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Games Not Art? You've Got that Backwards

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Roger Ebert is entirely responsible for this debate about whether games are art. If he hadn’t stoked the flames of gamer fanboys by saying that games can never be art, life as we know would be dramatically different today; we’d live in a world where people cared ever so slightly less whether games should be considered art. And I’d be a millionaire. Damn you, Ebert, damn you.

The problem with answering the question “can games be art?” is the question itself. Asking if games can be art assumes games are something inferior to art, that art is something we all ought to aspire to create, because art is nirvana, heaven, 72 virgins, enlightenment, ecstasy, 72 virgins, etc.

But why is art the pinnacle of creativity? As I write this keep in mind I am one of the very nose-elevated vest and monocle wearing curmudgeons I am now condescending to and pretending not to be. Believe me, the view is awesome from up here. I love art. I adore it. Specifically I love books, music and film that aspire to be art. A beautifully turned phrase, an unexpected chord progression, a closing scene that leaves all the questions you thought were important unanswered. It’s sublime.

Art is not without limits, though. However noble an endeavor it is, art is only one part of the human experience, and whatever it teaches us about life it only does so cathartically, or to be less euphemistic, it enlightens us vicariously. In art there is no direct contact with the internal workings of a piece. We form images of characters described to us on a page, we imagine their actions being carried out; we marvel at the musician’s dexterous fingers while marveling at the composer’s composition; we immerse ourselves in the visual language, color and camera work of the film auteur. But we have no say on the outcome, and beyond our emotions, nothing is at stake. Perhaps that is the beauty of art, that it guides us safely through the most harrowing, traumatic, joyful and tragic of moments without leaving any lasting damage. But often what distinguishes art from craft is that art is metaphysical, constantly looking itself in the mirror and saying out loud to no one in particular, ‘am I getting fat?’ What art is has to change constantly, as that is what art is.

Until video games, there was little risk of ever confusing games for art. Traditional games have been around as long as human civilization, and probably as long as prostitution (on the eighth day the Lord made prostitutes. It’s in the Bible. I’ve read it.) Native Americans played lacrosse, the Mayans played some sort of game in a ball court where the winning team captain was decapitated by the losing team captain (why isn’t this game around anymore??), the Romans had gladiators, the Chinese have Go and Chess. No matter how brutal some of these games were, the greatest players all had a lot more going for them than brute strength or dumb luck. When we watch someone like Michael Jordan, Gary Kasparov or pre-beard Tiger Woods do what they do, is it not as sublime as reading Joyce, listening to Chopin, or watching Bergman? The difference here, I think, is that with the exception of dance, art has been defined as primarily a mental, intellectual, or emotional experience. And even in dance the ‘art’ of it is not its physicality, it is the emotions created by the careful composition of movements and gestures, usually set to music. In a game, because we focus primarily on its physicality (chess being the exception), does that somehow rob the game of its ‘art’? Is Jordan’s seemingly superhuman ability to move a ball down the court and into a basket less meaningful because there is no narrative to it, nothing for us to latch on to other than the spontaneous emotion of witnessing the moment as it happens?

There are good reasons to consider the players both artists and the art, but the games themselves, because they are nothing without their rules, cannot be. This is all besides the point I’m trying to make, however—the question is not only a waste of time, it is the wrong question to ask. (I’m almost at my point, I swear.)

The invention of the transistor lead to tiny computers that could fit in one’s home and cost only thousands of dollars; a watershed moment in the history of games. As technology has advanced, so too has the complexity of games, and not just in terms of programming code, but in how we play them. Think about it—until, let’s say the Atari 2600, all games ever played involved sets of rules, a scoring system, and clearly defined win and loss states, i.e. the traditional game. With the advent of the home console and faster PCs, however, we began to see games that mix traditional game elements with complex themes, stories, philosophies. Now this had been going on to some degree with Dungeons and Dragons, but D&D has never been popular enough to bring the games as art question to the attention of mainstream media. In the new medium of electronic games this question was not raised either, until much more recently. And, once Roger Ebert decided to take a stab at the question, video gamers would not let the question die.

