Half-formed thoughts

The Fearless Muse

Some assorted musings that are far from complete, probably painting plenty of things with too broad a brush, and a bit kneejerk in reaction.  Well, these things happen – it’s a start, and I’ll sort some of this out later.

What shade of blue is the sky?

A Killscreen piece has been making the rounds of late (“‘Game designers want to be artists without knowing what that means’“).  I confess it rubbed me the wrong way for a lot of reasons, some that I haven’t quite put my finger on.  It’s just … well.  A little too simplistic, even for a simplistic laundry list of questions, I think.

Why do you think game designers are so misinformed [about what art is]?

I’m generalizing, but game developers are coming out of computer science or a different side of universities, if they’ve studied art at all. At most, they’ve had one or two art history classes and most of those are boring. People haven’t taken time to understand what it means to be an artist.

Let me say at the outset: I think it would be great if more people had more courses in things like art history, or history, or art, or literature, or foreign languages (multiples).  I am a huge believer in the benefits of the ideal model of the liberal arts education (whether or not it’s attainable, feasible, or has existed for a long time is a debate for another day).  But this isn’t about courses.  What this is really about is being a culturally well-rounded person: crash courses and college courses can help, but they certainly don’t make up for simply living your life in such a way that you’re steeped in a variety of cultural things that you’re constantly thinking about.  What department you’re in doesn’t have much to do with it.  Plenty of people in the humanities are not exactly paragons of cultural beings.  I am certain there are art historians who have no idea of “what it means to be an artist.”

Mei Lanfang 梅兰芳

It’s not simply about “taking the time” to think about something; it requires energetic, sustained engagement.  When I think of my development as a historian, it’s something that’s happened over a very long period of time, and much of it has simply happened in the course of living my life the way it wound up (Sharp points to this in a later comment – the process is ongoing).  There was – is – no way to force it.  The disciplinary example is a red herring.  This isn’t about disciplines – the art historians who haven’t thought very much about “what it means to be an artist” probably haven’t done so because that’s not what it means to be an art historian in their corner of the Ivory Tower.  It’s also like asking what shade of blue is the sky: there is no right answer.  It’s such a broad question as to be meaningless.  What kind of artist are we talking about?  A dancer, a musician, a writer, a painter?  Are we talking about a choreographer, a prima ballerina, or a member of the corps de ballet?  A composer, a conductor, a pianist, a first chair flute, a second row trumpet?  They’re all artists, after all – but it all means something very different.  Besides, many art historians aren’t going to have any better idea how to approach many kinds of artists than I: it’s not an all-encompassing field, after all.  Does Sharp have any idea “what it means” to be a Chinese opera star?  They are artists, after all.  Then again, does it really matter if he does – or doesn’t?

But I don’t want to poke petty little holes in an argument that I don’t particularly disagree with; I just think it’s framed in the wrong way.  This isn’t about what computer science majors are or are not doing – it’s about what’s prized out there on the open market in a lot of ways.

Here’s what I’d like to consider: what kind of person is the industry selecting for?  Are they selecting for people who are likely – regardless of background – to be culturally well-rounded, with plenty of examples and a broad worldview to draw on?  The ones who have “thought about what it means to be an artist,” or any number of other things?  What kinds of backgrounds are important?

Well, now that you mention it …

The “developers wanna be artists but have no clue what that means” article was sent my way by a friend who actually wanted to bring up a (related) issue – one that’s bound up with the background/breadth question.  I will preface this with: I am not, nor have I ever been, a student of game design, an aspiring designer, an actual designer, or a computer science major.  I’ve never taken a CS class and I’m pretty sure I wouldn’t be any good at it (luckily, I’ve never had to try!).  I can’t code, couldn’t design a game for you if you held a gun to my head, and so on. Brenda Brathwaite gave a talk at GDC ’11 on how game design students need to have a coding background. Not just background, actually, their degrees should involve the “same level of coding as a comp science degree” (this statement is what my friend took umbrage with).  “This sort of ignores all the other things that go into making a good game designer, no?” is a dumbed down version of my friend’s argument against such thinking – requiring comp sci levels of ability cuts out the people who can master the basics and acquire a good understanding, but aren’t ever going to be proficient in the way that a comp sci specialist will be.  Which isn’t to say some people aren’t going to have that level of mastery, just that maybe it shouldn’t be an expectation?

I get the need for strong basics.  Here’s an example from my own field: one of the tools of our trade, one of the most basic building blocks of our work, is language ability.  It is critical to what we do: we must have a certain grasp on modern and classical Chinese, regardless of our eventual research subject, and we must pass tests demonstrating the standard of proficiency our advisors deem sufficient.  However – and this is a big however – we are not expected to have the “same level of Chinese mastery as a Chinese literature major.”  Some people assuredly do, many of us do not, and it funnels our research accordingly.  I was told by a professor that they approached their dissertation topic from angle B because their linguistic abilities were insufficient for angle A.  Said professor still turned out brilliant work – and it’s a story that’s not uncommon.  You can be proficient without being a specialist.

What caught my eye was the statement that by not expecting students to attain computer science standards of specialization in coding, programs are sending out ill-prepared students and the lack of education “has to stop. We owe the students more.”  Ok, maybe so; but here’s the more important part, I think – one that has precious little to do with code if you sort through it:

Unfortunately, many programs – if not the great majority of game design programs – mislead their students into believing they will get game design jobs when they graduate, and that is simply not true.

Yes, programs do owe their students more, and it includes things like being frank, upfront, and honest when it comes to things like “potential for gainful employment.”  This is a huge problem in graduate school, where there are far more hopeful PhDs than will ever be jobs.  There are a lot of people who aren’t particularly upfront or honest with potential or current students (I felt very lucky to have a wonderfully supportive, yet really honest, undergraduate mentor who had a number of frank discussions with me on the state of the Ivory Tower and what I was getting myself into).  How about not letting in loads more students than the job market can realistically support?  Let’s be honest – even if every single program out there required every single hopeful student to attain “computer science” levels of coding ability, there still wouldn’t be enough jobs for everyone coming out of such programs (and it’s likely that a lot of talented people would fall by the wayside thanks to the addition of a certain level of specialization that’s going to be unrealistic for otherwise really talented and useful people).

Flock of Geese (Egyptian, c. 1350 BC, housed in the British Museum)

But of course, being a business these days, that would be bad for the program bottom line – and we couldn’t have that, could we?  It’s a shameful problem that exists in many corners of the education sector (and makes me just as angry, if not more so, elsewhere and closer to home) and yes, we do owe the students more, including not leading them on years long wild goose chases for jobs that don’t and won’t exist, regardless of how well they do or don’t code.  Maybe that ought to be a rant at GDC next year.

Back to my own corner of the Ivory Tower, there are several programs that have pretty impressive records of success (even with the lousy academic job market).  I think one thing worth noting is that often, professors wind up “taking a chance” on students who may not have a “classical” background that clearly led to a given field or speciality.  The equivalent, if you will, of taking a chance on the student who may not come in with computer science levels of coding but brings a lot of other things to the table – sometimes nebulous, undefinable qualities.  Except these days, it seems more likely to fall in your favor than not – specialization is still expected, yes, but future employers increasingly want to know what other skills a fledgling academic is going to bring to the table.  What sets you apart from all the other specialists who have the same general specialty as you.  Negotiating the line between the demand to specialize and the demand to be broad and wide-ranging is one of the orders of the day.

In a glutted job market, there’s something to be said for taking a chance, both before, during, and after the education process.

