forrest

Ethics

lost in the miasma titlecard

Prologue

“They say that the golden age is gone, never to return. But I believe that we can somehow bring it back. I must believe... if I am to carry on.” —Narrator, Final Fantasy Crystal Chronicles

Between the verdant hills of Arcadia and the rainbow falls of Shella, the cleansing fires of Kilanda and the wheat fields of Fum, the tranquil streams of Tipa and the crystal blues of the Jegon, even between the burning sands of the Sahara and the majestic geysers of Yellowstone, there creeps a sick miasma, snuffing out the golden glow, slowly killing us all.

You can try to fight it, hold your heart high like a crystal chalice filled with myrrh, try to banish the miasma with memories of the golden age—but your chalice is running dry and the memories are fading fast and you’re all alone because everyone around you has already dropped dead and you’re starving for myrrh and the miasma is closing in faster than ever before.

How long do you think you can survive by yourself, lost in this monstrous fog?

Eventually, you’re going to need someone on your side, because you can’t banish the miasma alone.

So pack up your caravan and dust off that old magic racket, because we’re heading to the unnamed fantasy world of Final Fantasy Crystal Chronicles to collect some myrrh, banish the miasma, and maybe—just maybe—bring back the golden age.

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(This is a cut chapter from the essay “Lost in the Miasma” that I felt didn't fit with the overarching theme of the essay, but I still wanted to publish it, as it captures some of my thoughts on the modern gaming industry and works by itself as a short contained essay.)


The miasma—or the internet—has made gaming as a whole worse for the consumer on a physical, technical level; it has corrupted the games industry to such an extent that game development is now pretty much only about making as much money as possible as quickly as possible as easily as possible while ignoring all ethical values and disregarding the consumer almost entirely. The miasma has enabled a gross disregard for game preservation, player feedback, and, most importantly, the overall quality of the games themselves, all the while making it easier than ever to forever milk cash out of the player through endless low-effort downloadable content, microtransactions, and by pushing fake money purchased with real money that is then used to purchase dumb mystery boxes that contain dumb prizes chosen basically at random, which amounts to literal gambling.

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chief executive slaughterer

I, The Hook

I want to watch the President die.

I want to watch the President bleed out on stage while surrounded by his goons, who are all hunched over his morbidly obese body, protecting him from further gunfire, totally unaware—in that very chaotic moment—that the president is now just a corpse, having given up the ghost after the first bullet ripped through his skin and shredded through the cartilage around his sternum and slipped right through his spine and then, finally, burst out of his lardaceous back; the bullet—blood, pus, and serous fluid twirling behind it like a little horizontal tornado—lodging itself into the wall right behind where the president once stood all tall and arrogant while giving some elaborate speech about how we’ll soon reach the Promised Land if we just rape the planet a bit more and get rid of all those nasty poor people in the slums eating all the cats and dogs, right before he collapses, simultaneously pisses and shits himself, and then twitches out a little bit in his own bloody-piss-poop juice before going completely still and just ceasing to be a thinking thing at all.

I want to see him D-E-A-D: DEAD.

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destination ivalice titlecard

Part 1 | Part 2


Prologue

When I was a real young kid, I watched my neighbor shoot my cat with a rifle; I watched her eyes go dark and felt the warmth of her blood on my hands. On that day, I looked deep into the eyes of death—the hard-coded reality of it all—and it pained me terribly. Now, I only look when I really really have to, and even then, I shield my eyes, peering through the thin gaps of my figurative fingers, playing peek-a-boo with the quote-unquote real world.

The thesis of this essay is that everyone does this—not just me, but you, too. And you’re kidding yourself if you think otherwise.

This one is for Corbel and all the other cats out there who just want to explore the world unfettered by the fear of death.

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destination ivalice titlecard 2

Part 1 | Part 2

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DRAGONSLAYER or: Writing is Punk Rock Title Card

If you'd rather listen to this essay, click here.


We are living within the bowels of a veritable ouroboros of commodification—a corporate dragon of the highest order, itself filled with thousands upon thousands of little corporate dragons. And with this essay, I aspire to harness the power of punk rock to inspire both you—the reader—and me to slay these beasts.

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Chapter I: I Will Avenge My Predecessor!

Our story begins, like so many stories, in a tavern; there, a bard sits; he recites a poem to the patrons, a poem of suffering and succession; a poem about the legendary Seven Heroes, who once banished a great evil, only to return decades later consumed by the very same evil they once banished; a poem about kingdoms crumbling to dust, then rising once more only to crumble again; of kings and queens falling at the feet of demons, only for their children to take up arms to avenge their gruesome deaths. This is a poem beset by suffering on all sides.

