Peri/menopause: Dawn of the Crone

When considering final project ideas this past week, I kept thinking of Mary Flanagan’s mobilization of Michel de Certeau and Judith Butler in Chapter 6 of Critical Play to illuminate the purpose and power of subversive games and their “implication for activists.” Flanagan centers and paraphrases de Certeau, who she says “note[s] that power must be changed in fundamental, internal ways.” But she adds that lasting intervention cannot end there. Flanagan builds on de Certaeu by adding Judith Butler. She summarizes Butler: “…it is only through changing the logic of traditional relationship categories–in Butler’s specific case, categories such as gender– that larger systemic changes can be affected.” (221/222)

So, I take this to mean that effective subversive interventions distinguish themselves by showing a keen awareness of a) entrenched social hierarchies and b) the narratives that keep those hierarchies in place by reiterating their particular logic. 

With Flanagan’s piece on my mind, I began to wonder what and who is rarely represented in online game/story spaces. What are stories not told and people not appealed to? What are omissions I can notice — as a middle-aged, queer, white, immigrant to this culture? What wedges its presence into almost everything I do at the moment but frequently feels under-articulated? Well: Peri/menopause. 

Precisely because middle-aged women are not frequently represented in the online game space, and peri/menopause is a topic I experience as associated with societal disinterest or even disgust –I mean, it’s not like entering the crone stage is thematized or, heaven forbid, celebrated in our culture. When do we ever hear about JLo’s peri/menopause? Never. When do we hear about JLo’s still slammin’ body in a bikini, even in her 50s? Re-gu-lar-ly.– I feel that it is a topic ripe for playful and tender examination. 

Therefore, this proposed game/exploration is primarily for middle-aged people who experience the hormonal shifts of peri/menopause and frequently wonder: What is happening? Why did I enter this room? Is it hot, or is it me? Is this normal? Does this pass? 

Not that I think I can single-game-edly change larger systems and the relationship that this US/Western society has with aging and specifically women aging. Still, a continued refusal of the dominant invisible logic, in which aging is equated with a kind of failure and a woman’s “Prime” is equated with dewy youthful fertility (thanks for the reminder, Don Lemon), would be a fundamental aspect of my approach. 

The game I envision dramatizes, via webbed observations and interactive prompts, the  liberation, sadness, joy, loneliness, and confusion these years can bring. I imagine the game’s paths will lead through recursive experiences/symptoms (written in prose) that are hard to make sense of, explore the lack of reliable information from many medical providers as well as the relative lack of public discourse, and consider the complex ways in which those affected go about gaining knowledge and dealing with symptoms. 

Shelley Jackson’s Wunderkammer is an obvious inspiration and example of a subjective narrator’s self-exploration. At this point, I imagine Peri/menopause similarly webbed, recursive, and meandering, although I think it could (or will) contain distinct multiple-choice, short pathways (as in Nicky Case’s Coming Out Simulator 2014.) 

Caveat: One limiting issue will be my lack of programming savvy. I have some experience with twine, which I plan to use for the project. So, as part of creating the exploration, I’ll likely devote a substantial amount of hours to mastering the platform, and still, Peri/menopause might end up as a game that prioritizes (verbal) content over complex tech & structure.TBD.

Gorgar Speaks!: A Literary Pinball Adventure

In 1979, Williams, a former leading pinball manufacturer, released the first pinball table to speak: Gorgar. It marked a major milestone in pinball, and game technology in general. The premise of the game is that you are a big, burly barbarian (think He-Man) fighting your way into the lair of a demon named Gorgar who has kidnapped your preposterously proportioned and barely bikinied lover.

To defeat Gorgar, you have to hit various targets and spinners, and based on which of these shots you hit, you trigger Gorgar’s speech mechanism. His vocabulary comprises seven words: Gorgar, speaks, beat, you, me, hurt, got. These are combined into the following possible phrases:

  • Gorgar speaks.
  • Me hurt.
  • Me got you.
  • Gorgar.
  • You hurt Gorgar.
  • You beat me.
  • You beat Gorgar.
  • Me Gorgar, beat me.

Inspired by The Pines at Walden Pond by Deena Larsen and Wunderkammer by Shelley Jackson, I will create an image map (using HTML and JavaScript) of the pinball table’s playfield. I will create “playable” (clickable) areas on the image map that are tied to poems. The poems will also be hyperlinked between one another. Even though I know Gorgar has been designed as my adversary, I can’t help but find him sympathetic. In the artwork on the backglass, you see a skull shaped the same as Gorgar’s head—could this be a relative (his mother or his lover)? Or is this an image of his fate, with all possible future timelines collapsing into one static depiction? Gorgar is the first pinball adversary capable of speech, so what burden does that necessarily bestow upon him? He was only given seven words, but what else would he say if he could?

Inspired by Kenneth Goldsmith and his repurposing of existing text to write poetry, I aim to write these poems from the words that appear in the Gorgar Instruction Booklet (the owner’s manual and official rules of play), through a combination of erasure and manual reordering of the existing copy. I hope this approach to writing each passage and presentation of interlinked text will capture some of the chaotic (and fun!) experience of playing the pinball table.

Another signature feature of the Gorgar table is its heartbeat. Once you start a game, a heartbeat sound starts, and the longer you keep your ball in play, the faster the heartbeat gets. And it keeps beating, even as the other table sounds take over. I’m very fortunate as my friend has this table (and so I could play it alone, without the usual competing soundscape you encounter when you play in a bar or other pinball venue), and so I’ve already played it through multiple times to capture as much of the sound as I could. I will use Audacity to edit these sound clips and then layer them onto my image map so that it is also an aural map and further replicates the experience of playing this table.