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Posts
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Quote:A lot of the racist elements of Lovecraft's stories would have been written similarly to what he wrote, even if he had not been a racist. He uses the exotic, mysterious and frightening foreign peoples because their unfamiliarity is what makes them exotic, mysterious and frightening. In this day and age, we have a hard time imagining that we might now know what a Kurd was like or what Deepest Africa is like or what a strange vaguely Oriental (Asian - a lot of asians today would find the word offensive) personage was like or that such a person might not be mysterious and intimidating just for being that.If HPL were not racist, then The Horror at Red Hook would not have been written. If he didn't have a reputation for xenophobia and racism, The Horror at Red Hook would still be easily interpreted to include elements of xenophobia and racism because they're pretty obvious.
There's a reason why Fu Manchu and Charlie Chan were pulp villain and hero respectively. I've mentioned this before - If you want to talk blatant, unapologetic racism then Sax Rohmer is your man.
In Lovecraft's day they didn't have television or the internet or even speedy travel. The first radio news broadcast was in 1920 (according to Wikipedia). Worldwide communication was rare not common, and while it became widespread, it was still something of a luxury to the readers of Weird Tales. If you wanted to send a message, you sent a telegram. If you had access to a telephone, it was probably a party line - a community telephone.
The point is that the world was a larger, more mysterious, less well-explored place back then. To Lovecraft's readers, the best, most compact and least expensive way of showing that something exotic and mysterious was going on is to have the people involved be exotic and mysterious people. The yardstick for exotic and mysterious was quite different back then than it is today.
It's easy to say "racist" and dismiss the fact that Lovecraft lived a long time in Red Hook himself and his descriptions of the place are impressions of his everyday experience. It seems to me too easy to dismiss the whole thing as "racist" simply because the plot requires that a lot of questionable characters of indistinct but non-European stock clandestinely move into Red Hook.
This is why I ask "what are the racist elements?" because what I keep hearing is an analysis of HPL and not an analysis of the story other than "Well, they're obvious."
Humor me. I disagree that they're obvious, or at least I disagree that they are gratuitous. These elements that are being labeled racist appear to be serving the ends of the story. THAT is a big reason right there to question whether they are really "racist" or not, or so it seems to me.
I think it's a disservice to the story to (at least give the appearance) of saying "HPL was a non-apologetic racist so that clearly makes this story racist also". -
Quote:No, you're reading motivations where I haven't presented any such motivations. I'm interested in exactly what I said I was interested in. I don't have any agendas that the questions are trying to serve, most especially agendas about what people "ought" to feel or believe. I'm more interested in what they DO feel and believe, quite honestly.From what you've written in your post, I don't really believe you when you say "I understand why others would feel differently." I believe you accept that others feel differently, but this post seems to present arguments as to why people shouldn't feel differently.
This is a shortcoming of text forum communications. -
I have to say that this thread has justified this month's subscription fee all by itself.
For me personally, I can't really see how knowing HPL's personal hangups benefits me as a reader.
For a concrete example, I'll use Steven King. His New England background is a heavy influence on his settings, and the accident in which he was struck by the van and was not just nearly killed, but his body pretty much demolished for a long time had a huge influence on his later writings, from Misery to the Dark Tower. That's interesting to me. Likewise, Danse Macabre, his book about writing is interesting for the insights it gives, much as HPL's letters to the editors of Weird Tales and what-not about his views on writing horror.
I don't much care about King's political views and I don't much care about HPL's racist views (or xenophobia, which sounds like it actually is a more accurate characterization).
Is The Red Hook Horror racist? If HPL did NOT have the reputation he has, would the story be analyzed the same way? I'm hard-pressed to see the racism, especially when holding it up against other literature of the period. When does a story stand on its own and when does it have to be analyzed on the way its author's views and history inform it?
In the end, does it really matter, or is it enough for it to be a good yarn?
There's no right or wrong answer. Each of us has different things that we find interesting, especially if the reader is someone who also fancies being a writer.
For myself, I'd have to say that I enjoy HPL's work as literature first and as commentary on HPL himself a distant second. I understand, though, why others would feel differently. -
Quote:I'm reminded of Arthur Conan Doyle and his displeasure that the popularity of Sherlock Holmes was taking time and attention away from his more serious works about fairies and spiritualism.He also had weird and self-evidently untrue ideas about evolution (as in The Lurking Fear). Kind of a messed up dude in a variety of ways...
It was a strange time in a lot of ways. -
Quote:Hmmm..."The Horror at Red Hook" is pretty overtly racist, and was written in reaction to his personal disgust at being forced by circumstances to live in an immigrant area of New York City.