The poem is titled Life—er, Romancing SaGa 2.

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Chapter I: Pay-to-Piss

“Those damp piss dollars add up.”

Imagine an untamed wilderness full of precious woodland creatures living in their hidden tree holes, eating their foraged tree nuts, swimming happily in the same shimmering ponds they drink from, all surrounded by jewelweed, beautyberry, hydrangea, milkweed, phlox, dandelion, and clover. Now imagine that you are a disembodied presence just sort of floating around above this wild splendor, and you have eighty thousand dollars burning holes in your large ghostly pockets – what would you do? The shrewd trader may invest this money into stocks, placing their fate in the hands of capricious market forces; the selfless do-gooder may donate this money, giving that money back to the people who truly need it; the hardcore gamer may ignore the woodlands altogether, spending this money on the ultimate PC complete with one-hundred-terabyte solid-state drive that contains literally all the games; the bleeding-heart socialist may evenly distribute this money, sharing the wealth amongst the community; the amateur writer-philosopher may bemoan the current state of humankind, burning the cash before writing a long essay about how money is the root of all the bad stuff in the world; and the venture capitalist may use this money to bring in a fleet of bulldozers, tree harvesters, tractors, and backhoes to raze the land bare, exterminating thousands of breezy birds, caterwauling coyotes, rummaging raccoons, funny foxes, war-dancing weasels, and dashing deer – all in the name of building The World’s Greatest Theme Park.

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I. The Dark Genie Cometh

I want to destroy you. Yes, you – the reader. You’re judgmental, self-righteous, and vain.

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The deer had to be grazing only fifteen yards away for I could see the tranquility in its eyes. It was a doe; no antlers. With silence and slow, I lifted the butt of Dad’s ancient lever-action rifle to my jawline and held breath while my index finger crept around the grip of the wood and quietly inched toward the trigger guard; trembling. I winked my left eye shut as my right focused into scope, and I could see the beast’s tranquility even clearer now. It wasn’t grazing; it was standing, perusing nature, and it bat lashes as it slowly lowered its slender head toward a solitary leaf on a sapling; nipping it most delicately off the hardwood. The scope revealed the doe’s spiky velvet, an uncommon trait; perfect for my induction ceremony. Dad would be very proud.

I first learned of Counter-Strike within the pages of a PC gaming magazine in Autumn Y2K; it was depicted as a realistic first-person shooter with a focus on multiplayer and teamwork. And although derived from Valve’s Half-Life, it lacked the science fiction aspects that attracted the taped-glasses demographic and appealed more to my audience: southern boys who dreamed of monster trucks and machine guns and mounted deer heads. I wanted Counter-Strike more than anything; especially after my friends at school started playing, but my Dad didn’t see the appeal and wanted me to focus on the three G’s: girls, grades, and guns – and football. But we made a compromise: if I made all B’s in school that year, he would buy me a Dell PC and a copy of Counter-Strike. Needless to say, I studied real hard, and I got those B’s.

As I watched the doe chew leaves from the hardwood, I thought about what Dad told me years ago: “the best way to kill a deer is to shoot ’em while they’re standin’ with one side of their body facin’ ya; that way, ya aim true an’ make every shot count. Ya gotta be quick but silent an’ steady as a rock; that’s the key to bringin’ home the bag, son.” He would say while chewing tobacco as naturally as the doe chewed leaves, “this ‘ere is called a broadside shot an’ it’s the quickest way to kill a deer, son – ya know, they’re still livin’ animals and we don’t want ‘em sufferin’ too bad.”

Counter-Strike is a simple premise wrapped in layers of deep first-person-shooter mechanics; two sides – terrorists and counter-terrorists – firefight across everyday terrain with objectives such as bomb defusal and hostage rescue. The game oozes realism, as each gun is derived from a real world model and handles as one would expect; holding down left-click to rapid-fire – or ‘spraying’ – decreases your accuracy, while firing in short bursts – or ‘tapping’ – keeps your aim steady; holding the ctrl-key to crouch increases precision even further which mirrors the real world firing technique of kneeling with your rear knee placed on the ground and your other leg supporting the elbow of your forward arm. All weapons benefit from these precision mechanics, but the AWP benefits most; the AWP is a sniper rifle that kills in one shot – the drawback being that it requires a reload after being fired.

When I used the AWP – which was always – I pictured my opponent as deer and recalled what Dad told me about the broadside shot, and this advice carried me to Counter-Strike stardom. I became so proficient with the AWP that my friends called me “The AWP King” and I joined local tournaments full of confidence and verve.