But it’s time to let the question die in peace. Ebert’s response doesn’t matter because the question doesn’t matter. The modern video game has surpassed any art medium we have today in terms of complexity, sophistication and potential. It has the potential to tell stories as rich as Lord of the Rings, fill our souls with the most transcendent music, astonish with its ever growing visual splendor. Potential I say because we haven’t got there yet; not even close. What is holding the video game back is what gives it its potential—that it gives us control. This is something no book (not even choose your own adventure), song, dance, film, painting, photograph, or sculpture can do. A video game has the power to be so much more than these things because it gives its viewer not just to power to determine the outcome, but the responsibility of accepting the results of that outcome. The question really ought to be (and this is my point), can art be a game?

At the risk of turning my nose of at myself high enough to get a nosebleed, I posit that video games, though none have come close so far, are a medium superior to art for conveying a deeper understanding of the human experience. I think we get caught up on the word ‘game’ too much. We ‘play’ games and often describe them in terms of how much ‘fun’ they are, a limitation that does not burden film/music/novels/etc. Games are considered child’s play, despite an aging demographic currently sitting somewhere in the 30s. The interactivity, as I said, is another limitation as many worry that violent games will teach their children how to commit acts of violence without understanding the consequences of said violence. This fear may or may not be unfounded—the evidence is scarce, but in some situations it has proven to be an invaluable tool for helping people get their lives back. Soldiers who have suffered PTSD, civilians as well, have benefited from reliving their traumas in the controlled virtual environment of a video game. Their stories point to a larger truth—video games, simulations, simulacra, whatever you want to call them, can create much more powerful, visceral human experiences than art does.

It is unfortunate that so few games have really tried to deliver a serious experience. I have heard LA Noire described uncritically as a ‘not fun’ experience, which interests me only so far as what it says about the state of how we evaluate games. Heavy Rain is another example, one that makes the experience both thrilling and horrifying, and seldom ‘fun’. I haven’t played LA Noire, but Heavy Rain, despite its faults, on several occasions had me reacting to situations with as much as anxiety as my character was probably feeling. Watching it as a film we might question the hero’s choices; but being him, we suddenly see we would have done exactly the same thing. Far more powerful, in my opinion, than the catharsis of seeing it happen on screen.

The video game industry, if we compare to the next youngest, film, is a baby. I am not surprised or disappointed that most games are so immature, because a lot of them are fun to play. I don’t want to detract from the value of fun, only remind that games can do so much more. So who cares if games are art? Let’s care if art is games.

Filed under  //   art   video games  
Posted July 8, 2011

[post deleted]

 

nothing to see here folks, move along... work related conflict is all.

Filed under  //   PR   crisis   hack   microsoft   playstation   psn   sony  
Posted June 20, 2011

Shout out for India

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I had this great idea for a post about revisiting old games, and why it’s so hard to do, but then I was struck by a sudden bout of procrastination and decided instead to give a big whoop of congrats to General Manager Madhuri Sen and all my company fellows in Mumbai India on the launch of our new and first ever India office!

 

Press release

Filed under  //   apac   india   mumbai   public relations   waggener edstrom  

Mario and Luigi

 
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My best friend since Kindergarten lived in a two-story house with a green metal roof. The roof wasn’t always green, but what it used to be I can’t remember. We met when I moved to Montpelier in May of 1986, right at the tail end of the school year. It wasn’t the greatest time to move—with only a couple weeks left before summer vacation, how could I possibly make any friends before first grade began?

But somehow it happened. I don’t remember it at all, except a faint impression of a grinning kid who always wore a baseball cap, probably representing the Red Sox. My mom, however, remembers the start of that friendship with crystal clarity.

“I drove down to pick you up, and just when I saw you I see this kid out of nowhere screaming your name before giving you a big hug!” She likes to say. My mother has been known to wax quite eloquently, but there’s always at least a kernel of truth to her stories of my childhood. That kernel was this: Mike and I, whether the hugging and shouting actually happened, became friends fast.

All the years since elementary school have unfortunately crushed that period of my life into an amorphous time blob, from which clear blips of things I had done stand out, but I find hard to place in time. I traveled to India with my family in first or second grade; I remember playing in kick ball on the gravel playground at recess, or hiding in the huge dump truck tires, and yes, avoiding (but not really) getting cooties from disgusting (cute) girls. I also remember that until 4th grade, Mike and I had the same teachers—Mrs. Brown, Ms. Westcott (now Mrs. Rome), Mrs. Dubois. We played soccer at the Rec field, and farm league baseball on the Pirates.

