle over another. So, the player will generate an implicit goal of what kind of specific build they want to use in response to what they know the game will allow them to do. Generally, explicit goals fall in line with the safe failure method of learning since the consequences of not achieving the goal are only limited to the game world. However, I believe that implicit goals bridge the gap between the player’s in-game actions and real-life ramifications since their source is generated from outside the game model. When failing to complete their implicit goal, the player is no longer facing consequences purely from the game. They are also facing consequences from themselves as any disappointment or frustration from failing their own self-created task transcends the game and becomes real. However, these consequences don’t necessarily have to be severe; it is entirely up to how much the player chooses to emphasize their own goals. It is for this reason that I believe implicit goals have the potential to be much more motivating than explicit ones. This would explain why my proclivity to research equipment always beats out my desire to experiment with builds: I am worried of the real-world consequence of potentially wasting my time on a playthrough where I could have had more fun. 

The power of implicit goals is especially apparent in phenomena such as challenge runs and speedrunning. Despite the game designers giving no explicit incentives to have players constrain themselves or beat the game as fast as possible, some players recognize that they can and will do it anyway. For implicit goals, the designer’s intention doesn’t matter because the goal is merely a recognition of what the players discover to be possible, so designers have no control over what they do with open-ended mechanics; if Mario levels can be completed at any time, there will exist a player that will want to complete it at the quickest time; if Mario can freely jump, there will exist a player who will try to complete a level by not jumping at all. As a result, implicit goals are very volatile and can result in both positive and negative experiences for players; a player may make more fun for themselves with their implicit goal, but another player’s paranoia may cause them to do something boring or frustrating which contradicts the designer’s intention. So although a game may be meant to be easygoing, taken slowly, or experimental, the power of implicit goals will see players restricting their own abilities, speedrunning the game, or even meticulously “min-maxing” their Dark Souls build. 

Life on the Inside: Living in a Post-Skinner World

B.F. Skinner was an incredibly influential psychologist from Harvard who made massive strides in the field of behavioral psychology. His most famous experiments involved animals inside deprivation chambers having access to seemingly innocuous levers or buttons that would cause some kind of change in the animals’ environment. However, the conditions under which a change would occur were controlled by Skinner. For instance, he could make a rat pull a level ten times before receiving one food pellet, or he could make a rat wait until the first lever pull after an hour to receive the same reward.

His work is especially notable, particularly in our modern world, for its definition of learning. Skinner defines learning as a multistep process, beginning with an environmental stimulus, followed by a response, and then tail-ended by feedback from the environment. As this cycle repeats, it will become clearer with every iteration which behaviors lead to desirable outcomes and which lead to unfavorable outcomes. For example, if someone notices that the forecast says it will rain and they don’t bring an umbrella, the displeasure created by getting rained on will motivate them to try a different response. So the next time it rains, the person decides to bring a metal rod taller than all of the objects in the surrounding area. As you can imagine, the result of that really will disincentivize that particular behavior. When this individual finally settles on a beneficial response, like bringing an umbrella, they will be happy, on some level, with their current situation, which motivates them to continue to bring their umbrella in the future.

Now, what does this mean for us as individuals in the modern era? More specifically, what does this mean for us as individuals with constant access to devices that provide stimulus and feedback? As a further complication, all of these devices that we have access to and that respond to us and get us to do tasks were sold by a company for profit and host apps that elicit money from users. In summation, we are constantly holding a device created for extracting profit at the point of purchase and throughout its use that can make us react and can also provide feedback conducive to the profit motive. We all own devices that interact with us in a way that fits Skinner’s definition of learning—namely, we are prompted by our phones to do things, we pick a response, and then are given a type of feedback as a result—and they train us to make money for them.

For example, an app like Instagram shows us things that we may enjoy. If we decide to engage with this content, we get more of it. The same is true of things like YouTube, TikTok, and Facebook. In order to maximize user enjoyment, an important modification has been made to Skinner’s original design. That is, there is no response on the part of the user that will lead to negative feedback from the app itself. Every engagement is positive to the app, and the feelings you get from seeing more of the things that you like, as well as having people like your posts, will have you coming back for more. The consistent user base created who become increasingly dependent on these positive feelings equates to a consistent stream of data for advertisers and a platform that is guaranteed to have an audience for advertisers to market to.

