Oct 4, 2010

hang it on the fridge!: my translation of genesis from 2006

i did this translation as part of my language project back in 2006.  it's translated (if i remember correctly) from king alfred's old english.  i don't know if anyone will find this interesting, and i'll be the first to admit that it's not the best translation, but it's certainly closer to the sense of the "original" text than anything we've got today, for what that's worth.  my notes in parenthesis:


Also, the serpent was (geappre) than all the other beasts that God had made across the earth; and the serpent said to the woman: ‘Did God forbid you (plural), that you (plural) cannot eat of any tree in Paradise?’ The woman answered: ‘The fruit of the trees which are in Paradise we eat: and of the fruit of the tree that is in the middle of the garden, God bade us not to eat, not to touch that tree, lest we die.’ Then replied the serpent to the woman: ‘You will not die at all, though you eat of that tree. But God surely knows that your eyes will be opened on the day which you eat of that tree; and you will be then like angels, know both good and evil.’ Then the woman saw that the tree was good to eat from, and it seemed to her beautiful to the eyes and pleasant to sight; and she took of the tree’s fruit and ate, and she gave it to her husband: he ate it. And both their eyes were opened: they knew that they were naked, and they sewed fig leaves and they made breeches (clothes?).
In response God came and they heard his voice, there he walked in the garden during midday, and Adam and his wife did hide from God’s sight in the midst of the trees of the garden. God called to Adam, and said: ‘Adam, where are you?’ He said: ‘I heard your voice, sire, in the garden, and I was afraid, for I am naked, and I hid.’ God said: ‘How do you say that you were naked, if you have not ate of the tree that I had bade you not to eat of?’ Adam said: ‘That woman that you gave to be with me took of the tree and I ate.’ God said to the woman: ‘Why did you do that?’ She said: ‘The serpent deceived me and I ate.’
God said to the serpent: ‘For this that you did, you are cursed among all cattle and wild beasts. You will go on your breast and eat the earth all the days of your life. I set enmity between you and the woman and your offspring and hers; he will crush your head and you will (strike?) at his heel.’
To the woman said God also: ‘I multiply your misery in your childbearing; in pain you will bring forth children and you will be under your husband’s authority and he will control you.’ To Adam he said: ‘Because you listened to your wife’s voice and you ate of the tree that I bade you not to eat, your work on the earth will be cursed; in sorrow will you eat of the earth all the days of your life. Thorns and brambles will spring forth, and you will eat the earth’s plants. In the sweat of your face you earn your bread, then you will return to earth, from there you were taken, for you are dust and to dust will return.’

why don't more video games address critical thinking?

so, after reading this article over breakfast this morning (oats with smuckers' jelly mixed in, as i forgot to buy enough actual fruit to get me through the week), i got to thinking about a few of bogost's points.  and, since i'm taking a break from exam-ing this afternoon, i thought i'd blog about them.  you know, like a real, old-fashioned blog post.

i really like the way that bogost breaks down and effectively dissolves the idea of a free speech debate around the content of the new medal of honor's use of the taliban as a multiplayer (team?  side?  what's the right word here?).  that the debate boils down to whether or not it is tasteful to include the term "taliban" in the game does in fact illustrate how little of a political point the term's inclusion - or the taliban's inclusion - was meant to make in the first place.  what's (maybe) worse, the fact that taking the term out of the game - replacing it with the catch-all term "opposing force" seems to have largely sated the game's critics shows how little the popular view of video games still expect from those games.  in a time when so many are ready to fiercely defend video games' status as "art", doesn't it seem strange that the things that still get us talking critically about games most readily are things that are projected onto those games from outside cultural contexts?

as bogost mentions, the inclusion of the taliban in medal of honor could have been a point within the game and therefore also outside the game for discussion regarding the nature of war and the ambiguity of conflict.  instead, what you get is the same old "you can play as the bad guy!" bullshit "special" game mechanic, made controversial by a label slapped on it meant to refer to real-world events outside the game, and thus stir association with the controversy attached to those events.  the bottom line is that even our most controversial, thought-inspiring games generally refuse to start discussions of their own, and are content to ride on the backs of controversies already being enacted on the culture at large.