One of those elementary school years, Mike got an NES. Probably a birthday or Christmas gift. It came with the Super Mario Bros./Duck Hunt cartridge, and two controllers (when did two controllers go out of fashion?)

The NES was not my first gaming experience. Fleeting wisps of several others dance in my head; an Atari 5400 at the house of some kid named Brian, in New Jersey. It’s the oldest and least clear, but somehow I remember being in the basement of a nice house, turning the system on, but no memory of playing it. Later in Vermont someone, probably my older brother, found an Odyssey2 at a garage sale, and convinced the parents to get it—quite a steal at just $17. We also had an Atari 2600—the ‘slim’ model, I remember. We had a bunch of games, including the original Mario Brothers, sans Super. It was an endless single-screen platformer, bumping enemies from below before kicking them off.

But it was Mike’s Nintendo I remember most vividly. Every day after school that I went to his house, we’d run up the long staircase with the thick, rounded wooden banister, he shouting “I’m Mario!” and I shouting “I’m Luigi!”, round the corner and into his room, sit on the carpet, push the button and bask in the electron-charged glow of his 13” tv with dials while pounding buttons like they were brewskies.

How many days we repeated that ritual! And the lack of variety didn’t faze us. Maro and Luigi, fireballs and invincibility stars, Bowser and a princess, were all we needed. Mike almost certainly had other games, but the only one I remember playing at his house was Super Mario Bros.

In time my family picked up a Nintendo, almost certainly the result of parents desperate for silence. We added maybe a half dozen games to our collection, but most I think we rented from the local video store or borrowed from friends. The original Ice Hockey, with fat, medium, and skinny players; Double Dribble, Contra, GI Joe, Life Force, and so on and so on.

Years later Mike picked up a Sega Genesis, and I went with the Super Nintendo. There was no symbolism to the split, but in middle school and the early years in high school we drifted apart, mostly my fault for trying to be someone I wasn’t. But in high school, I think a shared dislike for school sports coached by douchebags brought Mike and I back together in a way. We’d grown up a bit, naturally, and were very excited about PC games, getting the latest processors and video cards, and all that.

More than twenty years later, we work, we live half way round the world from one another. I can’t say whether things would have turned out differently if we stuck to the typical boys outdoors activities we might have otherwise done.

The Nintendos are gone now.

But not forgotten.

Hey good-lookin'

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Hey good-lookin’. That’s right, I’m talking to you, sexy. I just saw you sitting there showing off your polygons, your lighting effects, procedural texture maps and anti-aliasing like you don’t give a damn. Maybe that’s what’s got me to come over here to talk to you—that you don’t give a damn.

What’s that? You don’t think I’m serious? When it comes to you hotstuff, I’m nothing but serious.  You’re 30 frames per second of high definition sexiness, and I just want to scream every time I think of running my hands through each and every one of your 720 lines of sweet, sweet progressive resolution.

Don’t call it pillow talk, honeybuns, it ain’t that. This is something deeper, this is real. Sometimes you look so real to me I just want to reach out and caress your pixels, if you know what I mean. It’s the truth, baby. See little Miss 3D over there, with all those zombies fawning over her like she’s some kind of revolutionary? But I know she’s just a fad, baby, coming and going like waves at sea. She’s this year’s plaything, but you, you’re a keeper. You’re the peak of video game existence.

Whoa, wait a minute. Who is that? She’s so sharp, so smooth. And that lighting—did you see her lighting? Those shadows, those curves—I can’t even see the polygons. She makes me want to upgrade my pixel shader, if you get my drift. Look how she walks, so fluid, like---could it be? 60 frames per precious second, for each and every one of those 1,080 beautiful lines?

You’re giving me that look. No of course not. She’s not ready yet, anyway. Probably won’t be for years. You’re still the one for me. For now.

The world is a game - rule #2

Yesterday (actually two weeks ago. I’m lazy) I watched a TED video

Seth talks about bringing game mechanics to how we influence those around us. As he states, this ‘game layer’ is already under construction, and I would say it been around for a very long time.

Seth mentions four game dynamics one can use to get people to participate:

 

1.       Appointment – one must return at a predefined time to a give place to take a predetermined action (e.g. Happy Hour, Farmville)

2.       Influence and status – the ability of one player to modify the behavior of another’s actions through social pressure (American Psycho business cards, AMEX Black, school grades, academic titles)

3.       Progression – success is granularly displayed and measured through the process of completing itemized tasks (LinkedIn profile completion)

4.       Communal discovery – wherein an entire community is rallied to work together to solve a challenge

 

Sadly game mechanics to date have mostly been used to prey upon people’s weaknesses for addiction to perceived achievement.