Mobile games are another opportunity for some old-fashioned newly-fashioned learning experiences. As we discussed earlier the rate at which feedback is administered is highly adjustable and can lead to different results. In recent years, as it relates to games, researchers have found a variable schedule of feedback distribution to lead to the most player engagement. Consequently, many games such as Candy Crush makes players wait for powerups or even additional chances to play the game for variable intervals of time. This conditions users to acquire their happiness in bursts, as just like in the Instagram example, the negative feedback element has been removed, although here the penalty for waiting is definitely harmful to players’ enjoyment. To circumvent this problem that they created, these games typically provide cash-based get-out-of-jail-free cards, which allows the companies to be quite forward in their profit-seeking. The “apt” among mobile gamers may download many of these kinds of games and schedule their playtime in such a way that they never have a time in which they are locked out of at least one of their games, but this is akin to thwarting McDonald’s by ordering a Whopper Junior, Dave’s Single, and a Famous Star With Cheese, in addition to a Big Mac; the more of their product that you consume, the more you are going to want to partake, and the more you partake, the more data you provide, and the more exposure you give to the app.

This positive feedback loop in particular is not something to take lightly. Other corporations are stuck with much longer wait times between engagement with products, regardless of how enticing they make them. For instance, no matter how beautifully you craft a hotel experience, it is unlikely that consumers will stay in a hotel unless the need arises. Additionally, unless one has an infinite amount of money, one cannot stay forever. In fact, even if getting a hotel room had been previously pleasurable if one were to purchase one while under tight financial constraints, the stress created may completely outweigh any of the luxuries the hotel can offer, ultimately damaging one’s view of hotels, at least for a little while.

The same kind of refractory period does not exist for those who spend most of their time in apps or online; there exists an endless amount of interesting content and most of it is readily accessible for free. The consequences for engaging with that content in a serious fashion long-term are not yet socially accepted, usually being alluded to as something that everyone experiences but accepts as a part of life. However, stripping away one’s sense of consequence in terms of actions harms interpersonal relationships, work ethic, motivation, and mental health overall, potentially, to an alarming degree. By teaching users that fun things should be repeated as much as one desires, as that repetition actually will make things more fun, companies are steadily increasing your reliance on their products for their own gain, regardless of how it may affect your personal life and ability to function. The scariest part about seeing parallels to the behavior of rats within ourselves is seeing the parallels between their cages and the way that we live. Ultimately, we must disengage from such content. Despite the short-term negative consequences of doing so, it is never too late to enjoy a life outside of the box. Out there, as opposed to in here, pleasure is derived from making the best of unpredictability and accepting hardship, which provides a greater sense of being than anything appealing to our lowest instincts can provide.

-Steven

Repetition Compulsion in Popular Media: Art Imitates (and Implicates) Life?

From the catchy tunes of Britney Spears’ Oops!…I Did It Again to the binge-worthy plotline following Walter White in Breaking Bad, perhaps nothing screams “Art Imitates Life” more than the relentless and fascinating portrayal of repetition compulsion in popular media. Laying bare the intricate human struggles of self-destructive loops, modern media has the power to intimately connect with its audience and implicate their lives away from the screen. 

Rooted in Freud’s psychoanalytic theory, repetition compulsion is the individual’s disposition to reenact painful and/or self-destructive behaviors because of past traumas. This process can unfold in various ways: a false sense of self and defensive attitude towards the bad behavior, a yearning for familiarity in past experiences however unpleasant, a desperate attempt to master anxious and helpless feelings, or the mere inability to see beyond flawed behavioral models learned in early life.

Entertainment media eagerly adopts the story of the vicious cycle, especially those with potent narrative powers like songs and television series. 

Britney Spears’ character in chart-topper Oops!…I Did It Again embraces a corrupt self-image, whistling “That is just so typically me” before transitioning to the iconic chorus. The Verve’s 90s hit Bitter Sweet Symphony resounds, “You know I can change… But I’m here in my mold,” echoed by Current Joys in A Different Age with the lyrics, “And I wish I could change, but I’ll probably just stay the same.”

