I’ve always been bothered by the common horror-story trope that vampires can’t be seen in mirrors. If they can be seen with the naked eye, it means they reflect light. If they reflect light, they will be visible in mirrors. But, in addition to not making sense, the whole idea seems needless and tacked-on; which kind of detracts from the scariness of vampires, I think.

So I searched on this phenomenon, and it turns out, according to “J” at Yahoo answers, that people believed that mirrors reflected the soul of a person, not just the actual person. Vampires, having no souls, don’t show up in mirrors.

For some reason–and forgive me for going all geeky here–I find this to be rather absurd. I don’t know why; and obviously it’s silly to complain about this being unbelievable–vampires are mythical creatures and therefore the whole thing is no more unbelievable than the rest of it. And yet I can’t help but find that sometimes some elements of the fiction screw up the rest of it for me.

Some people find this irritating, and I guess I see their point.  I know sounds ridiculous to demand “believability” from fictional stories. But forgive me if I believe that fiction needs to have “internal logic”. More than that, there is a chance of a writer putting in too many fantastic or unreal elements, so that it all becomes utterly unbelievable and ruins the immersion.

One of the most illuminating explanations of this problem comes from a rather unlikely source. In his book A Most Ingenious Paradox: The Art of Gilbert and SullivanGayden Wren writes:

“Most… Gilbert and Sullivan operas rely on a single preposterous element–the witch’s curse in Ruddigore, for example, or The Yeomen of the Guard‘s masked marriage–which are subsequently treated plausibly enough that each opera as a whole seems logical.” (Emphasis added.)

What Wren describes is indeed a key part of G and S’s humor, but I believe that writers of the horror genre would have even more to gain by following this method. You can maybe get away with an anything-goes illogicality in comedies. It is often very jarring in a horror story.

To tie all this back in with the vampires: I suppose this overabundance of implausibility is an inevitable consequence of the way mythology and folklore work–a story gets new facets and touches every time it is retold. The vampire myth–on which, I admit, I’m no expert–seems remotely possible, and thus scary, if you’re just going on the premise that there exist beings which can subsist on human blood for a very long time.

I can easily imagine that this was how it all started–but over centuries other details, like turning into bats, can’t go out in sunlight, vulnerable to crucifixes, holy water, garlic etc. all got thrown into the mix by various people.

All this adds up to make the whole myth much less scary. One unbelievable element I can take; a dozen is much harder. And while I’m never going to actually believe in anything I read in a horror book or see in a movie, it is possible to subconsciously be put on edge by a well-done horror story.

This is one reason I like many of H.P. Lovecraft‘s stories. He was fairly successful, I feel, at using only a single implausible idea–the “Great Old Ones“–and then following it logically. I certainly don’t believe such ideas, but it sounds remotely possible. (And unknowable, since the Old Ones exist in other dimensions and in far reaches of the Universe.)

In something of an irony, though, much of the “Cthulhu mythos” was redesigned by August Derleth and now suffers from the same flaws that befell other myths–too many unnecessary elements thrown in that spoil the original frightening elements. (For me, this is. Some love Derleth’s work. To each his or her own.)

Still perhaps this quest to find horror that really does seem believable while being simultaneously entertaining is a Quixotic one. After all, there’s only so scared one can get reading a book or watching a movie. Even my favorite horror movie ever, The Omen (The ’76 one, not the ’06 remake) still suffers from too many unbelievable and needless elements that are unrelated to the central premise.

I guess to really get immersed in a horror story, my best bet is probably video games. After all, at least in games like Doom 3, F.E.A.R. and Dead Space, you are the one wandering around in the dark, not passively watching or imagining some character doing it. So, even if there are implausible elements, it’s easier to forget about them.

Via Andrew Sullivan, a very interesting interview with Tom Bissell, author of Extra Lives: Why Video Games Matter. He’s arguing for why video games should be seen as an art form. I’d never heard of him before, but he’s clearly a very smart guy, and he’s doing good work to combat anti-video game bigotry.