Credit cards are the classic example of game mechanics gone evil—you get “points” for using your card. There are penalties for breaking the rules. But the points are nearly worthless, and the penalties are unforgiving. The worst part is, credit card companies are also the referees and lawmakers, who change the laws as they see fit, often without explaining those changes in easy-to-understand terms.

But this love of game mechanics is creeping into other industries, starting, ironically, with console platforms in 2005 when the Xbox 360 was launched and introduced the gaming world to achievements.  

Achievementwhore

What is an achievement? Normally, it is something that takes a respectable amount of effort to accomplish, and will give you some sort of status recognized by your peers. Now I won’t make a blanket statement like “not a single Xbox Live achievement takes any effort to attain,” but I will say that 74% of them don’t. That figure may or may not be accurate, but it is startling. My point is, a good number of Xbox Live achievements, and PSN (you’re not getting out of this you bastard) trophies, are for figuring out how to press the left trigger. Unfortunately this cheapens the point of having achievements, but even more unfortunately it succeeds at Seth’s rule #2, influence and status. The result? Jersey Shore. No, but you do get achievement whore douchebags who enjoy (are addicted to) achievement gathering more than the game itself. These are people who don’t understand why people play chess because there’s no immediate gratification, no false sense of accomplishment to kick their serotonin inhibitors into high gear.

I’m not against recognizing achievement so much as I am against achievements. An achievement should mean something. Sony and Microsoft should not allow for effort-free achievements to exist. They should all be hard and require skill, not just the inevitable progress of game play. For every chapter I get through in Uncharted 2, I get a trophy. Why? What amazing talent did I possess to complete the level, other than an astounding level of laziness that I’d rather press buttons than take a shower? Sure I could crank up the difficulty level, but that doesn’t really change things. Reserve the trophies for pulling off difficult stunts, beating a game without dying, or beating a game without killing anyone.

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I’m not completely against Seth’s rule #2 in real life either. I like #2. #2 is actually quite satisfying. I do #2 every day, sometimes twice. But I want it to actually mean something.

The trick to making people actually do good things that improve the world, is helping them forget that that is what they are doing. This is where #2 comes in. By giving participants a sense of achievement, real or not, spurs them on not because they’re feeding starving kids in a shantytown somewhere, but because they GODDAMN REACHED THE FINAL BOSS AND DROVE A SHOCKOBLADE DOWN HIS THROAT.

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But could such an amazing use of #2 actually exist? It seemed unfathomable, despite by best efforts to fathom. Nevertheless, fellow writer-in-arms at Waggener Edstrom Rudi pointed me toward a website of all things, that does just this. It’s called Free Rice, and it’s dastardly simple. In their own words, “For each answer you get right, we donate 10 grains of rice through the World Food Programme to help end hunger”

Scoring system (grains of rice)? Check. Leveling up? Check. I’m so excited I’m getting ahead of myself. All the game is is you reading a word, reading four other words, see if the word’s meaning matches one of the latter four, selecting said word. That’s it. Every word you get right, 10 more grains of rice (your score) that go to feed some hungry soul. It even goes an extra step by MAKING YOU LEARN WERDS. Superman himself can’t end hunger by improving his vocabulary, so you’re kinda proving yourself to be more awesome than Superman when you play this game.

It’s not perfect, it should have some tool for sharing your score on Facebook/Twitter, but that’s an easy addition. Now I’d love to see this mechanic carried over to some indie titles on XBLA or PSN. Wouldn’t be too hard would it? Sony, Microsoft—are you listening?

China's online game market goes boom boom, bust?

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Like many industries that didn’t exist in China till no more than a dozen years ago, online PC gaming has been growing pretty darn fast. However, the 30% growth cited in that article actually represents a slower growth rate than just a few years ago, when it was at 60-70%.   One online gaming company, Changyou, saw 17% growth in its Q1 sales this year, but that’s actually one of the smallest quarterly year-on-year growths they’ve ever experienced. Considering that one such period saw 1000%+ growth, it’s not all that surprising that things have slowed down.