The Fearless Muse

Balanchine & (a young) Farrell

While pondering these issues, I find myself thinking about George Balanchine’s last great muse, Suzanne Farrell.  She’s an interesting character – one of those dancers with that nebulous je ne sais quoi (the dramatic story of her rise-fall-rise and the prominent position she occupies in the history of modern ballet doesn’t hurt).  Most people agree that she wasn’t a particular star technically (e.g., she wasn’t “known” for, say, her jumps), but as the choreographer Maurice Béjart (who took her & her husband in after they were forced to leave the New York City Ballet) said about her musicality – it was as if the music came through her.  That is, part of her “something” was one of the hardest things to train people at – she was just naturally gifted, and it remained one of her greatest strengths as a dancer, technique absolutely aside.  Incidentally, it was also something Balanchine noticed during her audition for the School of American Ballet – and undoubtedly one reason he took a chance on the girl from Cincinnati despite her wonky left foot with a fallen arch.  His gamble paid off in spades.

Anyways, Balanchine loved her for many reasons, but there are a few that get mentioned with some frequency: first, she was fearless.  Unlike many ballerinas, Farrell wasn’t afraid of being off balance or falling off pointe.  She wasn’t afraid of making mistakes – mistakes that sometimes led to revelations.  Second (and likely connected to the first), she was willing to experiment, to try, no matter how crazy an idea may have sounded.

This was important.  Because, you see, George Balanchine had never been en pointe.  According to Ferrell, when they were working – creating – in the studio, Balanchine would remind her of this fact.  And while working, he would ask her about things that they had never attempted before: “Is this possible?  Is that possible?”  (Think on that: another definition of what it means to be an “artist,” no?  And a little revelatory that one of the greatest – if not the greatest – choreographers of the twentieth century had never actually practiced one half of his “instrument” at all.  He didn’t always know what it was even capable of!)

“I don’t know,” she would respond, “but we can try.”

Arthur Mitchell, Balanchine & Farrell rehearsing Slaughter on Tenth Avenue

And don’t mind if I address you using the informal you

Jacques Prévert

(This is not a theoretically informed ramble; just a few thoughts on doing translation from the trenches) Despite my last post bemoaning the Peiwen yunfu (which I have a slightly better handle on now – but it’s still awfully scary for a dictionary!), I am enjoying my first formal foray back into translation in a very, very long time.  My education in Chinese at the ICLP took a really different shape than my previous studies of French, Latin, and ancient Greek (Latin & Greek particularly).  In the latter two cases, we spent most of our time translating – if not putting pen to paper, at least verbally going from Latin or Greek to English.  In contrast, at the ICLP, we functioned entirely in Chinese – even in our classical Chinese courses, our “translations” of Warring States classics and poetry were from wenyanwen to modern, spoken Chinese (baihua).  Yes, it was definitely translation of a sort, but going from one language I didn’t have a great grasp on to another language I still didn’t have a great grasp on was quite a different exercise from rendering Horace, say, into my mother tongue.

Even as a historian working with Chinese documents, I rarely sit down and translate a whole document.  I read it in Chinese, mark it up, take notes, pull out a few quotes while I’m putting a paper together and translate those select bits and pieces.  We get warned against falling into the “translation trap”: expending a lot of energy translating things we’ll never wind up using.  So, while I’ve sat down and translated whole things here and there (short poems, slightly longer lyric poems, and so forth), I never had the sort of education on translating that I got in other languages.  Digging into Meng Chengshun, then, is a crash course in translating a whole text from Chinese into English.

Still, I like translation a lot.  I’m still learning the ropes of it in Chinese – and I have a great many things to learn – but it can be quite soothing.  I like figuring out how words and phrases fit together, and how best to render them into English.  I have always been more talented at poetry than prose – I shocked more than one Latin teacher (actually, every Latin teacher or professor I ever had) with my total incompetence with finer points of grammar, while still being able to flit through all kinds of different poems with relative ease (the grammatical incompetence came back to bite me in the ass when we hit more difficult prose; Suetonius felled me).  I always took a pretty hippy-dippy stance on it: poetry generally requires opening your mind and letting yourself slip into it and tease out the complexities, it can’t be manhandled with grammar and logic.  Silly?  Maybe, but I still think that’s the case.

Li Bai by Liang Kai 梁楷 (Song dynasty)

Taking anything from one language and putting it into another can be difficult.  Chinese is a very difficult language to begin with (at least, in a lot of respects), and a very self-referential one, which makes translating that much more difficult.  Especially when one is just learning your way around the whole business of translating.  My translation – about 3/4 of the way done – has as many footnotes as many of my papers do.  “Do I say ‘Bo Juyi’ [a famous poet] or ‘Jiangzhou’s Sima’ [his sobriquet in the text]?” – and that’s an easy one.  I’m translating for a specific, not-necessarily-specialist audience in mind; considering this translation’s hopeful future use, I can’t simply assume that everyone know who the “banished immortal” is (that would be Li Bai).

It seems that almost every poetic allusion has its own history that stretches back hundreds of years or even longer – is it my job as a translator to put a monster footnote every time one of these appears?  Or just for the particularly abstract?  Can we just let the poetic allusions stay as pretty phrases, if it’s not critical to understanding the play if you’re missing a reference to the Lunyu or the Shijing?  How important is it to be literal?  Is it better to be literal (explaining the allusions in footnotes), or capture the essence in a less literal way (also with footnotes, this time laying out the literal)?  Is it possible to convey any sense of the visual element of Chinese characters?  How do you explain – not in a footnote, but with your word selection – the various associations a single character can pull up?  One of my favorite characters in the Chinese language is xiao:

è•­

It has a whole host of mournful associations.  Going through a dictionary (this is one I always look up for an initial assessment of the usefulness of a Chinese-English dictionary) is likely to turn up all sorts of compounds, including the rustling of autumn leaves, the sound of wind in the trees, autumn this, sad that, dying, dying, desolate.  Also the whinnying of horses.  Which may sound like an odd fit, but it can be a terribly mournful sound in many respects.  In Li Bai’s famous “Sending off a friend” (one of my favorite Li Bai poems), he closes the poem – sends off his friend – with “萧萧班马鸣,”  the ponies cry xiao xiao.  How to translate that?  Whinnying doesn’t quite capture it, but xiao xiao means little if you don’t know what character it’s referring to …. I consider myself reasonably talented with English, but perhaps I’m missing some poet’s sensitivity (or perhaps, some of this stuff is just a tad too ephemeral to really nail down perfectly).

This pops up even in modern Romance languages, of course – one of my favorite examples is from the French poet Jacques Prévert and his famous poem “Barbara.”  Prévert is lovely in French, less so in English translation – because his language is so easy and free and, well, French.  It loses some of that in translation.  But the conundrum above (which I’m currently fighting with) was introduced to me clearly here:

Et ne m’en veux pas si je te tutoie
Je dis tu à tous ceux que j’aime
Même si je ne les ai vus qu’une seule fois
Je dis tu à tous ceux qui s’aiment
Même si je ne les connais pas

“And don’t mind if I address you using you.  I say you to everyone that I love, even if I’ve only seen them once.”  There’s really no way to render it well into English, at least not literally – tutoyer means to “address someone using tu,” or the informal (singular) version of “you.”  And he plays on the informal aspect – “I say you to all those who love, even if I don’t know them.”  In English, it just sounds strange.  But of course, translating it “Don’t mind if I address you familiarly” is not literal, although it conveys the meaning much more clearly than “I call you you.”