There’s just one problem: he doesn’t realize just how right he is about games. For example, he says:

“A lot of video game storytelling is phenomenally good: BioShock, Portal, Left 4 Dead, Red Dead Redemption, Mass Effect.”  

I can’t vouch for Bioshock, Left 4 Dead or RDR. ME and Portal are both better than average game stories, for sure. But why the hell isn’t Planescape: Torment in there? That game towers over those other titles.

At the end of the interview, Bissell describes his ideal, not yet in existence, video game:

“I’d love to see a game in which problems were spread out before the gamer that did not have easy or even obvious solutions. A game in which decisions were largely irrevocable, and made you commit to the choices you make. A game in which characters seemed something more than nth-generation Xeroxes of action-movie heroes. A game that offered a world with no good guys and bad guys, but people with equally intricate and complicated belief systems. A game that left people stunned by the variety of human experience, in other words. A game in which not every obstacle was a puzzle or an enemy, but something spiritual, maybe, or moral, or personal.”

Then get thee to the work of Chris Avellone, posthaste! He has made several such games. In fact, basically every game Obsidian Entertainment has ever made fulfills at least some of those requirements.

Brent Bozell, discussing EA‘s controversial video game Medal of Honor in which you can play as a Taliban fighter, writes:

 “Video games are amazing technological products, but they are not “stories” like a book or a movie… In a video game, every player is the author and the movie director. The game maker only sets the parameters, and lets the player finish the story. ” 

Well, he’s wrong. Some games–maybe most games–really do “railroad” the player. I mean, there’s only one way to play through Doomyou go around shooting monsters and collecting keys. Any other way would result in losing the game.

This may be even more true of the really good narrative-based games. Metal Gear Solid springs to mind as an example of a game where you didn’t feel like you were making your own story, you were playing/watching Hideo Kojima’s story.

Even in a game with multiple endings and branching paths, Bozell’s criticism need not always hold true. No matter what path the player chooses in the great Black Isle RPG Planescape: Torment, the underlying theme of the story is still of the game designer’s choosing. No matter what you do, you’re still probably going to see the motifs, ideas and themes that Chris Avellone wants you to. (This, by the way, is a very good thing.)

Now, it is true there are some games you could make this criticism–if it can really be called a criticism–of. Everything is so morally ambiguous in Obsidian‘s Alpha Protocol that there is no “theme” or “moral”; you really are directing your own spy-thriller story.

All of this is an aside to the main point, which is that, in this Medal of Honor game, you can only play as the Taliban in the multiplayer game, which probably has no plot at all. As the EA spokesperson said: “Most of us have been doing this since we were seven: someone plays cop, someone must be robber.” Bozell does not seem to be aware that this is the case.

Personally, I think multiplayer modes are boring, and a serious threat to games as a storytelling medium. And I wouldn’t mind a bit if they removed the Taliban fighter option and replaced it with, for example, a Nazi, which would almost certainly be less offensive, although I don’t know why.

I also agree with Bozell on the infamous airport level from Call of Duty: Modern Warfare 2. It was disturbing without being thought-provoking and ought to have been removed. But Bozell’s criticism of the Medal of Honor game is so badly informed that it makes it impossible to take him seriously.

Shamus Young has completed his four-part analysis of the character of Mordin Solus from Mass Effect 2. It’s a very good series, and of interest to anyone who has played ME 2. (You can find part 1 here.)

I think that video games aren’t going to get widely accepted as an art form until we get people writing more articles like this that seriously analyze their plots and characters.

While I often disagree with Young’s taste in games, I always enjoy reading his blog because he at least takes the narrative aspect of gaming seriously.

Bungie has never really been a master of narrative detail, preferring to focus on the big picture.”– Tom Hoggins, reviewing Halo Reach.