So investors see slowing growth, get scared, and stock prices begin to fall. I suppose it is inevitable that some investors would pull out, the ones who were only in it for the short term anyway, but still, WTF? How is 17% growth in anyway a sign that the so-called bubble is bursting on China’s online gaming market? If anything it sounds more like the market is maturing rapidly and that the industry is settling in for more stable long-term growth. Of course it will intensely competitive as any industry is in China where the number of gamers will be exponentially larger than most other markets, but that’s really only going to be good for the gamers.

The game industry as a whole will continue to grow dramatically in the next five years simply because the numbers of gamers are increasing. There’s like some 400 million people online in China nowadays, 93 million expected to be gaming by the end of this year, and 100 million more in the next few years. I am not a fan of predictions and estimates, but looking at the history of growth in China’s online population tells us that the same thing could very easily happen in gaming. So what’s all the worry about? What’s wrong with slower growth? Seems to me the business is still booming.

Posted May 10, 2010

How much we game, how much we pirate-aaarrrrr

According to www.mbaonline.com, it seems we game quite a bit. It also tells us we pirate quite a bit, but it’s only counting games that are downloaded and not those bought on discs. Including those numbers would have a big impact considering how common the practice is in China. I’m also sure measuring that problem would prove to be nearly impossible.

Notably missing from the piracy list is the PlayStation 3, which, although apparently cracked (great spam comments on Mr. Hotz’s blog, btw), is not yet the victim of video game piracy to any serious degree. That could be a good argument for going Blu-ray and a difficult-to-code-for processor, but probably not.

Here’s there nifty visual bringing it all together—the only thing that bugs me is that it’s a simple graphic, rendering the source links unclickable. The JPEG standards group would be doing wonders if they figured out a way to get hyperlinks embedded in their image format (are they listening?).

 

A better wall than a window: the pitfalls of 3D

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The other day I was walking through The Place on my way to Starbucks to meet my girlfriend, and I saw that Samsung had set up a booth in the plaza to promote their soon to be arriving to China 3D televisions. I’ve seen Avatar and Ice Age 3D in theaters, but had never experienced a 3D TV, so I stepped in to take a look.

Samsung had set up their 46” C7000s for the demonstration, which was showing a CG animated film I wasn’t familiar with. I sat down on the stool, put the requisite glasses on over my own, and prepared myself to bask in the experience of home theater TV glory.

Now I’ve read some details about these TVs, and the drawbacks inherent to the technology (dramatically reduced brightness levels due to the way the technology works, occasional flickering). But one thing I’ve yet to read any significant commentary on is shrinkage.

I’m not talking about George Costanza in the pool type shrinkage, but apparent screen shrinkage. I noticed this when I went to see Avatar back in Vermont. The theater was a nice theater, clean seats, good-sized screen, and of course 3 fuckin D. I was all set for the cinematic action-adventure of a lifetime. And it was, mostly. I mean forget the stupid story, the special effects were very little short of astonishing in their color and complexity. But why did it all look so… small?

With a normal movie, in normal 2D silver screen space, you’re looking at a wall of moving images. It appears fricken huge because the wall, generally, is in fact pretty fricken huge. Darth Vader’s head is actually five feet tall.

But 3D changes what you’re looking at. It’s no longer a wall, it’s a window. People and objects have depth now, they aren’t just smaller on the screen, they’re actually deeper into the screen. This window effect is very cool; at times I want to reach in, enter the scene. If I could get a little closer to those hot blue Na’vi, I totally would.

But the problem with a window is two-fold: it reminds you of everything you are not seeing—everything that is beyond the borders of the sill—and, because the 3D world has real depth, and it’s all contained within your field of vision, it loses the awesome vastness you get when you watch a 2D film like Star Wars. It’s easier to extend the 3D effect into the TV than it is out toward the viewer, so it doesn’t surround you anymore. It’s like peering into a little box that contains a beautiful, intricate, fully realized world. Indian in the Cupboard.

Granted I have not seen a 3D film on IMAX, so I’m sure I’m missing out. But if a 7-story screen is required to immerse me in the gorgeous depth of 3D cinema, what possibly can a 46” television do for me, or even a 65” for that matter?

Not much. No I didn’t enjoy it, not much at all. As I sat there in the Samsung booth watching allegedly gigantic creatures destroy a cartoon CG version of the Golden Gate Bridge, I couldn’t help thinking how epic it was not. It was like watching miniatures battle it out in some miniature version of the real CG world they were supposed to be inhabiting. I was not impressed.