So I understand sometimes why people say that things “shouldn’t” be translated, or “can’t” be translated; it’s true that you miss a lot.  Vergil forever ruined English poetry for me (rather, poetic devices) when I read a particularly spectacular section in the Aeneid. As he talked about the waves in the sea in the middle of this tremendous storm, you could literally (assuming you scanned the line properly and attempted to read it correctly, word stress and meter stress and all) hear the waves, waves that went up … and down … and up … and down.  Just off the meter and how it interacted with the words.  It was magnificent – and totally impossible to translate that experience into English. It also made all the “wonderful poetic devices” English teachers in high school loved to fawn over totally yawn worthy in comparison.

But I also think it such a silly view point.  I never would have become a Chinese historian if I hadn’t fallen in love with classic Chinese works – both more modern and much older – in translation.  I fell in love with Roman lyric in translation first.  To say that you shouldn’t get to experience things unless you can appreciate them in their original tongue is shortsighted, to say the least.  I am very glad that I can read and enjoy Latin and modern Chinese and French literature, and sort of enjoy older Chinese literature (for the allusions themselves can – and do – fill books, so there’s always a little doubt in my mind to whether or not I really get the whole thing).  I am also glad I can read Tolstoy, the Man’yōshÅ«, Sei Shonagon, and Lady Hyegyong – even though I don’t know Russian, Japanese, or Korean, among a great many languages.

In any case, as I trundle through a translation – simultaneously fighting with the language and how to frame it for the specific audience it is geared to – I have an ever-greater appreciation for those intellectual giants who manage to make it look so easy.

I was a blogger once, and young (II)

Part I: The bare bones of it (sort of)

It’s quite strange to be writing openly about all of this, but I guess aspects of it have come up quite a lot since I left (not necessarily related to me in particular, but life at a blog like Kotaku in general).  It’s a lot of navel-gazing and I feel a very silly and incredibly conceited in some respects, but in others it’s rather cathartic and useful to ruminate on that part of my life.  So, apologies for the self indulgence spreading over two posts. It also occurs to me that I probably make too much over “page views,” but it was how our “success” was measured, and the way I got used to thinking of myself & how I fit into the larger picture of Kotaku and the gaming blogosphere.

a. On intellectual background

My workspace in San Diego, in the midsts of final editing of my 2nd year research paper. Â Can't wait to see what Ben Abraham & ANT have to say about this!

I grew up with an incredibly intellectual mother (who, while not a member of the academy, is a historian) who instilled in me a deep and abiding love for the wonderful, invisible, essential thing of history, and also a love of cultural “stuff.”  This ranged from poetry to painting to music to architecture to furniture.  I joke that I was raised to be a cultural historian.  It’s not really a joke; it’s true.  I would’ve had to work very hard to outrun my upbringing, and indeed - I tried on other things over the years and none of them quite fit.  Certainly, the academic skill of approaching cultural production in a particular manner was honed in college, then further in grad school (and is an ongoing process), but the basics were there, I think, from a pretty young age.

My first independent intellectual passion was Latin.  I now teach students who sometimes struggle with how to take a 9th century poem about some guy’s cat and apply it to their lectures and textbooks (not, admittedly, always the easiest thing to do); the leap from “literature” to “history” is not always a smooth one (this goes for films and music – and games – as well).  My adventures in Roman literature taught me how to do that, or at least try.  I didn’t just love Catullus because he was funny and sad and wrote beautiful poetry; I also loved Catullus because I could read his poetry and it said something about a subject I wanted to know more about, but it was up to me to dig that out.  I started learning early on how to at least try and think critically about cultural production, and how it fit in with other topics.

It was my introduction to applying cultural production to historical studies.  It was also the only reason I didn’t flunk out of high school, because while I was barely scraping by in most every other class (due to boredom and lack of interest, particularly when it came to things like “doing homework”), I never had trouble getting good marks in Latin.  It even occurred to my mother, despairing over my future, that maybe since her offspring’s intellectual proclivities included translating authors who had been dead for 2,000 years and falling in love with Tolstoy, all was not yet lost.  Sure enough, things improved dramatically after I got out of high school and on to better things, like college seminars on “masculinity and power in the US” and “Roman historians: Caesar, Livy, Suetonius.”  So, gratias vobis ago, my wonderful Latin teachers, and my treasured old friends like Catullus and Horace and Vergil and Ovid – I wouldn’t be a Chinese historian if it weren’t for you.  I wouldn’t have found a weird little niche on Kotaku if it hadn’t been for you.

The more I read, watched, and studied, the more I had a hard time shutting off the academic side of my brain that was constantly humming away in the background, analyzing and making connections – even when watching “fluff.”  When I really started to play videogames, I approached them in much the same way I approached most every other piece of culture I consumed – and the intellectual side, likewise, didn’t really want to shut off.  It was pretty natural, then, that I gravitated towards work that approached games similarly (though much more sophisticatedly) to the way that I wanted to approach cultural objects of all stripes.

b. On becoming a niche writer

I suspect, if one were to go back through my earliest posts for Kotaku, you would find that they were trying to play more to the general readership (I haven’t done this, but I have a vague feeling that’s what I was doing).  Not because of any financial incentives, but I did want to make my boss and fellow writers happy and fit the mold, so to speak.  At some point pretty early on, I realized my page views were dismal (though steadily increasing – but they never got close to the views that other writers on the site got) and short of me totally setting aside my personal interests, I was never going to be widely read.  So I just started mining the blogs I liked, the things I read, the things that were interesting to me. And there was the practical matter I mentioned: other writers on the site weren’t posting from these sources, so there wasn’t the anxiety over ‘Oh no, they posted X, Y, and Z today that I was going to post.’

I did get lucky here: my boyfriend through most of my Kotaku tenure kept up on a lot of interesting things and introduced me to a number of blogs that would’ve taken me much longer to stumble upon on my own.  Leigh Alexander’s Sexy Videogameland, for example, was one of these (so while I get all the credit for helping to solidify Leigh’s early readership, at least insofar as Kotaku writers are concerned, my ex deserves the real lion’s share of that!  Thanks, Dave – I’m sure Leigh would thank you, too, if she could).  Between the two of us, I managed to build up a pretty respectable list of feeds I kept up on, and a lot of it was very different than the average post on Kotaku.  At some point it occurred to me in a more obvious manner that hey, I was posting stuff that wouldn’t be appearing on such a widely read site otherwise.

This is how I eventually wound up with a Mao Cow of my very own

That moment was probably when Ian Bogost IMed me to say “Thanks for posting my stuff.”  After I got over my fangirlish reaction of “OMGOMGOMG, Ian Bogost is talking to me!” and “Why is he thanking me?  He’s Ian freakin’ Bogost!  His body of work is amazing,” I responded with something insipid like “Well, I don’t always agree with everything you say, but I really like your work” (dur).

But it dawned on me that if someone like Ian Bogost gave me a polite nod to say thanks for flinging traffic his way (though Ian is a nice guy, so maybe he was just being polite), maybe all this stuff did need a lot more exposure on a place like Kotaku than I thought.  This is a double-edged sword, of course – I sometimes felt a little bad about throwing smaller blogs under the Kotaku bus.  I think the really sharp work itself forms an interesting ecosystem and it chugs along just fine without directing the people who read Kotaku to it.  Also, I knew people could be really nasty in comments and most of the writers weren’t asking me to link to their work – many of them were probably just as happy not to be involved with the wider blogosphere that Kotaku was part of.  Ethics of blogging?  In the end, I figured a lot of people who just wanted to say hateful things were frequently too lazy to actually go over to the other sites, and simply spewed their vitriol on Kotaku.  Unexpected traffic could be a problem, I’m sure, but I just hoped it all balanced out in the end (and I think it did).

c. On becoming a Chinese historian and a niche writer

One of Abraham’s questions was on how grad school impacted my approach to my work on Kotaku.  It did a couple of things, in retrospect – it put a new stress on a couple of issues that had been bubbling for me and introduced some new variables.