The Verve — Bitter Sweet Symphony

Some of the most popular and critically acclaimed TV series of all time, namely Breaking Bad, The Sopranos, Euphoria, and BoJack Horseman, all observe characters trapped in behavioral loops. In Breaking Bad, high-school teacher Walter White embarks on a journey of increasingly dangerous and immoral actions following his cancer diagnosis, uncovering a deep-rooted egoism that detonates against the powerless fear of death. In The Sopranos, mob boss Tony Soprano acknowledges his violent past and dysfunctional family dynamics as he attempts to salvage his emotional well-being. Euphoria follows Rue, a high school student grappling with drug addiction and mental health issues amidst the turbulence of adolescence and the loss of her father. Also an addiction story, BoJack Horseman chronicles a self-centered yet self-destructive Hollywood celebrity as he confronts the depraved nature of his actions. 

Walter White from Breaking Bad

Beyond mere content in lyrics and character plots, these artistic creations embrace the behavioral loop in their form, the materiality of their very production. In both the songs Oops!…I Did It Again and Bitter Sweet Symphony, the verses seem to vary only as a backdrop to, and in anticipation of, the amplified and repetitive chorus chanting “I did it again” and “I can’t change my mold.” Similarly, the format of seasons and episodes in TV series is ideal for crafting a character-led cyclical narrative. BoJack Horseman, for instance, consistently reserves the few final episodes of each season for a dramatic climax concerning the protagonist’s entanglement in repetition compulsion. The media’s structural repetition oppressively reminds its viewers of the behavioral loop around which everything revolves. 

Does popular media’s success in portraying repetition compulsion mean anything for audiences grappling with similar issues? In Remembering, Repeating, and Working-through, Freud proposes therapy as a possible cure. If the patient can recall and reenact their trauma in a safe and controlled environment, they may gain valuable insights into the roots of their behaviors and eventually correct them. However, Freud asserts the first step of the treatment must be to “bring about a change in the patient’s conscious attitude to his illness” (152). According to Freud, all victims of repetition compulsion may initially resist help. Someone, or something, must show the victims their illness “has solid ground for its existence” and matters for “things of value for [their] future life” (152). 

This is precisely where popular media comes in. Nothing rivals the appeal and accessibility of entertainment products, and the audience’s engagement with these pieces is as crucial as their ingenious production. Whereas the latter is the message, the former is its delivery. Songs are often saved and listened to on repeat, while TV series allow audiences to closely observe the destructive nature of repetition compulsion and the potential for change from a third-person perspective. Although removed from technical terminologies, these media effectively convey the need for a victim to reverse the course through persistent efforts. 

Green Day’s single She poses the question, “Are you locked up in a world that’s been planned out for you?” and suggests smashing the loop “with the brick of self-control.” Linkin Park’s Breaking the Habit repeats, “I don’t know how I got this way. I’ll never be alright. So I’m breaking the habit. I’m breaking the habit tonight.”, evoking relatability and inspiration to change in victimized listeners.

Similarly, the aforementioned TV series’ thorough depictions of repetition compulsion in the characters’ daily life highlights the illness’s intrusive nature and the devastating consequences of inaction. Audiences cannot help but introspect on their own terms, and numerous individuals have shared how these artworks spurred awareness within them and encouraged them to seek professional help, including Euphoria and BoJack Horseman

However, the process of instilling awareness and inspiring change in victims of repetition compulsion is far from straightforward. Freud attests to the concept of resistance, whereby individuals refuse to acknowledge their illness and defy change for various reasons (149). They might be protesting the idea that they need “fixing,” like Walter White and BoJack Horseman did, or they fear not being able to return to familiar situations, as seen with Rue’s refusal to attend rehab. Even when these individuals enter a therapist’s office and recount their behaviors, they may still construct a resistant wall, selectively narrating their stories to avoid accountability and justify their harmful actions, as happened in The Sopranos. Pink Floyd’s classic hit Comfortably Numb depicts a fictional artist, Pink, found overdosing on heroin in his hotel room. The lyrics, “I can’t explain, you would not understand. This is not how I am.” perfectly encapsulate the denial rhetoric commonly used by victims of repetition compulsion.

A therapy scene from The Sopranos

Similar to these fictional characters, real-world audiences who are not ready for change may force these media to conform to their distorted and destructive worldviews. In this way, the media intended for awareness could inadvertently exacerbate their behavioral looping process. The episodic structure and dramatic cinematography of TV series actually enable audiences to selectively view the characters, downplaying consequences while fixating on “success moments,” for example, through online fan-cam edits. As a result, they validate and glamorize harmful behaviors of repetition compulsion, evade confrontation, and remain in their comfort zone.

