mammonmachine

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I wrote and directed WE KNOW THE DEVIL and HEAVEN WILL BE MINE. I also wrote for NEON WHITE and I currently work at game company doing game things.


Recently I've been playing through Signalis with my best friend as part of our weekly stream. Beautifully and deliberately art directed, at its worst Signalis shows you retro-future imagery that looks extremely cool and has nothing to do with anything, and at its best uses retro-future imagery to build a context and history of a complicated world where people lived and suffered and loved in a brutal surveillance dystopia. As a German-developed game Signalis can say absolutely whatever the hell it wants about totalitarianism and fascism and I will simply shut the fuck up, but I'm trying to make a game about the contemporary American dystopia (or the global english-speaking neoliberal dystopia more broadly?) and our world looks nothing like this.

Our dystopia has already arrived, immediate and brutal, but its graphic design sucks, its architecture makes no lasting impression on the eye, and its ideology has no consistency and no tangible form. Does it even have a shared goal? Or a leader? What are we actually living in? Almost every day I see something that makes me say out loud "we live in hell" because no other word really articulates what living under this world feels like. I hope you will join me while I search for a way to paint a picture of that hell.

First, the imagery of totalitarian dictatorships simply doesn't cut it. There's no way for someone in the USA to evoke any of the imagery in (say) Signalis without the result resembling WWII nostalgic jingoism or the red scare of the cold war era. Americans recognize the controlling, all-seeing, all-powerful government as obviously evil; it isn't a coincidence that all of our reference points for totalitarianism happen to be historical enemies of the US, monolithic cultures controlled by government censorship and thought police. While the center/left loves to invoke fears of dictatorship, the right also gets to gleefully exploit this language, by substituting oligarchs for librarians with dyed hair and distributors of state violence for queer college students. When a dystopia gets too generic, you can substitute anything for anything, and it becomes worse than irrelevant to the present.

Margaret Atwood's most well known for The Handmaid's tale, but even she had to write two completely separate dystopias, following up a story in 80s about the religious right and the moral majority, with a trilogy starting in 2003 about corporate supremacy and environmental collapse. Swap monsanto for tech bros and Oryx and Crake is the more prescient of her two dystopian visions, but it's not like the Handmaid's Tale simply went away—it hovers like a specter parallel to corporate and fascist dystopias, and it is real, present, and quite alive and dangerous. I think her shift is telling—at one time she saw one vision of the future as on the cusp of victory, important enough to write about, and in a decade and a half another had emerged. Just one dystopia isn't enough. Even William Gibson shifted from a fantastical far future cyberpunk dystopia to post-9/11 near futures.

The fundamental limitation of dystopian fiction is that it focuses on exploring a single ideological victory and what its complete takeover of society would look like. The unconscious premise is that there will only be a single dystopia, and that dystopia must rise above the others to become absolute. In reality, all of these dystopias can compete and ally with each other; we have a cyberpunk dystopia living right next to a fascist one, separated by a state line, a county line, or living within each other, parasites within parasites. But what if none of these factions need to seize total control in order to make our lives hell? What if they are already doing whatever they want?

In one state, we have corporations so powerful they can completely halt the development of public transportation in favor of personally-enriching projects that lose billions. In another, we have state senators making a grab at establishing a theocracy. We don't need state-sponsored censorship when a talk show host can call for a public censure of some random college student with dyed hair. The contemporary right-wing griftocracy machine is a revolving door of ideology tailored for whatever seems fashionable and marketable at whatever given time and place they believe they can win in. The right's current strategy seems to consist of dismantling as much of the government as possible except for the state's capacity to inflict violence, and then let the coalition that won fight each over over whether they want a theocracy, a plutocracy, or some wild libertarian daydream. A hydra that bites its own heads off, each with its own wild nightmarish fantasy for the future that to any one of us would cause suffering almost indistinguishable from the other.

It’s inaccurate to say we live in hell; we live in a thousand hells. A shapeshifting dystopia that never quite fully assumes its final form but never relents in its capacity for violence. These bickering, co-existing right-wing ideologies have forged a unique dystopia of many separate dystopias. The fundamental limitation of dystopian fiction is that they show us a vision of the future, but the horror of our present is that the future does not need to come to pass for us to suffer. They can fight over the future for all eternity, while we’ll slip further and further into powerlessness and oppression.