First, and probably most important, I told myself I would simply not post anything I would be embarrassed to have my academic reputation associated with.  It wasn’t that I thought posting about porn stars and sexy cosplay and lowbrow humor was beneath me, but I just couldn’t imagine someone from my academic universe googling my name and coming up with posts like that.  The fact I wrote about videogames was weird enough; writing about porn stars playing videogames would’ve been (would be) too much. While I posted plenty of things (including my own longform pieces) that weren’t up to quality standards set forth for our research projects, I’m not ashamed to have anyone I know in academia come across any of it. I once got (very kindly) nailed – before I got to grad school – for overestimating the anonymity and vastness of the internet (e.g., the ability to hide).  And that was before I wound up with my name attached, in a very public manner, to things I was writing – so losing any hope of anonymity at all.  It was an incredibly embarrassing flub, but a really valuable lesson to learn early on.  I never wanted to embarrass my advisors and other people important to me in academia.  It solidified my leanings towards esoterica.  Unfounded worries?  Perhaps; but it was something that certainly channeled my efforts away from certain directions.

Actually, let me clarify that: I would have posted about porn stars and sexy cosplay had it been framed in the right manner.  There are plenty of smart ruminations on gender, sex, and all sorts of potentially “lowbrow” (in other manifestations) topics in the blogosphere, and I did post a lot of that. What I did not post were articles about scantily clad women making sometimes questionably informed comments about AAA titles I didn’t play, with an attached photo gallery of them rubbing themselves on a 360 controller or PSP (among other things, it just seems this is one type of post that raises ire on a semi-frequent basis).  I don’t have a problem with that sort of stuff, I just wish people didn’t attempt to wrap it in the veneer of “But she’s a legitimate gamer, don’t you see!”  Don’t try and “justify” it at all; it is what it is, just like a lot of what I wrote was boring – if not to me personally, then to large chunks of the readership.  I didn’t try and make it something it wasn’t.  I posted calls for papers that 99% of the Kotaku readership couldn’t have cared less about, and other people posted lingerie-clad women that insulted some of the readership.  We did it because we could, we wanted to, we had the power to do such things, and we had posts to get out.  That’s OK.

Goatgate was hardly as charming as this little fellow (Zhao Mengfu, detail from "Sheep & Goat," Yuan dynasty)

But generally, the “gimme” headlines just weren’t the stuff I wanted to post and weren’t the kinds of things I wanted my name (one that is still very, very young in academic terms) pulling up as a top hit when people googled me – so there was little reason for me to compete with coworkers for those coveted, attention-grabbing posts.  Again, unfounded anxiety?  Maybe.  But I also have to say I found most of my “biggest” posts pretty unsatisfying – that is, the things that were way out of the zone of things I was interested in, but “someone” needed to post, and were attention grabbing enough to draw in more than my usual readers.  The example I remember most clearly was the God of War “Goatgate” “scandal” (I use that term loosely).  It got me a lot of page views that week, at least in terms of my usual – somewhere around 40,000 for that article alone.  My general reaction was “meh.” It was sensational and dull all at the same time, and I just didn’t care all that much.  Though I still cannot believe I used to have a job where I could post things with titles like “Sony Decapitates Goat, Raises Ire” and get paid for it.  In essence, I generally posted things I was interested in and that I wanted to read.  I don’t want to read about porn stars playing Madden.  Why would I want to post it?

Anyways, that segues into page views, which are an obsessive part of working for a blog.  On that particular aspect of writing, then, grad school did another thing for me.  A lot has been made of the bonus system at Kotaku, which I have tried to explain elsewhere.  When I first started writing there, I was paid a certain amount per post (which was predetermined – I did 12 posts a weekend, and that was that).  There were quarterly bonuses, but those were tied to overall site traffic – beyond that, there was some sort of calculation on how much a writer had contributed to that traffic, and that determined your bonus.  At some point (I don’t really remember when – a little less than a year into my tenure, maybe), there was a change in the bonus system – salaries were fixed, and then bonuses were paid to individuals based on their particular target number of page views.  I never got one of those checks, so I don’t really know how it worked.  I also want to underscore that my comments on this topic (both here and elsewhere) apply only to the time that I was working for Kotaku, between 2007 and 2008.  I have no idea what the system is now, and I don’t want people inferring from my comments something that may or may not be the case about the current setup.

Salary was not, as has been incorrectly reported in multiple places, fixed to page views.  I got the same amount of money every month, at least in base salary (and in practice, since I never had a lot of page views (thus no bonus), in total), regardless of whether I had 500,000 page views or 5.  It’s a testament to Brian Crecente that he kept me on as long as he did, since I’m pretty sure my “underperformance” was a fireable offense in the Gawkerverse.

OK, what in the hell does Gawker’s bonus structure have to do with grad school?  This is actually key to my blasé approach to page views (and why I wound up comfortably inhabiting a niche that was really unpopular compared to the bulk of the site).  Kotaku wasn’t my full time job.  I didn’t need it to make ends meet – I didn’t need it at all.  I had a salary – because I was a PhD student.  Yes, the money was absolutely very nice; I missed it when it went away – but I was never in danger of not being able to keep a roof over my head, or the dog in kibble, when it stopped.  In my particular life situation, the carrot of a bonus proved utterly ineffective – I didn’t need it, and the pursuit of it would’ve meant turning away from the things I was really starting to enjoy by that point.  I have always been mulish in my temperament, and the idea of a little bit of extra money (based on a system I never figured out in the first place) wasn’t worth abandoning what I was interested in.  I dug in my little heels and basically ignored the fact that bonuses existed.  If Brian had said, “Maggie, you’re really underperforming and this is a problem,” I would’ve had to reevaluate my stance.  As it was, he never did, and I always had the impression that everyone thought my penchant for posting “weird” stuff that no one else did was, if not valuable, at least contributing something.

Would I have wound up writing on the 1904 "serious game" edition of mahjong without Kotaku? Probably not.

On a more personal level, actually starting my formal graduate studies combined with the crash course I did in game studies (when I started posting about it on Kotaku) and made me say “Hm, maybe this is something I ought to pursue.”  Which of course led to me reading more, and thinking more, then reading more, then posting more, then reading more ….  A self-perpetuating cycle.  There are very few historians and very few China studies people in the field (and definitely very, very few Chinese historians), and the more I read from academics I respect – and other writers just doing smart stuff with games – the more I wanted to be part of it, too.  There was a hole to fill, a China-shaped one, and I could be someone to help fill it.  The more brilliant critical writing on games I saw, written by all sorts of people in the scattered little sphere that made up my sources, the more I wanted to be able to contribute to it, too.  It’s one reason I’ve come back to writing, over two years after I stopped.  It’s one reason I’ve been slowly picking up blogs I put down in December of 2008.  I really liked being part of that ecosystem, I liked a lot of the people I “met,” and I really liked engaging with smart people with interesting ideas.  I still do (so I’m back).