example: GTA, the game series best-known for pissing people off in the real world (the fact that it introduced the genre of the sandbox shooter is never nearly as important, somehow).  GTA isn't controversial because the game itself forces you, through its gameplay and/or story, to confront interesting moral conundrums or engage in critical thinking.  it's controversial because you can shoot hookers and shoot down police helicopters in a fighter jet.  so what?  i mean, i don't want to derail my point into a different conversation about whether GTA's level of violence is acceptable, but, seriously: so what?  how is the conversation about whether or not playing GTA will turn our kids into murderous maniacs a more important conversation to be having than a more basic conversation about why, 30 years after the NES, we're still playing games that only challenge the gamer to mindlessly gun down everything that stands in their way en route to a completely heroic objective in a universe of perfectly black-and-white morality?  

games have the ability to generate such a conversation, but they so rarely do.  players stomp everything in their way for hours upon hours en route to rescuing the princess, but nobody ever stops to think that, hey, when luke blew up the death star, he was technically killing thousands of potentially innocent people.

does this mean that i think every game in the universe needs to address the metaphysical implications of mortality, or that the next time you boot up your franchise in madden you should have to face maddeningly (no pun intended) complex decisions regarding the emotional repercussions of your fake players' professional sports careers on their marriages?  of course not.  part of what makes games fun is the magic circle, the idea that there's a border beyond which the game doesn't go.  sometimes i shoot a scientist in half-life or blow him up with a pack of explosives simply because i can.  precisely because it's something that would be completely outrageous in real life but within the game there are no consequences.  games like medal of honor build their appeal on the basis of the idea that you can be one man and single handedly save america from the taliban, or the nazis, or the combine, or whatever.  of course that's ridiculous, but that's often why we play.

however, is it too much to ask to want games that are still games, but are smarter?  here, as much as i HATE intimating that video games and movies are in pretty much any way related, i think bogost has a good point comparing the criticality of games to that of film.  sure, a lot of people go to the movies for explosions, or date movies, films that could hardly be considered "critical thinkers".  at the same time, though, you have a movie like avatar becoming the biggest movie of all time.  now, say what you will about the mythic, derivative story (aren't all our big stories derived from myths?), at the core of avatar is a film that forces the viewer to consider a lot of post-Columbian assumptions of Western superiority...it's a popcorn flick,but it's also a postcolonial text, albeit one that's fairly obvious and ham-handed.  and when people saw it, even people who weren't stuffy lit majors or cultural critics, people fucking talked about it.  for months.  it started a discussion that likes of which i haven't seen touched off by a movie since The Matrix.  which, incidentally, was another movie that worked both on the level of popcorn flick and metaphysical garbage masher.  whether or not you thought either of those movies were good, nobody can argue that they don't force the viewer to confront a critical subtext amidst the explosions.  people make movies that are all about challenging assumptions, too: brokeback mountain, food, inc., restrepo, and people go see that shit.

yet, then there's video games, sitting forlornly on the fence, complaining that nobody will buy them if people are forced to actually think.  the primary difference between movies and games is obvious - interactivity.  the interaction the player has with the game has to be enjoyable, or else the player won't come back.  but can't you have interaction without casting the player as a Good or Evil in the game world?  wouldn't players be more likely to want to play a game if the character they embodied was able to interact more realistically with a more morally ambiguous world?  there's a difference between wanting to play in the magic circle because games are fun and wanting to escape into a stupider microcosm of the real world where nothing you ever do is questioned.

i have little to know experience with MMORPGs, but i almost wonder if those types of games simulate a critical reality more than traditional games, because at least within the world of an MMORPG, your actions effect others and you have to acknowledge some level of society.

geesh...i was going to talk about some examples of games, but i see i've gotten way carried away.  i guess i'll see if anyone responds to this and then maybe i'll write a part two...

