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Initially, trying to watch “King’s Avatar” (it was on a list of recommended dramas, on Netflix, and I had a migraine) was a struggle. I could not get over how little I cared about watching someone play his level 40 paladin. By episode 3, however, the show serves up the inherent capitalist black comedy of every time someone who’s really good at a specific thing has to work a tangentially related day job because the economy sucks. (‘China’s not capitalist—‘ Xi Jinping, you have a Dreamwidth??) This aspect fades out as the team pivots to position the show as a straight up sports anime, but it does prove fairly good at being one. “King’s Avatar” becomes an exploration of the sheer power of the generic formula, even detached from anything I could ever care about. I ended up bopping along, only occasionally getting thrown out of the rhythm by something along the lines of “do you really think he can win Fake World of Warcraft?!?”
Me: Wait. Waaaaait. I don’t care at all?

It’s reminiscent of the anime that asks you to take volleyball seriously. Volleyball. Easily the least of the balls.

I found it formally interesting how much the gaming scene herein and the competition based around it borrowed from wuxia and/or xianxia. I’d never thought about this before, but the way these games discuss and conceptualise attacks probably entered global gaming via Asia, and specifically via wuxia, right? That sense of a move set, named moves, combos—it’s all fairly Jin Yong. In this show, there’s also a real push to sect style language and relationships between team members. There are disciple lineages, and a general sense of the emergent esports scene as a Jianghu. The esports television genre, then, enables you to stage identity porn and to interlace fantasy scenes with modern elements or characters, as with a transmigrator narrative. The price of access to these layers, however, is the loss of any narrative authentically anchored in or driven by the fantasy world, and with it a big source of potential plot weight. Nothing in the game world properly matters, except as an illustration of simultaneous RL choices. The other material thing this does, of course, is enable the production team to make extensive use of relatively cheap donghua-quality CGI for story relevant reasons. Mazels on the savings, lads.

Dealing with modern Chinese popular culture also involves us in shit like inspirational speeches about the meaning of idols. The show itself seems ambivalent on idol culture, in kind of an unproductive way. It both positions itself against the intense commodification of players and hesitantly acknowledges it as a personal boon for fans and a necessity for the field—which I’m really not sure it is, in either case. Idol culture in its current forms isn’t actually universal or historically inevitable. It’s a fairly new phenomenon, at least in terms of the degree to which it currently dominates art and sport economies.

The top esports guild has a female player, but the rest of the teams in the league seem far more Oktoberfest affairs, in that they are sausage-oriented. Given that the top team’s female uniform consists of a skirt that splits into booty shorts in the back for no reason, I can see why more girls don’t join up. Buzzfeed Solved. Remember the skort? Because evidently, China never forgot.

It’s nice to watch a show without an unappealing but over-determined romance arc. I suppose that eventually the aforementioned prisoner of the booty skort might hook up with the protagonist, but during the portion of their lives covered herein they’re busy with other concerns (and their relationship could be more of a sibling bond). This friendship is nice as it is. There’s a fun moment where the protagonist is bent out of shape and this female childhood bestie asks him what’s up. He grumbles that she knows him too well; if he shares his concerns they’ll only weigh on her, too. She draws a fake moustache on herself and is says ‘you seem troubled, young stranger—tell this old man your story!’ Cute.

In terms of female characters more generally, the new team’s manager does answer the question ‘where do aunties come from? What is an auntie like before she comes into full middle-aged Auntie Bloom?’ In this case, it goes something along the lines of: ‘I learned the words Team Building Exercise, and my Vision was that we’d all collectively go out to eat and ruin the life of a man who is rude to the waiter. And then you’d pay for everyone’s dinner, Protagonist.’ Fair.

In general, though, the characterisation of the team members could have been slightly stronger. Team Happy’s eleventh hour team ‘break up and make up’ also doesn’t entirely work, either. You can’t just have everyone say something in unison—which they all know to do even if it’s a complicated phrase because in a cdrama, this knowledge simply comes to you—and call it Unity and Arc-Closure. Also, in one of the final episodes, one team member has a big pimple on his upper lip. Make-up department, where are you? Please help this man!

I did like the designated hamster man/2IC from Blue Brook, though I have never heard a human speak that fast before.

Me: Is the captain of Blue Brook the actor for Feng Xu from the cdrama Hikaru no Go?
Katy: After a close examination, I can confirm that this is an attractive, youngish Chinese man in a blazer.
Me:
Katy:

So jury’s out on that one, I guess.

The show’s settings have a glossy, futuristic aesthetic throughout. “King’s Avatar” wants you to believe that all these esports teams have classy HQs they also live in. These have marked and distinct aesthetics, all thoroughly carried through. It’s a ‘different cultivation schools’ vibe, via Star Trek 2009. Now, you know for a fucking fact that these teams are run out of some office building, a Concrete Location that has a nice backdrop for some photos. It’s not the communal houses I question, it’s the fact that said houses have big collections of antique vases and rooms that open via huge pod bay doors. The real fantasy here is that all these straight men have managed to arrive at varying but solid forms of Taste.