I certainly made great connections at UCSD thanks to Kotaku – e.g., I met my friend Stephen when, during the break for the first session of a seminar I was enrolled in and he was thinking of taking, I staggered outside to catch a breather.  As the elevator doors were closing far too slowly for my liking, he came running down the hall, saying “Hey, hey!  Are you Maggie Greene that writes for Kotaku?”  I said that I was (now trying to keep the elevator doors open, to no avail), and he just said, “Keep up the good work!”  I managed to squeak out a thanks as the elevator doors shuddered shut.  Kotaku helped me meet a lot of interesting people on campus, which was and is great fun and good for me, intellectually and personally.  It also really expanded the network of academics I knew beyond the bounds of UCSD, and at least writing for Kotaku gave me a little foot in the door.  It had later (positive) ripple effects on my fledgling academic career as a “proper” Chinese historian.  I think the sheer strangeness of that line on my otherwise standard history PhD student CV helped when it came to things like applying for dissertation fellowships – particularly when combined with proper “academic” work in the field of game studies, incredibly limited though mine is at this point.

I think it’s a little unfortunate I left Kotaku when I did; I’m in a much better position now to write about games than I was two or three years ago, when I was writing about games.  But, part of the reason I am in a better position is because I did write for Kotaku – it was an essential part of developing that side of my academic and intellectual interests.

d. On a “legacy” (?): We are thinking

I stopped writing for Kotaku when I was 25.  I’m 28 now.  I find the mere idea of me having a legacy at this point pretty hilarious, but my name does still come up from time to time in conversations here or there, so I guess that means I did leave one.  I certainly wasn’t thinking of leaving one, nor really sitting down and pondering my role in the vast universe of the blogosphere – well, not frequently and not terribly cogently, at least.

I didn’t start off wanting to be a game journalist.  I still don’t want to be a game journalist.  I wasn’t fulfilling any particular dream of mine to be a writer or anything else.  People used to send emails and IMs saying “How can I break into writing about games?”  I would think to myself, “Submit a writing sample based on Lu Xun and Chinese dresses to a young blog and see where it takes you?  How should I know?”  I just wanted to grow up to be a Chinese historian (and I still do – just one that happens to research games).

At the heart of my job, I was an aggregator. I didn’t write all the interesting things I posted about, I just had to find them, pull out a few quotes, write a few vaguely coherent sentences to bookend it (sometimes, not even that), and add a link.  It was production, but of a particular kind.  I knew that I wasn’t as smart, at least when it came to writing about games, as all the people I was linking to – I wasn’t producing the stuff, after all, just offering occasionally pithy commentary and sometimes clever titles.  Furthermore, I was just one more writer, out of a long list of writers, that had passed through Kotaku (I mean, check the Wikipedia page if you doubt me here).  I fell into the job by dumb luck, and I wasn’t any different than a lot of other people (except, perhaps, in having dismally low page views).  It’s not like I built up a readership by the sweat of my own brow and laboriously worked to “CHANGE THINGS!”.  I didn’t.  I was just a writer on a Gawker Media blog, another cog in that big wheel.

But I did wind up doing something – I got a lot of things out to a much wider audience than they otherwise would’ve gotten.  I tried to make sure that those wickedly smart writers with blogs that had awesome titles got out on a place like Kotaku, and those readers who maybe wouldn’t have found them – but were looking for that kind of thing – got a little nudge in the right direction.  You know, just as I would’ve liked someone to do for me, if I’d been writing smart things about videogames, and like I wanted the big blogs to do for me before I discovered the intellectual underbelly of the blogosphere.  Much as I’m writing this now (partially) to help someone else’s dissertation (well, that’s the intent, anyway), just as I wish Meng Chao could write for me. I’ve gotten a lot of help over the years, and I like to repay those favors when and if I can.

I guess one of my favorite examples of “what I was trying to do at Kotaku” was also one of my last.  In late October or early November 2008, I got a really nice email from Daniel Martins Novais.  Now, this was nothing out of the ordinary – the Kotaku inbox I had was a thing of terror, filled with press releases, tips on news items, and lots of people pitching their blogging or game to us.  It was, in short, a giant headache with a few gems surrounded by a lot of dreck that was practically impossible to keep up with.

But Daniel approached this initial contact quite differently than most people (and quite wisely, though I don’t know if it was a calculated strategy on his part).  Instead of saying ‘Here’s a game I made and would you please post it?’, he first wrote an email to me (just to me – not to the general ‘tips line’ that went to everyone, or to a bunch of us all CC’d together), explaining that he had really been influenced by Jason Rohrer’s work (which I had posted all of, up to that point), really wanted to do the game design thing full time, and would I mind just taking a look at the game he made, just to give feedback, because he really respected my opinion?  No grubbing for a link or anything (of course, this made me more inclined to actually link to him if I liked the game).

Screen from Estamos Pensando

I played the game, called Estamos Pensando (‘We are thinking,’ unfortunately no longer available).  I saw the Rohrer connection.  It was polished, sad, and sweet.  I really liked it.  So I posted it.  It was one of the few times I remember posting something and watching it spread pretty quickly, since people actually gave my post credit.  A slight diversion here, one that probably belongs in the section above. The issue of “attribution” in the blogosphere is a fascinating one (it occurs to me that it would probably make a great study from several angles – has someone already done one?), and one reason I really remember Estamos Pensando is because (thanks to “via” links) I could actually see where my work was going.  With few exceptions, my impression of my work and its reach while I was doing it was confined to what I garnered from our stats page (listing page views, with me at the bottom of active writers – as always) and the occasional mention here or there.

I originally had one of my very favorite stories of making the acquaintance of someone in the game journalism world here, but in interests of not hurting said person’s feelings by appearing as though I’m poking unnecessary sticks at someone I’m really very fond of, I’ll just sum up the point: I took proper attribution really seriously and proper links, including the “via” part where warranted, were a matter of academic honor to me. I realize that probably sounds outrageously overblown (“It’s just a link,” right?), but bear with me. I once got “reminded” to give credit where credit was not due (on the assumption that it was due, an honest mistake), and it really, really offended me.  It generally bothered me greatly to see how things wound their way around without leaving a trail that led back to the people who had discovered whatever article, and I was incensed that someone would try and say I was doing the thing that I so disliked.  Lack of that little “via” seemed, somehow, pretty dishonest in a lot of cases. I tried really hard to make sure that I maintained my academic sensibilities where attribution was concerned.

Footnotes: I love them. LONG ones, too.

This was because, for me, a “via” link was the equivalent of a footnote, which of course I would not forget in a paper, since that would be plagiarism (and a fearsome, fearsome charge to have leveled at you).  I’m not saying that not linking is the equivalent of plagiarism (though sometimes, it can skate damn close to the line – I ran into this with the “Atlanta Examiner,” whose writer seemed to do little more than repost everything I posted in a weekend without credit to me); but for me, it felt like it.  I tried to treat fellow writers the same way I treated fellow historians, even if sometimes we were just aggregating and pointing back to the same original.  It was also just a matter of habit from writing a lot of papers – I love doing footnotes (one of the great soothing joys for me when I write papers) so filling in my little “via” link in a proscribed format was something of the same ritual.

A great many sites never seemed to feel the need to give me credit, even when I damn well knew there was a 99.9% likelihood they had gotten the article from something I posted.  I never sent emails or IMs saying, “Where’s my credit?”  I wrote for Kotaku, a giant juggernaut of a site – why did I need credit? (at least, that’s what I assume people who didn’t give my work the courtesy of a blogger’s footnote were thinking). I wanted credit because I wasn’t a faceless automaton; I wanted to see where things I found wound up, too.  I didn’t want other writers to feel the same way I sometimes did, so I was always careful to note where, if anywhere, I had procured a link from.  I’m sure things slipped through the cracks on occasion, but I wanted that to be as rare as possible.