This duality of TV shows in the individual’s processing of repetition compulsion holds true for the broader digital landscape. On the one hand, mental health awareness is more accessible than ever, with concepts like “trauma,” “healing,” or “triggers,” and even specific manifestations of repetition compulsions, such as “toxic relationships” or “trauma-related drug abuse,” becoming increasingly prevalent across social media platforms. Multiple YouTube self-help videos discuss the need to recognize and break bad habits or toxic patterns (this one is from two months ago and has 1.4B views.) This public blog post is another drop in the sea. On the other hand, however, an increasingly enabling algorithm shows individuals only what they want to see, as exemplified by glamorizing fan-cams of corrupt characters or platforms that promote manipulation of romantic partners (please take the time you need to process that.)

Ultimately, the journey to escape repetition compulsion requires not just awareness, but courage, vulnerability, and readiness from the individual. As we consume these media on repeat, seeking out the next melancholic song and moving from one TV show featuring flawed characters to another, we cannot help but confront the loops in our lives. The illness is not linear, and neither is the healing process. The best we can do is put in consistent efforts, and perhaps with a little help from these “relatable” media, we may at last find hope. 

– Mai

Experimental films, TikTok, and other art forms

Although I have studied art history extensively, especially art throughout the twentieth century, I don’t usually encounter art that is intentionally taxing and unwatchable. Repetition and looping, on the other hand, are entirely different for me and quite enjoyable, so it was interesting to see a mix of these techniques. I didn’t know anything about experimental filmmaking before, so the experience was confusing, intriguing, then back to confusing. I had many questions and wrote down my observations during the screening. My initial observations included words like collage, layering, sampling, abstraction, and means of editing that felt oddly contemporary, much like the parody videos today. 

Like the class discussion said, T,O,U,C,H,I,N,G was mentally taxing, inducing in different people a spectrum from boredom to anxiety. In my case, it was an uncomfortable mix of both. Destroy, destroy, destroy, destroy, destroy… Regarding the formal qualities of the film, I am drawn to the dynamic use of color and light, but I could not sit through more than 30 seconds of it before going on my phone and looking at something more calming. The rapid repetition of both images and sound created a sense of urgency that could not be escaped even when I closed my eyes, because I could still see the flickering light and hear the robotic voice.  Destroy, destroy, destroy, destroy, destroy… 

As the screening continued, I found myself becoming more and more immersed in the films. My Name is Oona was quite relaxing and poetic. Wonder Woman was funny and insightful; I was very engaged because I had never seen the show, and I completely understood the message of critiquing the depiction of females as objects of desire, even when they were superheroes. Something is to be said about all of these films: the use of unconventional techniques such as found footage, abstract visuals, and non-linear narratives challenged my preconceived notions of what constituted a film. I realized that experimental filmmaking was not just a means of creating art but also a way of subverting traditional modes of representation and challenging societal norms. The artists sought to break free from the shackles of commercial cinema and use their craft as a tool for social commentary and political activism, which was eye-opening to see.

Having been born in the era of the attention economy and a regular consumer of short-form video content, I have made “successful” Instagram posts and TikTok videos that made use of the algorithm, and it does feel good to have accomplished such goals when the standard is ever so elusive and fleeting — and I do realize this line of thinking is problematic. Hence, it would be interesting to imagine how to use formal qualities of contemporary media to critique themselves. T,O,U,C,H,I,N,G would totally work in the browser, in form of a pop-up window that cannot be exited without watching for a duration of time, almost like an uninvited virus; Vertical Roll could be transformed into a critique of mindless scrolling on TikTok; furthermore, there are already edits on different Internet platforms that use parody to make fun of celebrities, politicians, and such. Some people noted under the discussion thread that these critiques are always limited by physical constraints of the media, but so is every art form. Paint doesn’t work without a canvas; code doesn’t work without a computer; video art doesn’t work without a television. 

At the same time, 2023 is different from the late twentieth century. Although there are many restrictions imposed by online platforms, media has become less centralized (at least on the surface?) and distributed into the hands of creators, where diverse voices can be heard if they make smart use of the algorithms. Yes, there is the problem of algorithmic bias, but it is not unbeatable. With persistence and creativity, creators can find ways to work within the system and make their voices heard. Ultimately, the democratization of media offers both challenges and opportunities, and it will be interesting to see how this trend continues to evolve in the future.