I'm starting a solo dev project and learning to code, 3D model, and draw. Part of this work involves research architecture and graphic design from the last century to draw up a believable world whose culture and beliefs are evident in the way they've chosen to communicate with each other and the places they built to live in. While environmental storytelling has traditionally been the placement of skulls in toilets, I think games have the potential to really say something by using this alternate school of thought. Still, while there are lots of games with breathtaking graphic design and highly realized worlds with plenty to say, our signifiers of fascism and oppression are archaic and outdated.

Unifying, totalitarian graphic design and architecture won't be capable of describing the present dystopia. We're subject to a thousand petty and hypocritical tyrants, each with their own petulant little aesthetic and wild dreams of a nightmarish future. What unifies these factions is a lack of imagination, lack of history, lack of integrity and context that the fascism shares. To make this dystopia believable, it needs to show the distinctiveness of the different factions and also how they hold their essential values of power and violence in common. Each is a little fantasy of how they want their personal dystopia to look, and what they want it to be ugly in a specific way. They play against each other, and they play their oppressed citizens against each other, and they are unique but each shows up in the same tailored suit to the same board meeting, dreaming of their own perfect hells.


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in reply to @mammonmachine's post:

I think the 20th century was kind of an aberration, a century of the ascendancy of the State over all other forms of social organization, and as such the ideology of the state could become all-important and all-consuming. But if you look beyond it, powerful states with the ability to pursue ideological programs are rare, and the terrain of struggle over the shape of society looks much more like contemporary America, with states and private actors and even monarchs pursuing their different interests and defending their prerogatives from each other. America is not the new Rome (as we imagine Rome, the real roman system was also very chaotic) it's the new Holy Roman Empire.

Wouldn't this brush up against the problem of when trying to make a fictional world about current American dystopia is aesthetically wouldn't a games art direction need something unified, something distinct, or would it be better to look like the current world. Like, how do you mesh the bland visual hells we live in with the need to not have art direction be equally bland in efforts to depict the hells?

"In reality, all of these dystopias can compete and ally with each other; we have a cyberpunk dystopia living right next to a fascist one, separated by a state line, a county line, or living within each other, parasites within parasites."

Thanks for putting this into words. Now I have to live with this fact that I know in my heart to be true! Wow, I sure do love the burden of knowledge.

Great post, thank you for sharing!

RE: the aesthetics of American fascism, I wonder if it would resemble the eclectic, artless sprawl of something like Dr. Phil’s mansion. This is my gun room, next to the jagged grey elements room, connected via the Roaring 20’s hallway. Everytime I scroll through pictures of a billionaire’s house, it feels like I’ve entered some weird alien landscape. A collection of acceptable identities, rigidly conforming to a motif that nobody enjoys, feels appropriate for this country in the 21st century.

That's kinda where my mind goes. I think of the suburbs in general, how everything is unremarkably bland, a bad copy of something kinda nice from 40 years prior and ageing fast, strip malls with a single occupied storefront and billboard forests telling you where to find a loanshark.
Of course, the "nice" suburbs are the cleaner, newer version, to be abandoned at the owners' convenience and decayed into the former.
Places where the only public "art" is advertisement or some defiant splashes of bright paint on a business or home. Nothing is close, congestion is constant.
The houses themselves are ill-proportioned boxes stretched to astonishing geometries.

Haha, yeah, if it's not suburbs its still definitely related to car infrastructure and a lack of utilitarian urban planning. I also can't help but think of condos, which are just the fucking worst.

Thanks for this. I have Thoughts about this that I will compose later. Right now, and with great apologies, I just want to christen this way of framing reality as The Multi-Worse. Sorry.

After reading all this and considering my own perspectives on the matter... there's something uniquely chilling to me that the only way I can think to represent Modern America is as an dynamic eldritch hellscape, constantly twisting itself into some new form based on the whims of whatever horrific colossus happens to be strolling by.

To refine one of your excellent points: " The fundamental limitation of dystopian fiction is that they show us a [COHESIVE] vision of the future [as it is crafted often times by one individual's POV, versus the aimless cacophony of a thousand little dictators]

This is a really good read on what dystopias really are. I had a random thought of doing some webcomic about main characters living in a crappy world akin to the aforementioned dystopias we're living in. though, i feel like i wouldn't be the best at writing stories even if the idea is not meant to be a big ambitious project.

yeah... it seems way too hard to paint a visceral, memorable picture of the dystopia we live in when it has largely only managed to become this way in the first place through sheer banality and an unobtrusive nature