DO NOT HOLD OVER PEOPLE

















i just got a huge kick out of the warning on this coffeemaker, as i instinctively took "do not hold over people" in an emotional sense rather than a physical sense.  as in: "if you ever find yourself in a messy breakup argument with your ex-significant other, you CANNOT say 'how can you say i don't love you?!  i bought you that coffeemaker!'".

'twas funny to me at least.

RIDESHARE - Phish 06.06.1996

so after my near-transcendent experience with the '94 shows, i decided to bounce around a bit, and first went back to '96 (i also listened to an '02 show last week, but misplaced the last disc, so i'm sort of waiting to find it before i write anything).  this '96 soundboard is a "page show"...you know, one of those shows when, time and time again all of trey's guitar pyrotechnics are completely overshadowed by page just ripping off one absurd keys solo after another.  i like these kinds of shows, but if you're one of those fans who only enjoys hours of guitar noodling and nothing else, you probably won't like this one.

sEtlIsT

usually, a show opening with "split open and melt" is not a good omen for me.  i don't know what it is about that song, but i've never really enjoyed it.  the hook repeats too many times, and the jam at the end is usually too structured to really break into anything interesting.  that said, this was a decent version (i.e. better than bad, at least) and the segue into "poor heart" was pretty unexpected and hilarious.  this was page madness moment #1.  "runaway jim" and "funky bitch" were par for the course, which is to say, awesome.  then there was "theme from the bottom", which was page madness moment #2, followed indirectly by "scent of a mule" in which entire warehouses of keyboards and pianos must have been melted to fine ash.  the first set closed with a pretty by-the-books "highway to hell", which prompted a horn jam by yours truly.

part of the draw of this show for me comes from the fact that billy breathes has some of my favorite phish songs on it, and here you get to hear a number of those songs in early form, before years of touring sort of formalized the jams that build around them.  "theme" was one of those, and the second set brought extremely raw versions of "waste" and "character zero".  they weren't the best versions i've ever heard, but it was interesting to hear them so differently.  the second set had few standout-type moments otherwise, but was overall a great set of tunes.  the show closed with page rocking one more time on "ya mar", and then a cover of hendrix's "fire" that had trey sounding more like '92 or '93 phish than '96.

RIDESHARE - Jeff Tweedy 02.25.2006

well, hello there.  it's been about thirty-five years since the last rideshare...exam-writing has intervened, and lindsey has been going to tri-cities with me often lately, which means that 35-minute "tweezer" jams don't go over as well as when it's just me in an empty car.

these reviews are actually from about a week and a half ago, and so much has happened since then, i don't really remember the content of the shows that well, or even what a "CD" is, really.  nonetheless, i'm going to take my best shot at reviewing mr. tweedy's show at mandel hall in chicago, for which the setlist can be found here.

i'm getting to be really fond of starting out these cold, cloudy, morning drives with a mellow wilco or tweedy show, then following it up with a blistering early phish set on my drive back out of the canyon of heat-induced despair otherwise known as tri-cities (despair only because the temperature is like 20 degrees higher there than in pullman due to elevation droppage).  anyway, this tweedy show really hit the spot.

it was a great soundboard, and the songs were a great mix of the ones that you can hear in similar incarnation on the sunken treasure dvd (which you should buy if you're a wilco fan at all) and a lot of songs from a ghost is born.  hearing really clean, precise solo acoustic versions of tunes like "muzzle of bees", "spiders" and "theologians" was a treat.  there were even some surprises among the expected, more "folky" choices in the set: "one by one", "(was i) in your dreams", "bob dylan's 49th beard".

though the third set followed the usual procedure for this particular tour: usually nels and/or glenn joining tweedy onstage for a few songs, the songs for this particular show were a bit of a surprise.  getting to hear rearranged versions of "in a future age" and "dash 7" was maybe the highlight of the whole show.

overall, a great combination of a unique setlist, solid sound, and of course a solid performance makes this, for my money, almost as good as the aforementioned sunken treasure audio companion for a collection of solo tweedy tunes.