Throughout the twentieth century, there was the desire to combine art and technology to make art more meaningful and technology more humanistic. Video art was one of the many examples where artists sought to control the means of influence and make it work for the people. Bauhaus came before it, and glitch/internet art came after it. There will always be resistance to new and emerging technology, and I see AI and machine learning art to be the next manifestation of the rebellious spirit of artists, especially the creative technologists. I am currently taking an AI art class, and one of the things we discussed was how prompt engineering can be put in conversation with Fluxus – it’s interesting to see themes in the past resurface and become relevant again. 

by Vivian

Curation in Galleries and Theaters

By Chloe Perez

Considering how video artists had to fight in order to reach gallery spaces because these artists wanted their work to be engaged with in the way that people look at sculptures and paintings instead of as a film, it was interesting to see how our class engaged with the art form from the screening last Wednesday. Much like the works from the reading, the films we watched dealt with storytelling through loops. The speed, length, and movement of these loops all came together to tell these stories. Despite how often we encounter these loops in our daily lives through the various forms of media we consume, like music and social media, the lengths of the films were excruciatingly long and painful to watch to the point the majority of people walked out during the screening. This made me think about what may be the problem with the screening since the class is for people who are more inclined to explore this type of art than most people and how people would have felt or reacted to them if they had watched them somewhere else.

Artists like Robert Breer refused to have their work in the theater. The mysticism of the environment takes away from art or at least his own. Not to mention, a theater is more of a space designed for enjoyment(no offense) and not one where people think critically about art. At least for me, I like to sit at home and process what I watch, not as I see it. Simply put, a theater is more of a place where I take the content as it is. Especially since in the theater, the viewer sees everything once. It limits the viewer/audience’s understanding of the film and elevates every moment because it can only be seen once. The viewer cannot leave because they cannot miss something. If viewers miss something, they cannot simply go back. They must watch it all over again in the theater. Something I find interesting about this is since each time you rewatch a film, although it is the same, the previous context from the last viewing builds on to your engagement and experience with the film. The viewer notices smaller details and is less focused on the mystery of the unfolding plot. 

I think this is the most major advantage gallery spaces have over theater spaces. It is less so the mystery of the theater itself but the curation of films in theaters that are actually distracting to the viewer. In gallery spaces, although there is pleasure in art, people are given as much time as they want with a piece. There is no rush and no mystery. Art is presented as it is, and viewers are not forced to see everything exactly once for a second. Although, of course, the curation of art in a gallery is somewhat a mystery in itself where the exhibit guides you through each piece to give you some sort of greater connection or meaning to the art all together. The curation of the exhibit also changes the outlook a viewer may have on a piece of art. However, I still think that since the viewer is given as much time to explore as they like, it is nowhere near the same as the mystery of the theater.

When it specifically comes to video art in galleries, they are often put in darker, theater-like rooms. To an extent, the darkness of the room is distracting because it is different from the light of other rooms. However, the ability to walk in and out of the exhibit and stay for different periods of time completely alters how the films are taken. Not to mention, the darkness of the room is part of the artist’s vision as to how their film should be shown, and they may want to have a mystical theater atmosphere. Unlike theaters, the viewers come in at different times of the film, which creates more individual personalized experiences with the art since the plethora of art creates a much more relaxed environment. Not everybody sees the same scenes. Not everybody stays as long as others. In works such as Breer’s Recreation, not everybody remembers the same images. Although people have personal connections with films in the theater, everybody sees the same thing at the same time. The personalization through the randomness of videos in galleries allows for different types of conversations than those of ones in theaters, mostly about loops. 

If the films we watched in the screening last week were in an art gallery, not a single person in the class would have sat through the whole thing. They may not even watch the same videos or the same parts of them. Videos in gallery spaces are important, but so are those in theater spaces. They matter most when considering the interpretation of art in the space it is in. That’s why I think art should not be in spaces outside of how the artist chooses. It completely changes the message of the art and evolves into the art of the art because it is no longer in the control of the artist and becomes removed from them. Art spaces are much more important than the art itself since the spaces mediate the way the art is absorbed.