So what does this mean for gaming? It means I’m a grumpy skeptic, a curmudgeon who doesn’t have much faith in 3D gaming until people no longer understand why Frank’s 2000” TV is a funny song. If the game fails to convey a sense that it is larger than life to me, I just don’t see myself suspending whatever modicum of disbelief is necessary to enjoy the game.

I’m sure I’m wrong though. In fact I think true 3D gaming has more potential than their cinematic counterparts do, simply because people will enjoy interacting in a 3D space more than they do watching others interact in a 3D space. But I don’t see first person shooters benefiting from 3D tech—where will my gun appear? In the screen? Does that Mean I have to sit two feet away to enjoy it? (Not to mention the problems of wearing the 3D glasses over my regular glasses).

If 3D gaming is the sea change event of the next console generation, I hope it is not the kind that requires a 3DTV, but rather the kind demonstrated in this video:

The window effect? This technology eliminates that. You can actually look beyond the frame by moving your head, giving a much more immersive illusion than standard 3D technology does.

Sadly it would only work for one person, so it’s not likely to ever catch on. Until that problem is solved I suppose I’ll have to keep muttering to myself while others enjoy their newfound love with the 3D revolution.

Bah humbug.

The Loneliest Game You'll Ever Play Together - Demon's Souls

 

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Looking warily down the dark passageway, my barbarian throws down a Blue Eye Stone, bathing the cobbled floor in a flowing, iridescent blue light. He knows what lays ahead in that darkness; he’s been down that road before, paying dearly for it with his life. His hands shuffle through a pouch, falling on one of the few remaining Stones of Ephemeral Eyes, short cuts to regaining body form; death has been his teacher, teaching him that above all else, he fights alone.

The Blue Eye Stone glows azure, and he senses a change in the world. The stone flashes and rising from the glow a shape emerges. A soul, connected to my barbarian by little more than shared misery, and sacrifice. How many times must we die, alone, together, to save this desolate world, the barbarian mutters, staring at the soul, now fully formed. A woman, a magic user by the looks of her ragged cloak and grizzled staff. With a bow she introduces herself. 

The faint bluish glow surrounding her being reminds the barbarian she is not of his world, and never will be. He wants to speak--oh if only they could speak. The barbarian has not been with a woman for... but that was before, so long before. The worldly boundaries prevent her from hearing his words, and he from hearing hers. There is nothing to do here but move forward, working together to defeat the demons that have plagued his world, just as he knows they have plagued hers. 

A blast of electric light surges from the young mage's fingers, and my barbarian remembers why he is here. Broadsword raised high, his purpose consumes him, and he charges forward with his silent companion into the darkness. 

They battle bravely, side by side, her magical powers, though limited, aid his tired strength against the enemy. Then, he feels it again, the world shifting. A dark force breaking through. The barbarian's eyes lock on to his wizard companion's, a sense of recognition passes between them. A soul, ravaged by madness and lust, has come for him. He has faced many such lunatics, but the fear is his wizard companion's eyes betray that she has not. With a grimace he pulls his sword out of the demon crumpled at his feet and turns to start the long journey back to the Arch Stone, the entry point to this world. That is where the lunatic will be coming from, and there is nowhere to run. 

The wizard follows him closely, no longer brash and bold. Death, even in soul form, casts a heavy weight on the consciousness. The barbarian remembers his first death at the hands of the lunatic, and knows he must protect her.

The soul, sheathed in red flame, runs at them quickly from a dark shadow, almost catching them off guard. The wizard strikes first, sending a magic arrow deep into his chest. He's only briefly stunned, and immediately charges her. The barbarian's blood rages, and time slows. The lunatic's head, attached to a body. The broadsword sweeps down in a brutal arc, shattering the lunatic's shield. The wizard launches another magic arrow, crushing the lunatic's nose. Blood explodes over his beard and eyes, blinding him. The barbarian switches to his sabre, slashing across the man's exposed face. The soul shudders, the red flame disappears. The barbarian shouts silently. The dying soul sees nothing, hears nothing, speaks nothing. A flame erupts and it is gone. The world is as it was. The wizard stares at my barbarian, breathing heavily, tears streaking down her cheeks.

My barbarian smiles. She will be stronger now, and more cautious. And for him, though it is a lonely quest, at least he is not alone.

Posted March 7, 2010