Team aside, every domestic environment in this show looks a little ‘what year is this?’ It is, I suppose, roughly as unrealistic as the vast New York apartments in an American sitcom, but these interiors are generally richer, and cleaner and more styled. Almost every environment looks cutting-edge (with the exception of a ‘poor’ family apartment that looks older but still suspiciously nice, and a loft one character runs a business out of that is styled messy but is actually quite nice. Even the internet cafe the protagonist washes up at in his darkest hour is luxe. There’s so much space therein that later, the protagonist and the manager run an additional large-scale business out of the upper story.

The show’s more quotidian gestures at urbanism proved differently weird. Do Chinese people in big cities really have to book a basketball hoop? Are there truly none in parks? Booking a basketball hoop! The notion! Additionally, people seem to have done the local graffiti with really crisp, elaborate Chinese characters. I applaud their efforts, because that looks way harder to do than just ‘Dizzy wuz here’ in fat bubbles. …seriously though, are they selling super fine nozzle tips for the Chinese market to enable this shit? It’s just not the level of fine control I associate with a random tag.

It’s not a show I have a ton to say about, really. I had a pleasant time, but it’s not one I highly recommend if you haven’t already seen “NIF”, “Hikaru no Go”, “Untamed”, hell even the less solid, more vibes-based “Word of Honour”.
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 My partner Katy considers it her personal mission to support out local boardgame cafe, the Ludoquist, through the pandemic by making a really astonishing number of purchases. This isn't an exhaustive list (somehow, she's bought even more than this), but I thought I'd talk about a few of this year's titles.

High Rise: An attractive enough game, but like many, doesn't really sing for two players--a downside that becomes particularly apparent during a pandemic. Ends up feeling slightly evolved-Monopoly (though that's hardly fair to it, as it's fine, and I would rather die than play Monopoly). The dummy token mechanic is kind of interesting, but a bit fiddly. Katy observes that it relies on a two player variant to make it work for fewer people, which she feels is generally the sign of a less sturdy design. 

Not a keeper (everything we keep must have a very strong two-player mode or be so outstanding we don't mind only rarely getting to play it). Luckily, as you may know, Eurogames largely retain their value and can be sold or traded on via something like the Board Game Geek Maths Trade. Yes, that hive of 'oh I don't think Puerto Rico is colonialist, maybe the brown 'worker' tokens I'm assigning to my plantation wanted to come!' is good for something after all!

Century: A New World: Did you ever think, 'the vague chummy orientalism of Century: Spice Road just isn't a weird enough gaming experience! I wish this could actively gamify a process of colonialism--'

Well buddy, dream no more. All the plinky plonky cubes4cubes of a Century game, but now with a kind of ancillary board component, and a theme that makes you go, 'why are so many board game designers obsessed with shoehorning mechanics into a delicate, politicised theme that is not actually redolent with interest for a lot of people? Is it the tradition of wargaming, are you just a dick, what is going on here?' In fact, I'm just going to get all the exceptionally awkward ones from the past year in popular titles (that we bothered engaging with) out in one post. Note though that most of these are very recent, definitely all from within the last five years. This is a fairly current issue in the field, only beginning to be popularly addressed.

Rajas of the Ganges: I fucking swear we are not even a little trying for this coloniality world tour. The field is just this bad. It is useful to know that while Asia is a theme/setting for a huge swathe of games, Asian 'Eurogame' (ie modern board game) designers whose products are available in the Anglosphere are thin on the ground.

This is actually the Least Weird of these titles, in this regard. The setting forms a colourful backdrop (which is its own issue), but beyond that, you're not 'playing' any process of domination. You are simply trying to advance on two goal tracks and cross. It's a dice-placing game, so that random element with some strategy. I wouldn't say we need to own it, but it's pleasant enough. I'd probably like it better if you were building more of an engine (your little village tile sort of counts here, but). 

Great Western Trail: Katy got this because she's interested in Alexander Pfister as a designer, whereas I largely pity him for the terrible name the circumstances of his birth have cursed him with. A deck builder with a 'one-way time track' you build as you cycle it three or four times. Katy felt the deck-building component could have been stronger, and that it was a less developed Maracaibo. I would agree, and would add that 'collecting cows to send to slaughterhouses' is a weird game theme, only made weirder by a whole portion of the game-path involving trade with fairly stereotypical generic Great Plains Native Americans, complete with requisite teepees. 

Alexander Pfister was only going to grind it in in the years to come, though. He's a mechanically interesting, but should perhaps let someone else choose his topics.