In any case, Estamos Pensando was one of the few times that I distinctly remember other blogs actually showing a clear trail to me, and it was delightful to see it spread – more so because Daniel was genuinely thrilled with the fact that I had posted the game at all, and the fact it was getting nice attention from multiple spots thanks to that first post I made was icing on the cake.  It was just a post on a blog, but it made a difference – a good one – to someone. I felt really good about that. I still feel good about that.  That sounds appallingly sappy – and I really don’t care.

That was a late, particularly obvious case, but one that I would like to think sums up what I was doing – consciously and not – at Kotaku.  Giving a little more page space to a lot more things that shouldn’t have needed me, of all people, to be pushing them – but I somehow wound up with the platform and ability to do so.  I suppose there were a lot of examples like that, but I guess because Estamos Pensando was the last big one, it’s one I most remember.

I hit my stride at some point and was comfortable with the fact that I would never be “popular”; there were people out there who liked what I posted, and got something out of it – something they wouldn’t necessarily have found on Kotaku otherwise.  Sure, plenty of the audience thought I was a dull, pedantic, elitist snot (or me and my subject matter were just plain boring, or not why they came to Kotaku) – but I wasn’t writing for them.  I was writing for me, and people like me.  I wrote about the kinds of things I wanted to see on blogs like Kotaku, and apparently, other people did, too.

I did get to introduce people to neat sites and incredibly smart people and wonderful critical thinking on games.  I hope I did facilitate in building networks between readers and writers and other readers and other writers (and I think I did, in some cases – maybe not all, but some).  I at least wanted to show that there was a really interesting world of blogs that existed pretty apart from the “big guys,” and they were worth reading, too.  Sure, there were other sites doing this, and probably doing it a lot better – reasonably widely read ones – but they didn’t have Kotaku’s readership.

I hardly had a captive audience, but I had a lot more potential readers to hook than most people.  There were places to read about and talk about games in a really smart, intellectually engaged manner, if that’s what you wanted, and I wanted to point that out on the platform I had available to me.  I wanted to post about things that I thought were important and didn’t get enough press in general.  China, of course, would be the prime example – yes, I poked a lot of fun at silly press releases, but I also posted about “real” issues, and about a lot more than just laughing at crazy Chinese knockoffs.  In retrospect, this was an incredibly smart thing for me to do for my own benefit, because I now have a whole body of work to look back on as I write papers years later.  But from a less self-serving perspective, I did want to underline that there was more to gaming outside of the West & Japan than people dying after gaming binges and piracy.  I think I wrote a longform essay on the very subject of getting outside mainstream news and thinking about games as a truly global product – precisely because I found the blinkered regional perspective terribly frustrating, as both a writer and consumer of gaming news and writing.

I was the least read writer on Kotaku, but it was a bigger audience than a lot of us will ever have.  I had a funny conversation with one of my professors once, roughly the following:

“How many regular readers do you have, do you think?”

“Oh, I don’t know, not a lot – maybe 4,000 who regularly click on my stuff.”

“You realize that 4,000 would count as a book that sold well in our fields?  And you have that every weekend, without thinking about it.”

I think about that sometimes, particularly when I’m up late at night and struggling with Historical Stuff that is frustrating me.  I did have that.  No, it’s not a monograph or a list of publications in prestigious journals, but it is something, regardless of whether many of my colleagues would think it important or not.  I did make a difference, however little it may have been in the grand scheme of a blog like Kotaku (or the game blogosphere as a whole, or for game studies in the enthusiast press, or whatever). I managed to have a pretty impressive reach – not for a real, widely read blogger, but for an otherwise totally unimportant 20-something Chinese history grad student, even if it was something that was so far out of the purview of what “should” matter for my career that many people I respect highly never even gave it a thought.  For most people in my “real life,” it was an odd curiosity and little more (“Maggie writes for a blog, huh.  They pay people for that?”), but I had more of an audience at 24 and 25 than I will likely ever have again (and many academics never have), even for work that I try so hard at and put so much thought – and blood and tears and sweat – into.  How to explain that?  Sure, it was utterly pathetic compared to the reach my fellow writers had and have; but I think for many of us – a couple of hundred thousand page views a month is still quite the potential platform!

So I do try and remember that I did something once for a while that I was pretty good at (at least after a fashion; maybe not in the way I was “supposed” to be as a writer for Kotaku), and I did make some difference (I think), and people do still remember – even as I slog along at the moment, back to being a mostly anonymous, insignificant fish in the brilliant glittering sea of grad school and academia and my “real life.”  It wasn’t always so, I remind myself, at least not in some areas of my life.  And I’ll get there again someday, I hope, just in a different sort of way.  I remind myself of all the wonderful things and people that flowed from that lucky, dumb chance I had – one that I’m very grateful for – and all those connections that are humming along as we speak.

I was a Kotaku writer once, and young ….

A screen from Rohrer's Passage, which got almost as many page views for me as "Goatgate" - not quite, but almost

Postscript: This was surprisingly hard to write.  I meant to be a smart blogger and spread things out – and, since the person whose research made me sit down and write it in the first place is at GDC this week & I would assume has neither the time nor inclination to read this at the moment when there are so many more interesting and fun things going on than me pondering away incoherently, wait until GDC madness had subsided to publish it.  I have the patience of a gnat and want feedback immediately (which is unrealistic at the best of times, more so when it’s GDC week & 70% of people I know on the internet are there and very busy!): Well, was it useful?  What did you think?  Did that change anything about the ways you’re thinking about my career?  What else do you want to know? By the way, I think you’re missing X Y Z article of importance, and that one that you said was just a short blurb was actually …. However, it’s been sitting in my queue and I’ve been fretting over it, deleting this and adding that and fixing that grammatical flub or choice of words – and getting more and more upset, probably because it was cathartic to write, being the first (and last) time I’ve ever really written about that very important chunk of my life in any manner, and emotions are still bubbling up.  So, in the interests of not having it lurking, begging me to fuss with it more, I’ve just gotten it up & not on the schedule I’d intended, so I can get back to other important things.

It all sounds so conceited, especially the last bit, I think (is it possible to ponder one’s “legacy” without sounding a little full of yourself?  We’re supposed to leave that for other people to do, aren’t we?).  But then, I’m more given to being hard on myself for everything I haven’t done, rather than being pleased with what I have done.  Finding out that someone thought that my work was special enough to bother researching and writing about was a bit odd, then.  I research and write about things myself; I don’t think any of us select topics that we find irrelevant or inconsequential, since that would just be pouring salt into the open wound that is writing a dissertation.  So maybe it’s OK to be a little proud of what I did, whatever the sum of that is.  I’m looking forward to reading an outside perspective on that part in my life, and how it fits in with bigger issues.

It feels good to have written it, and just as good that I won’t have to do it again.  Unless, of course, Mr. Abraham has more specific questions he would appreciate my ruminations on – in which case, I will be happy to ruminate on specificities at a later date.  I suspect having to dig around to remember the specifics would be more like research, and less like navel-gazing whining, and would probably not leave me with such a mournful feeling.  Wang Xizhi, like so many of the old dead guys, spoke the truth – though the heart does give rise to longing, everything must come to an end.