If by “big picture”, he means their repetition of the ancient “good humans vs. evil aliens” storyline, then yes, that is true. But never mind a little thing like “narrative detail”; it’s a glowing review, and Hoggins apparently considers Reach to be a great game because… it’s just like all the other Halo games?

There are some artworks, pieces of literature and forms of entertainment that lend themselves to being enjoyed in particular seasons, weather conditions, or times of day. For example, the book The King in Yellow that I posted about the other day is, in my opinion, best read on a sunny, pleasant, late summer day. This is sort of unusual for a work of weird fiction, but the horror of the book is primarily psychological, and is sometimes offset by a a peaceful, pleasant setting.

Sometimes the natural environment most complementary to a story is obvious; Lovecraft’s The Haunter of the Dark must be read in a lightning storm because a lightning storm is central to the story. Others are less obvious; the movie Lawrence of Arabia is more fun to watch at night than on a hot summer day–though perhaps overheating is the reason.

As I’ve already pointed out on this blog, I find the Gilbert and Sullivan operetta The Sorcerer lends itself to being listened to on warm, gray days. (And Ruddigore, obviously, is a natural for Halloween.)

Then there are some things that lend themselves to various seasons. In my opinion, you haven’t read Harry Potter till you’ve read it while sitting outside on a cool October evening. And I’ve found that some video games–like both Mass Effects–are most fun to play on dark winter nights. (Though, of course, that could be because they require a big time investment, and there few distractions in winter.)

One of things that was great about the sport of football was how it used to be played on either a beautiful fall afternoon, a dreary November evening, or a cold, snowy day (or night). These are all memorable, dramatic settings; and much more enjoyable to watch, I think, than the sterile setting of a dome which we see more and more of.

On the other hand, of course, these are just my personal preferences and may not be shared by anyone else. I have no particular point in this post other than to set you thinking if there’s any particular work of art, piece of entertainment or sport that is best under certain natural conditions. It’s quite a fun thing to experiment with, in my opinion. But I’m weird that way.

Today the most overrated movie in history is being re-released in theaters. As die-hard Avatar fans flock to theaters to witness an extension of the film’s cliched and obligatory love story, and more of Mr. Cameron’s heavy-handed and predictable political satire; we must ask the question: can movies ever really be considered art?

Okay, okay, I joke. Of course movies are art. But it’s stunning to me that some, such as Roger Ebert, deride video games while still praising the disaster that is Avatar. I mean, I’m writing this while taking a brief break from playing the great Black Isle video game Planescape: Torment. It’s sort of insulting to me that I have to defend the medium that gave us epic stories like Torment from people who love Avatar.

[Technical Note: For some odd reason, I was unable to put links into this post. I apologize for not being able to send you directly to someplace where you could buy Planescape: Torment, because if you don’t know what it is, you have to play it ASAP.]

Shamus Young has a great post on the new “Fable III” opening, and “Fable” in general:

“A protagonist is introduced and then tormented in various “humorous” ways before they meet their end with injustice, all while author-insertion Theresa narrates. This is 100% Fable. It fits perfectly with the mass murder, torture, slaughter of innocents, murder of children, and wrongful imprisonment themes the game has been exploring.”

I couldn’t have said it better myself. The “Fable” series is the worst thing to ever happen to the narrative-based game industry. For those fortunate souls who haven’t played it, it is like some monstrous parody of The Legend of Zelda, that combines crude humor with random cruelty and idiotic plots.

I wanted to look up one of the “death quotes”  from Call of Duty: Modern Warfare 2 about nationalism for a post I’m working on. Unfortunately, I accidentally wound up on a forum at this place. (No, I’m not going to link to their actual site.)

Apparently, they believe that Call of Duty is pushing “globalist propaganda” (which us normal people call “being against insane racists”) and are, of course, outraged by it.

This could make for an excellent ad campaign for Activision: “Fight neo-nazism! Buy Call of Duty!”