I see what you mean and yet, I don't see it as being that overt. My yardstick for overt starts at something more like a Fu Manchu novel. This is primarily a depiction of a slum situation where the degradation (particularly since it's a moral/mystical degradation) is part of the setting. It's not like HPL even picks one race to demonize. He pretty much touches on every non-western-european "race" there is. I did find the reference to the "sturdy Vikings of that section" to be an amusing bit, in contrast to the whole thing.
My overall impression is of a lot of people of mixed and often unrecognizable but low heritage. The "low" coming ultimately from their association with Lilith, in the end. I think that's why I've seldom read these stories as overtly racist, because the antagonists are nearly always considered to be corrupted by the forces that they worship or deal with. However racist HPL was, the stories present the fallen antagonists as just that - fallen and warped, rather than low, ignorant and horrible just based upon being born Asian, African, or Eastern-European. They're basically orcs, figuratively speaking.
Agreed. I tend to take the high road here and give the author the benefit of the doubt unless given a reason otherwise. I've read one or two of HPL's letters as mentioned by Jack and Golden_Girl, and it's possible that the reason I never studied more of them was that I preferred to keep the fictional experience pristine rather than color it with judgement of HPL himself. -
Examples? Note that I'm not being combative here. I'm interested in seeing this side of things since I've apparently glossed over it in my mind over the years.
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Quote:Well, then if we're making racist allusions then they at least need to be accurate ones.Slick, that wasn't a quote, it was a parody or allusion. If you don't think Lovecraft was intensely xenophobic in every way, even for his time, you're in a very tiny minority even of those who do like his writing. (Look up his correspondences.)
Is Lovecraft openly racist in his stories? Maybe I've just forgotten it. It's been quite a while since I've read him. I'm less concerned with his personal feelings about it because he's long dead and his time is long dead. I don't judge his stories any better or worse for his xenophobia. It was a different age and, as I said, even so-called "enlightened" people of the time would still come off as incredibly condescending and racist towards black people by today's standards. -
Ha ha! I remember complaining on the forum about the police running and screaming but I had totally forgotten about having their purses snatched.
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Jack - the reference to "their black masters in their capitol houses" is not racist. "Black" in this context means evil/demonic/etc... In Lovecraft's day slavery was still a recent memory. The wealthy African-American was the exception and there were none of them living in "capitol houses" where rich and politically powerful people lived.
I can't think of any stories where he refers to African-Americans but if he did he would be much more likely to refer to them as "negro" than as "black". He wasn't making a statement about black people any more than he was about black cats.
I'm sure that if we hopped a time machine and interviewed HPL that we'd find he held some attitudes that we 21st century citizens consider racist, but that quote is not an example of such.
He lived in a different era, in any case, and "racism" could be broadly applied to most early 20th century writers who, if you asked them, would consider themselves to be culturally enlightened. -
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Quote:I'd take issue with that statement but it's a personal taste thing and Jack is hardly the only person to feel that way.
To be clear, the *mythos* is great. But basically everything great about it was invented by other people.
Lovecraft was a product of his times, as were Poe, Howard, August Derlith, and a dozen other contemporaries. Moreover, these guys all shared their universes with each other. That's part of what made the Mythos great, but there are just as many people like myself who prefer Lovecraft's own works over the "expansions", both contemporary and more recent.
Actually, for anybody at all, but especially for AuroraGirl, I would HIGHLY recommend the Roger Zelazney story, _A Night In The Lonesome October_. It's the Mythos wrapped around a story that is basically themed around old monster movies and horror novels, with Jack the Ripper as the hero (literally). The interesting thing is that the story is told from the viewpoint of Jack's dog, Snuff, and the animal companions of the other Players of the Game that is the central focus of the plot.
Really, it's wonderful. I read it every Halloween. In relation to this topic, it would act as a sort of tutorial into both the Chtuluoid side of the Mythos and the dreamlands side of things. -
Quote:Considering that there WAS a moron in back of both crowds egging things on, I'd presume that said morons were agents of the Television rather than mere simpletons.I'm not sure who the moron in the back was over on Talos Island, but I'd SWEAR that the Arachnos yutz snickering in the back had to be Jenkins.
And I now foresee a ton of AE missions featuring the rescue, abduction, or outright massacre of Woofers the Freedom Phalanx dog.
