In which I talk about the general dangers of binge-watching, and how hype and acquisition can overpower aesthetics and storytelling if you’re/we’re not careful.
In which I talk about the general dangers of binge-watching, and how hype and acquisition can overpower aesthetics and storytelling if you’re/we’re not careful.
It started with this:
When do we get gritty reboots of ’80s, ’90s family comedy? No one has tried this? The Hogan Family as survivors of dystopian nightmare
— Chris Dowdy (@jehiahdowdy) May 8, 2013
ALF as failed invasion dramedy, Growing Pains as charming but deadly white supremacist family compound
— Chris Dowdy (@jehiahdowdy) May 8, 2013
Family Ties as android-human cohabitation experiment, Family Matters as white minority inversion flick…there are endless possibilities
— Chris Dowdy (@jehiahdowdy) May 8, 2013
Just picture Alan Thicke on the poster, in the rain, debris everywhere, lens flare. Tagline: “Don’t waste another minute on your crying”
— Chris Dowdy (@jehiahdowdy) May 8, 2013
How could I not join in?
@jehiahdowdy Full House as 3 gay men (1 with HIV) raising adopted daughters.
— Daniel Carlson (@danielwcarlson) May 8, 2013
After that, there were no limits.
@jehiahdowdy Perfect Strangers as story of kidnap victim who voluntarily stays with kidnapper.
— Daniel Carlson (@danielwcarlson) May 8, 2013
@jehiahdowdy Just the Ten of Us as Dust Bowlish look at feeding almost a dozen people on a public educator’s salary.
— Daniel Carlson (@danielwcarlson) May 8, 2013
@danielwcarlson @meredithministe Designing Women still set in 80s, but with three closeted women grappling with identity, sham marriages
— Chris Dowdy (@jehiahdowdy) May 8, 2013
@jehiahdowdy @meredithministe Plus how can Anthony possible make enough to survive at that job? No way he’s not slinging on the side.
— Daniel Carlson (@danielwcarlson) May 8, 2013
@meredithministe @danielwcarlson Matlock’s son, Jeff, abandons DA position in LA, becomes rule-bending defense attorney; dule hill co-stars
— Chris Dowdy (@jehiahdowdy) May 8, 2013
golden girls as a sympathetic but unsparing look at the twilight years of aging middle-class prostitutes; blanche unretired @danielwcarlson
— Chris Dowdy (@jehiahdowdy) May 8, 2013
@meredithministe @danielwcarlson cosby show as black family torn by demands of respectability, racial identity. also someone is a witch
— Chris Dowdy (@jehiahdowdy) May 8, 2013
@danielwcarlson cheers: supper club run by elite of boston’s financial institutions, personal vendettas slowly destroying economy, ends 2008
— Chris Dowdy (@jehiahdowdy) May 8, 2013
@jehiahdowdy Damn, I was just gonna do Cheers. My take: vignettes (varying ensembles) exploring effects of alcoholism on family, jobs, etc.
— Daniel Carlson (@danielwcarlson) May 8, 2013
A little derivative, but still entertaining. It hangs together, and the ending totally works. This is my John Carter for this year: a solid if flawed sci-fi movie that I’ll defend more than I should have to.
I recently started playing through Mass Effect again, and I plan to run through the entire trilogy. I’ve played the series once before, but I found myself missing the experience of being in that world, so I created a new character and dove back in. I opted for a female protagonist this time, but I’m still playing the game much like I did last time, which is to say I’m trying to be as good as possible without ruling out the possibility of force or intimidation. The game lets you make choices that fall along a basic continuum, with kind or “good” choices turning you into a Paragon and harsh or “bad” ones making you a Renegade. You can also usually choose a neutral response in most encounters, resulting in no real moral change to your character.
I find myself playing as a “good guy” for a number of reasons. Part of it’s the control: the more charming and persuasive you are, the more you can decide the outcome of a situation simply by talking your way out of it. That’s a compelling part of the moral logic that doesn’t get a lot of press. Part of it is also achievement-based: I want to unlock certain narrative paths for my character that are only possible by pursuing certain moral extremes. Mostly, though, I just like the feeling of being good. The writing in the game is effective enough that negative moral choices carry an appropriate sting, and I’m not as comfortable as I would’ve been a few years ago with bullying my way through the story.
Some friends of mine remarked that the morality system in the game felt limited and restrictive, though, and that choosing to be good even for the sake of a few Paragon-related achievements was nevertheless constricting. I don’t think they’re wrong, but I also don’t think that’s a bad thing. The game’s restrictiveness in this area isn’t a bug, but a feature. It’s one of the things that makes it feel real.
What else, after all, are moral choices but opportunities for us to wage an internal battle between love and anger, restraint and release, honesty and selfishness? When you butt heads with a partner or colleague or family member, your first instinct might be to snap back in retaliation. You know it’s not a good idea, though, and the benefit of just a few seconds’ thought can help you chart a better path. The game gives you an opportunity to practice that: every conversation and encounter hinge upon you, and dialogue halts while you weigh your responses. It’s the chance to pause and examine your motives we rarely take in real life. The game’s pace forces you not merely to pick an action but to consider the consequences it will have on the other characters. Is it really so hard to see the parallel between these scripted interactions and the much more unpredictable ones we confront every day? Do we really need reminding that love and good are often about shouting down the voices of greed and oppression that echo in our heads? The game’s version of a moral compass might be rudimentary, sure, but it’s anything but ineffective. Doing the right thing often means not doing the wrong thing. It’s as much about inaction as action. The pursuit of goodness is nothing if not defined by control.