Maracaibo: The rules of Maracaibo come with a very extensive discussion of the game's colonial setting. This justification for gamifying France, England and Spain's competing conquests of the Caribbean is fascinating in that either the designer or the publishers felt the need to bring it up at all, and actually I think that's quite a positive sign for the field. The logic, however, falls very flat: bad things happen herein because that's historically accurate. Well, all right, but lots of historically accurate things don't make it into the game mechanics, and the choice to stage this isn't some neutral mandate. I actually find it a bit insulting, in a 'logic of war' kind of way--naturalising logics of atrocity, et al. 'History is bad, kids.' Yes, and this in uniquely bad in ways that are very resonant in modern contexts, including for many people who may engage with this game as text?

I'm not sure how I feel about the game's decision to totally invisibalize labour in the production of its corn, tobacco and sugar. There are 'native guides' in the card deck and many Latinx figures (though most are presumably Spanish); no one is black. So did we dodge a bullet in the form of evading Puerto Rico's infamous slave cubes, or did we further obfuscate how the tobacco gets harvested? 

Maracaibo achieves the holy grail of the newly-popular campaign game format: a game satisfyingly playable as campaign or as individual game. The campaign's writing is paper thin, but the mechanics are a reasonable evolution of a sound engine builder with Pfister's 'one way time track you build en route'. The set up and learning curve are both quite heavy. 

Pfister's subsequent game, Cloud Age, is a SF corporate dystopia that not only doesn't stage any war crimes, it avoids the very common SFF game mechanic of racialised conflict, ie War Crimes in Space via the Na'vi Indians. A miracle. You know what this is? Potential growth. (I mean, we'll see, I haven't played it yet.)

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Badger was over all weekend. Watched most of A:EMH S1, which largely holds up on rewatch. Never sure if Wakanda is doing something cool in imagining an isolationist G8-bitch-slapping world-power African nation that challenges viewers' basic colonialist assumptions, or if Wakanda is simply a weird amalgam of African stereotypes that's simultaneously doing positive and racist things. I think a bit of both, though obviously the second possibility sort of admits the first.

Lost a lot of games, which disappoints me a bit. Normally Katy and I do about equally well, and this weekend we did about equally poorly, both in Carcassone and Tigris and Euphrates. Kind of want to play a game I know I'm fine at to regain mojo and feel generally better. Haven't won anything since Trivial Pursuit like two weeks ago, I don't think, despite since playing 3 games of Carcassone, a game of London, and a game of T&E. This is unusual and more annoying than it should be, given am grown ass woman and, like Dar Williams says, cooler than this. Wish I were generally less twitchy and neurotic about feeling dumb. On the plus side, getting more used to T&E, and may not actually hate it! Still don't know about that Caylus (the game, not the founder of the Klingon warrior code). It seems crap, but might /not/ be, if we played with an additional person.

Cleaned up all the lingering photos on my computer, deleted what I didn't need, and popped anything potentially relevant onto fb. If by relevant you mean 'a picture of Sasa looking unspeakable stupid'.

Made pizzas with Robin. She did nice bases, but must remember these take longer to cook through than plain Morrisons cardboard wafers, and as such need like 18 min, perhaps. Also made meatloaf with roastinis and optional mushroom gravy on the side, combining Nigella's technique with the Joy of Cooking 'making it actually taste of anything'. For Nigella's bacon wrap, I have GOT to remember to use more bacon than I did, and to actually swaddle it around the sides/top it generously, so things don't curl up in this niggardly fashion.

Today I applied for like 6 McDonald's level food service jobs. Modified my food!CV and wrote individual cover letters. Created a profile on a childcare site and addressed a question to a specific job-poster. Doing half and half hours-long academic admin and quicker basic NEED SOME MONEY TO LIVE!! job aps now.

Also finished edits for P4 and asked Katy to shift scenes around according to her editoral whim. Reading it through tomorrow, so she can do the same, I can make last changes, and hopefully we can have the draft out to people late Monday night, so they'll have some time/two days before the readthrough to look it over.

Showed the house Friday and today. Have another person tomorrow. Put up everything possible for ebay free listings. Cleaned the hell out of the house Friday, and did some more today.

I listened to all the music mock-ups the composing staff have done for the radio plays last night, and some of it was awesomely good. One of the main character themes sounds sooomewhat like American McGee's Alice's soundtrack. I'm on the whole really impressed with the professionalism, and with the sort of--reality of the project? Composers!! We met with them, I gave feedback, they worked MAGIC!! with scores and bullshit, I gave feedback, music baby was formed. It's part power and also like, part kind of--awe? It's a fanproject, I know, but there's something awesome
about like, a total thing coming together, and being made where there was nothing, and developing it cradle to grave.

Wrote people about council tax, job ap writing (the QM job centre), the Jubilee event (which Cambridge House no longer wants to do, so I'm left with THREE WEEKS to hook up with other people, plan my own from scratch, or find something else good to go to--thanks a /lot/, guys), book requests for Tor, the music, upcoming social plans, etc. Updated calendar and flatmates spreadsheet, cleaned out emails, etc. Kind of productive weekend despite the heavy social aspect.

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