Mesmerized – I continued to peer through the looking glass. The doe basked in stray beams piercing the canopy layer, only breaking posture to pluck leaves off the hardwood. My thoughts veered to the ancient rifle that trembled lightly in my hands, passed down from grandfather to father to son in The Ritual of the Hunt. I wondered to myself; did Dad tremble too? Did he hesitate before shooting his first deer? Why was I hesitating at all? To stop the trembling, I took a note from Counter-Strike and held the crtl-key to crouch; my right knee crunched into dry leaves as my left supported my forward arm while I readjusted the ancient rifle. I winked and peered through the looking glass once more, but this time the doe’s magnified eyes were staring back at me.

For our first local tournament, we faced a team composed of kids from our middle school. The winners of the tournament would win brand new gaming PCs. It was hosted at a local LAN Gaming Center called the Arena; a dark warehouse overflowing with computers jam-packed with the most popular computer games of 2001. The ambiance was shadow and fluorescent, like that of a jellyfish in the darkest recesses of the oceans. The Arena was the natural habitat of stoners, outcasts, and those who played Everquest and Doom; a place where both hardcore nerds and potential school shooters mingled freely as there was a surprising amount of overlap in their interests. My team pushed through this unholy union and started discussing strategies for the upcoming digital gunfights when the opposing team walked in; their leader was wheelchair-bound with thick glasses, greasy hair, and a band-tee for a group I had never heard of. My teammate Ryan – an older boy who had been held back several grades and expelled for attacking other students at least twice – pointed at the kid in the wheelchair and called him the f-slur of the homosexual variety and we laughed like a wicked pack of hyenas gyred around a human baby. An Arena employee heard this slur-slinging and gave us a warning, but we shrugged it off because we talked like this all the time – it made us feel superior when someone got offended.

image.png *ancient violence consumes the LAN tournament

The tournament was not going well. The other team seemed to read our minds; we would go B and they would go A; we would go A and they would go B; we would try to camp at spawn but they would flashbang us into confusion and clean up in the aftermath; we would try to rush early but they would anticipate this and trap us in a pincer formation. And to top it off, the disabled boy was far more skilled with the AWP than I – his trigger finger was always seconds faster than mine. We lost the tournament and we were embarrassed, but we masked this embarrassment with the foulest language possible. We slung slurs like bullets at a drunken bar fight in a Wild West saloon.

The slur-slinging culminated in whirlwind-heat-and-flash as Ryan stood up and accused the disabled boy of cheating. I turned to face the altercation, but before I could do anything, Ryan grabbed the disabled boy by his long hair and was screaming slurs at him. Ryan then pulled the disabled boy’s hair with such force that it tornadoed him onto the floor and left a clump of bloody mess in Ryan’s clenched fist. He then started kicking the disabled boy in the gut, “this is what you get for cheating, you gimp fa—!” he shouted on repeat.

Horrified, I leapt in and grabbed Ryan from behind, but he was much stronger than myself and pushed me to the floor. Four Arena employees then jumped in and dragged Ryan off the disabled boy, who was moaning meekly between invocations of “mom” gurgled in spittle and hemoglobin.

The police were called, and an ambulance showed up just as the disabled boy’s mom arrived to pick up her mangled son. There was an exodus as the boy was wheeled out on a stretcher, mumbling incoherently. I watched as the mom hurried to her son’s side with tears swelling in her eyes. She turned to Ryan, who was being escorted by two police officers, and instead of screaming obscenities at him, she started to sob uncontrollably. I knew then that, even though Ryan had attacked the boy, I was just as much at fault as he was. I couldn’t articulate it at the time, but I had dehumanized that boy into a stretcher.

The doe was unmoving, as if stunned by the glare of an ancient violence. I lifted my vision to catch a glimpse of her beyond the glass, but there was no illusion; she stared in confusion, as if asking a single question – “why?” I shifted my vision to the glass once more, expanding her forehead into a perfect target just when two small fawns emerged from the nearby brush. The fawns obscured my view as they nuzzled into their mother, but the doe remained resolute in her questioning. The fawns, noticing their mother’s focus, turned to me, and then they too stood resolute – questioning my ancient violence.

I thought to myself: “Three heads to hang on the wall. Dad would be proud.” But as I looked into the eyes of the fawn, I remembered the boy at the Arena. And as I looked at the doe, I remembered the mother sobbing. I remembered the violence, and just as I remembered this ancient violence, the fawns nuzzled their mother’s velvet head and she nuzzled back, and then they turned with a skip and trotted slowly into the wood, as if there was nothing to be afraid of – as if I was one with nature itself.

My finger eased off the ancient trigger of the ancient rifle, and I slung the ancient violence over my shoulder as I walked back to camp.


(Originally published 4/8/2024)

#ComputerGames #CounterStrike #Fiction #Ethics #ShortStory