Sailing the high seas (II)

A Ming ship from the voyages of Zheng He 郑和, utterly dwarfing the European galleon by comparison (insert game piracy analogy here)

Part 2 of 2: On shanzhai products as an object of study

Like Part I, a lot of this is simply my preliminary ramblings on the subject – I still have a lot more research to do (don’t we always), but this is a starting point for me, conceptually and otherwise.  I’ve been getting increasingly excited about the market for foreign games in China (both legal and not), and what follows is my first attempt at putting down my early thoughts in a somewhat coherent manner.  I’m probably using the term shanzhai too broadly, but I will wait for another day to try and tease the complexities out more clearly.

a. On piracy in China

Piracy of all kinds is rampant in China, as noted in the last post (and as anyone who keeps up with the news, or has set foot in the country, undoubtedly knows).  However, simply stating that doesn’t really get us anywhere.

Last week, Gamasutra published a small piece on a report released by the Entertainment Software Association (ESA), which noted that over half of all pirated games come from five watch list countries: Italy, China, Spain, Brazil and France.  OK, no huge surprises there, though there’s some quibbling on how the figures were arrived at.  I looked at the comments on the article and was curious to see some of the takes on why this might be so.  I was aghast when this little gem leapt out at me:

China is not a commerce based country like the U.S. so it won’t adopt our policies.

(I might have choked on my morning tea when I read this for the first time.) Not commerce based?  What does that even mean?  If one thinks China isn’t commerce based, how in the world does one come to grips with the incredible explosion of development (and all the business deals!) over the past decade – and longer?  And that’s ignoring commerce of a less global type, like the little old ladies at the vegetable market wanting to getting the best price on their mountain yams, and passionate bargaining that sounds like it’s about to come to blows at any minute.

People not conducting commerce in 12th century China. Detail from the Qingming shanghe tu 清明上河图 (Song dynasty), Zhang Zeduan å¼ æ‹©ç«¯

Obviously, I don’t think the issue is commercial failings on the part of Chinese society. An actual “problem” (if we want to call it that), and one that was recently in the news, is the “price is the bottom line” culture that pervades shopping here.  Best Buy, the large US retailer, recently shuttered all of its China stores (and by recently, I mean this past Tuesday – after the company denied rumors of closures on Monday).  Adam Minter has been discussing the closure over at Shanghai Scrap, and points out that part of the retail giant’s problem was being unable to adjust to the demands of the Chinese electronics market.  A market that is “already crowded, highly-competitive and extremely price sensitive ….”  Further,

Best Buy didn’t enter China intending to hire talent that knew how to be successful in China. Rather, it entered China intending to create talent that knew how to be successful in North America. That might work very well in Canada, where the retail culture is decidedly service-oriented, but it was going to be a hard, hard road in China where – even Best Buy’s internal studies showed – price was still king for most consumers.

It’s one reason shanzhai products are all over the place, I think.  Does it really matter if you have an authentic Nintendo charger, or an “authentic” Nintudo charger?  How much is it worth to you?  For a lot of customers, spending time haggling with retailers and walking out with a charger that runs a quarter or less of list price in the US is worth that misspelled name on the product (as long as it works – and a lot of it works just fine).  Same thing with shanzhai cartridges, DVDs, CDs – well, do they work, or not?  And how much would you have paid for the gratification of knowing you had an “authentic” product?** I have a hard time envisioning anyone buying a game at a Chinese brick and mortar store or on Taobao saying the following: “Good heavens!  This game I paid a ridiculously low price for is FAKE!  I’m marching right back and returning this” (I can imagine consumers raising a big fuss if it didn’t work or wasn’t the game advertised, which are different matters altogether).  Many Western gamers, on the other hand, seemed surprised and even affronted if the game they purchased for a ridiculously low price on eBay, for example, is a shanzhai copy – even if it is the game advertised, and it works.

Obviously the problem of piracy and shanzhai products impacts a whole lot more people than the Chinese consumer looking for a good deal at Metro City.  It’s big business, both for people pirating and people trying to prevent pirating.  The blog PlayNoEvil is dedicated to security issues, piracy, real-money transactions (RMT – the foundation for “gold farming”), and digital rights management (DRM) – a great read if you’re interested in those kinds of issues.  As an aside, DRM frequently winds up crippling end users who have legitimately purchased a game, and barely puts a dent in efforts to pirate the games (in fact, pirated versions can work better in many cases, since they’re not hampered with crippling DRM!). Rock, Paper, Shotgun’s John Walker recently posted a great essay on some (very serious) Ubisoft DRM issues, and closed with this:

I have to finish by observing what we all already know, and yet that which the publishers refuse to acknowledge: When your game comes with crippling DRM that prevents someone from legitimately playing it, but a pirated version has all this patched out such that it works as you would wish a product would work, piracy is offering vastly better customer service than you. And therefore your customers, literally unable to use the product you’re selling, will turn to the better offer. At the moment you are charging £35/$60 for a product that is much, much worse than one that can be obtained for free. Please, can you present this information to your shareholders?

b. On piracy and translation

[I will apologize here for my ham-fisted approach to the really complex issues surrounding translation/localization.  It’s something that I’ve just recently come to ruminating on, so these are just preliminary thoughts without much background research to back them up.   My friend Stephen Mandiberg has been working on translation and localization for quite some time, and he has much clearer, more erudite thinking on the matter(s) than I probably ever will have.  You can read his writing and work over at his site, Trans(ference/lation/ition): the movement of cultural texts.]

Piracy is one of the most pressing concerns for companies thinking about making an entrance into China – and one reason given for the astonishing lack of Chinese localizations of games.  A few notes on game hardware (PlayStation, Xbox, Wii, PSP, etc.) in China.  They’re technically illegal and have been since 2000 (Nintendo does market here under the iQue brand, but only the DS is here on the up-and-up – any Wiis for sale have been traveling through the grey market).  That doesn’t mean you have to meet people in dark alleys to get your console fix; to the contrary, they’re out and being sold in public quite openly.  It does mean that the popular foreign systems aren’t supposed to be here anyways, for the most part, and legitimate games can cost an arm and a leg (or at least as much as you’d pay in the US) – one reason is that they’re being imported through grey market channels.

The current situation is not nearly so harmonious as in the halcyon days of the Greater East Asian Co-Prosperity Sphere

Back to piracy and (lack of) localization, and lack of legal availability.  Here we have a chicken-or-egg problem.  What came first?  I have no idea, but it’s an issue.  I’ve heard apocryphal tales that long ago, Nintendo decided “to hell with the Chinese-language market!” when they discovered the Taiwanese government owned a sizable stake in a company dedicated to pirating Nintendo cartridges.  Whether or not the story is true is somewhat irrelevant; it neatly encapsulates part of this vicious cycle.  Foreign companies don’t want to invest money into product launches, localization, and marketing when the stuff is going to wind up being pirated and sold on Taobao for 6 yuan (and with tacit – or explicit – government approval to boot).  And who can blame them?  It’s a losing proposition financially.

Which leads me to another part of the produce-pirate-produce cycle.  I’ve been on the hunt for (legitimate, non-shanzhai) Chinese language localizations of role playing games (RPGs) for my (legitimate,  non-“cracked” – which means they’re not ready to get around any DRM issues) handhelds. I’ve discovered that by and large, they don’t exist.  Japanese companies frequently do an “Asian edition” – just another one of the multiple editions that will be part of a global release.  Except … not quite.  They’re generally the Japanese version of the game – voices, text, menu screens, everything.  The only difference is the inclusion of a sheet of instructions in Chinese (and English).  For many types of games, this may not be an issue (and for many types of gamers, depending on why they’re playing).  But for gamers who don’t read or speak Japanese fluently, partially, or at all, they’re left with a pretty pricey game that they may not be able to fully appreciate (particularly an issue, I think, with games dependent on story – if that’s part of what a gamer is after).