Michelle
aka
Samuraiko/Dark_Respite
I demand now that the store sell a Woofers/DireHowl pet pack! -
Quote:The only thing I'd say about this is that you ARE wearing a journalist hat when you should be taking it off. It's not a coincidence that most of those words you marked in green were words that implied emotion and/or judgement of some sort. You weren't just looking at the density of the writing, you were attempting to turn it into a dispassionate voice such as one would use to write a news article.Yeah, I think that's it. I've been a journalist too long to appreciate good writing.
/sadpanda
The things Lovecraft is writing about and the experience he is attempting to give the reader is the furthest thing there is from "dispassionate". That also is one of the attractions of his writings for those who admire/enjoy them. -
Lovecraft is a poet as much as a writer of fiction (in his day there was not so much separation between the two activities). When he is attempting to invoke horror, fear or suspense, he calls upon those skills to describe the things his protagonist is experiencing.
This is actually why I recommended _The Shadow Over Innsmouth_ and _The Colour Out of Space_. The former can get a bit dense with all of the history it needs to relate and with the regional speech of the characters, but each of them reads more like something a journalist would write because each of them is ostensibly grounded in the real world, with the hints of the mad things just outside of our ken remaining mostly safely outside of our ken. We see their effects but face-to-face encounters with them are brief and are treated as prosaically as the events themselves are.
Overall, though, Lovecraft is most appealing to people who enjoy words; quantities and varieties of them. If you prefer your narration terse then you'll find yourself at a disadvantage, heh. -
The Rats In The Walls was the first Lovecraft I read, back when I was sixteen or seventeen and it seriously creeped me out.
The Colour Out of Space is another good one that skirts the border between "sci fi" (Lovecraft wouldn't have understood the term and probably wouldn't have acknowledged the story as being "sci-fi") and horror. Or maybe it illustrates, like the movie Alien, that sci-fi and horror aren't mutually exclusive genres. -
Quote:Ooo, my e-reader thanks you for that link!Let me add to this list Cthulhu Chick's Complete Works of HP Lovecraft in ebook form. She has created versions for almost all ereaders out there, as well as an enormous PDF.
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I highly recommend The Shadow Over Innsmouth as a decent starting point, both for the atmosphere and for the insights it will give you into the design of the Coralax and of Salamanca. Paragon University Magical Annex = Miskatonic University, though of course Miskatonic U was an ordinary university, not a place where you learned to be a sorceror, heh.
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Sam's concerns are valid ones and I think he is more typical than atypical in that regard. One of the problems of a "roll your own powers" system has to address is that it may just be too much micromanagement for your average player to bother with.
The happy medium is something like TSW, IMO, which is more of a "roll your own archetype" system. The equivalent system in CoH would be one where all of the powersets existed just as they do now, but they would be "advisory". You would not be locked into a powerset, they would just be a group of powers with a common theme and a common synergy. If you really wanted to be Element Man and take the lowest-level attacks from Fire, Ice, Water,Storm,Dark, Energy and whatever then you'd be welcome to do it.
In a case like that, archetypes themselves are advisory, which is what you have with any skills-based RPG like GURPS, for instance. The "class" is really just a description of an iconic job and how to build it using the available skills. The skills themselves are grouped in "packages" and those packages are the bit where the designers work their balancing magic. If someone wants to draw outside the lines, though, they're free to do it.
One of the most interesting systems of this sort that I personally liked was the Final Fantasy X materia system. If you haven't played it (recommended) it worked by having a huge graph or roadmap that you would plug your materia (enhancements) into. As you followed the map around, your character would gain attribute bonuses and new powers.
The roadmap allowed branching and forking in all sorts of ways. While each character had his or her own starting point that nudged them down a particular path, that path was not locked in for them. If you really wanted your "I'm a healer" character to turn into a "I'm a nuker" character then you could push them around the graph into the "nuke" territory to grant them those skills. The price was that it took more and different resources to get them to that place than if you took the path of least resistance.
That would make a really interesting version of character development in a MMO, I think, because it involves thinking not just about where you're going now but where you want to be in the future and how you're going to get there. The game has then offer a "there" to get to but that's another kettle of fish. -
You're describing a phenomenon that happens to most people after a long enough period of time. It's simply burnout. Nothing wrong with it. You just need a break and a change of scenery. Go play a different game. Come back in a month or three or six. The change will do you good and it may give you a new appreciation for what you enjoyed here in the past.
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Quote:I see what you're driving at there. Interestingly, I can imagine how one avenue of exploration would be the creation of the "recipes" to simulate that rich differentiated skill tree and then selling the recipes to other players who are more inclined to push-button selections and pre-made archetypes.Free form explicitly *precludes* having such a rich differentiated skill tree, because in free form you would be essentially creating your own skills from a much smaller set of ability components. That exploration wouldn't exist in the same way.
"Sheesh, I don't have time for this. I think I'll just buy an Aracanaville fire blast. I hear she puts really good resistance mitigation into her powers."
The idea of a "powers marketplace" really tickles me, somehow. :-) -
I'd be really keen to see the incarnate power creation stuff migrated into the larger power system.
However, when I think about it I realize that context has as much to do with the fun of that stuff (assuming you agree that it's fun) as anything to do directly with the mechanics.
More specifically, the leveling-up game is about fixed power selections. The archetype and powersets lock you into rigorous power structure that has a slight amount of "give" to it but mostly prescribes what you'll choose and how you enhance it. The amount of choice is largely a function of degree.
Later, the epic/patron pools allow you to break out of your powerset and choose something from another powerset.
Even later again, the incarnate trees don't just allow you to break completely out of your archetype, they allow you to plot the path you'll be taking to achieve it.
The fun derives in large part from liberating yourself of the restrictions of the pre-end game. Without that restrictive pre-game, the freedom of the end-game would not taste nearly as sweet.
I think that this is just as important a consideration in the overall design as the raw numbers are and it's the strongest reason why we're unlikely to ever see the incarnate system "ported" into the lower levels of the game. The value lies in its scarcity in relation to the full powerset experience.
For a current implementation of a free-form system, I give the nod to TSW. It is pretty much the way I would have done such a system if I designed it from scratch. As Arcanaville notes, though, you really need to design from the ground up for this kind of system. One for instance; TSW uses the "tidal power" mechanic of water blast all throughout it's powers trees. The advantage it has is that multiple "sets" of powers can be producers and consumers of a particular resource, and so synergies can be built between different sets of skills that are otherwise unrelated. It would be exceedingly difficult to retrofit a system like that onto CoH, though I expect that it will be a staple of new powersets going forward.
Mind you, I'd still dearly love to see an entirely IO-based power set where all of the powers were blank and you customized every aspect of them. I just don't expect that anything like that is ever likely to happen. -
I'll grant you that it would effectively be a different game and SWG already amply illustrated how radically changing your game to be "better" can backfire on you. All of these thought exercises are pretty much just that. Maybe we'll see some future powersets trying to stretch the boundaries a bit, though.
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Wikipedia agrees.
Congrats to David on surviving another circuit of the sun. Here's hoping the Mayans were wrong!
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Quote:I think you're glossing over the importance of playstyle. We have so many choices nowadays that the only reason anyone has a level 1 anything is because they like to play that.In a worst case scenario in an open skill system, the system warps the game so that there ARE no level 1 Ice/Rad Controllers, or for that matter few Controllers of any level below level 40 or so. It just doesn't make sense to make one if you could build something unController to zip through that type of build's main problem areas and then switch back. In a worse-than-worst case scenario, everyone plays only one or two combos at all (whatever delivers XP fastest) and only bothers with any special specification when they max out their XP.
Regrdless, if that was really a problem that required solving then the solution is a simple one - do away with levels and let people combine powers to their heart's content. Of course, at that point you're not playing City of Heroes any more, you're playing one of its competitors.
In any case, levels are overrated. The city environment we have would make a lot more sense if all enemies were just enemies and not grey/green/yellow/orange/red/purple. Aaron Thierry wouldn't be stabbing Atlas Park in the back in order to draw some attention to the "all grey to me" problem, heh. -
I have to wonder what would happen if one fine day we logged in and discovered that the incarnate "power crafting" system had become the base system for the entire game?
You'd choose your archetype, you'd have the same number of slots, but instead of powersets you'd have power trees and the power you created would be an expression of the path you built for it on the tree. For people who want things simple, you offer pre-defined one-click recipes for them to follow.
Never going to happen, but from a technology standpoint, is something that could be made to happen.
The one thing I'd say about the "level to 20 then commit to your character and invest in it system" description is it's pretty much a description of Guild Wars, except that Guild Wars does NOT enforce the commitment mentioned by Arcanaville; quite the opposite, in fact. I've never found that the open-endedness in the Guild Wars approach ever resulted in a smaller investment in any of my characters. It's my experience from playing the game that the search to collect new skills and gear bits and combine them in an assortment of ways gave more investment, not less.
Given that, I'd question whether freezing one's powersets would really be necessary in the "flexibuild" system Arcanaville describes. I wouldn't expect it to be so.