So while there’s the issue of price (pirated stuff is just cheaper – significantly so, especially if it’s free!), there’s also the issue of “You want me to pay how much for a game that’s in another language?”.  There is significant time invested by people into making “Chinese editions” (zhongwen ban 中文版) of games that were never intended to be in Chinese; these are widely available, both as free downloads and for sale very cheaply in stores or on Taobao. I’m not suggesting that piracy would magically go away if every game company suddenly decided to release a Chinese localization of their products – it absolutely wouldn’t.  But it is another part of puzzle.  Gamers aren’t just snagging pirated copies of English or Japanese releases (though they’re certainly doing lots of that).  They’re also acquiring pirated copies that have been translated into Chinese.  They’re getting versions of games that literally cannot be purchased legally – they don’t exist.

c. On pirated products as objects of study

The first problem with taking up the topic of pirated products in China is the wide variety of meanings we can attach to “pirated products.”  While sorting objects into categories and attaching labels is, of course, problematic – most fledgling China scholars have been hit with the question “Well, what China are you talking about?” at some point or another – it is necessary to lay out exactly what we’re talking about (or try to, at least).  I have a couple of categories I’ve been bouncing around; they ignore a lot, but it’s a starting point for me:

A screen from the (unauthorized) Chinese translation of Crisis Core (Square Enix, 2007) for the PSP

  • Pirated products in their most basic forms – the DVDs, the copies of Windows operating systems, the games that are simply copies of existing products, the knockoffs of designer brands.  In terms of games, I’m particularly interested in what gamers are getting out of the games that have not been translated.  In the case of games like massive JRPGs, are they turning to other sources to follow the story along (as many Western gamers who buy Japanese releases wind up doing)?  Or is it irrelevant in the face of more important priorities?  What are the priorities (beyond ‘Hey, it’s cheap and/or free!’)?
  • Pirated products that have been unofficially translated (localized?) – the unauthorized translations of releases that otherwise would only be available in Japanese or English, done by Chinese groups or companies.  I’m currently most taken with these “fanlations” – who’s behind them, how they translate them, how the games do on the market in comparison to the same games in languages other than Chinese, how the translators decide on which games to translate, and so on.
  • Products infringing on IP, but that aren’t actually copies of anything.  The Titanic game I referenced in part 1 of this post would be the best example – it’s definitely based on the movie, but doesn’t fit into the two categories above.  I’ve been referring to these types of products as “murkymarket” games in conversations with friends.  These are going to be the hardest to track down – the demand is most likely much, much lower than for AAA, foreign-produced titles made for much more current hardware.  I think the Final Fantasy VII “demake” (porting a game made for the PlayStation to the NES) would probably fit here as well, though there are aspects that fit into the second category.  It’s a “copy” of an existing game, it translates that game into Chinese, but it’s neither a wholesale copy of FFVII for the PS1 or PC, nor is it “only” layering a Chinese translation onto the game as it was published.
  • Products that don’t infringe on IP (the fact that one of the most popular subjects for games in Asia – the classic Chinese novel Romance of the Three Kingdoms – is in the public domain probably helps in this case), aren’t actual copies of anything, but somehow aren’t doing anything other than being a poor imitation of World of Warcraft (this is the usual charge leveled at Chinese MMORPGs).  This is tricky – it doesn’t really fit with the three categories above (there’s not actual IP infringement), but does fit into shanzhai more broadly, at least if we’re considering these games as “imitations” (with some cosmetic changes) of brand name, foreign products.  It’s also a lot more open to interpretation than the obvious examples of piracy.  A friend once described the Chinese MMORPG Wanmei shijie 完美世界 (Perfect world, now localized for the English speaking audience) as “WoW with an Asian facelift.”  Then again, if we’re going to nail Chinese companies for imitation WoW MMOs of variable quality, we should probably take a hard look at all the Japanese and Western companies that make lousy imitations of big titles in whatever game category.  Creators of wannabe Final Fantasy RPGs, I’m looking at you.

Obviously, none of these are exclusive to China – fansubbing/”fanlation” (unauthorized translation), for instance, has a reasonably long history in the US (and elsewhere).  However, I’m a China person at heart (back to that whole idea of selfish obsessions!), and furthermore, the issue of the game market in China is a more pressing concern for a lot more people than amateur “fanlations” of niche manga and anime in the US or elsewhere (though it’s no more “legal” than the Chinese translations).  It also costs more companies more money.

Ethical problem, or thorough research?

If one is equipped with Chinese language, handling the second, third, and fourth types of pirated/shanzhai products isn’t going to be a huge issue to deal with, at least linguistically (I confess to struggling a bit with the acquisition of a new vocabulary relating to pirated games, but it’s just a new area I need to familiarize myself with – just like every other research project in Chinese history I’ve ever taken on!).  There’s an ethical question that bothers me a bit more, at least in reference to the second type of game (and, depending on how one approaches the subject, the first).  The only way to actually get your hands on this stuff is to join the ranks of people acquiring it illegally – either by downloading it off frequently dodgy Chinese websites/torrents, or purchasing cheap copies on websites like Taobao (or heading to your local electronics market).  More concerning is the fact that – for the games designed for the PSP and consoles, at least – you’re looking at having to either modify your current system (an easy enough proposition in China) or purchase one that’s already cracked/modded (pojie 破解).

We’re not talking about doing experiments on humans or animals here, but it does rub me the wrong way that I’ve been cruising Taobao for illegally modified PSPs (so I don’t have to run the risk of potentially fouling up my current, “legal” one) and illegal copies of games in the name of research.  Depending on one’s approach, you could bypass this completely – but I’m interested in playing the games (which I have already purchased and played in their English language releases) myself and seeing how the translation has actually been done.  Oh, the issues we just don’t have to confront when dealing with archival materials from the ’50s!

As for the question of what to do with shanzhai, pirated goods – well, there’s a million angles one could approach these from.  At the moment, I’m personally interested in collecting the “fanlated” games and following discussions along on Chinese forums and sites.  But there’s the myriad problems of regulation, government intervention (or lack thereof), the connection to foreign companies, and if one has Japanese language skills – probably a whole wide world of interesting connections to be made and research to be done (both comparative, and in terms of how Japanese companies are approaching the “China problem” – beyond the soundbites we get in English media).

Still, there’s a lot of work I have to do before I’m really ready to start producing actual RESEARCH! on pirated games in China.  Up first is fleshing out a taxonomy of shanzhai games – and constantly keeping Andrew Jones’ statement in the back of my head**: we need to keep thinking about how all parties involved “have been and continue to be inextricably bound up in a larger and infinitely more complex process.”  It’s not just about Chinese knockoffs and illegal fanlations; it’s about the global circulation of media.  I sometimes like to retreat to the safe place of “China-centered,” and forget that one can keep one foot firmly in the Middle Kingdom while speaking to the much, much bigger picture.

* It is probably worth dwelling on notions of ‘authenticity,’ and deeper – and older – perceptions on what that means.  I’ve been thinking about this in regards to painting in particular, but it seems that it might provide one way of considering more contemporary issues and concerns from a longer term, more historicized perspective. (back)

**A Chinese friend recently described Yellow Music as a 神奇书 (shenqi shu) – a magical or miraculous book. It’s been one of my favorite and most relied upon tomes, and I think 神奇 is a wonderful description for it.  It is a rare work that can be applied so usefully to so many subjects.