Monday, July 10, 2023

Legend of Zelda: Tears of the Kingdom kinda Sucks.

 Getting it disclaimer

In recent times, and probably preceding them, a popular psychological defence is some variation of "the haters" just don't get it. The root of all disagreement is mere ignorance. 

I hate puns, alas, I don't hate puns because I do not understand the punning game. The satisfaction of making someone cringe with a bad pun, I get it. I get it and it sucks.

Puns out-and-out suck, they suck so hard that the English language has the ubiquitous idiom "no pun intended" so people can distance themselves from this base form of "humour". "No pun intended" might make puns the first abstract victim of cancel culture.

So I want to take away from you this psychological defence, that I'm saying Tears of the Kingdom (henceforth totk) sucks, because I don't get it. I missed some kind of point that "it isn't about the destination, it's the journey. The meandering, aimless journey in a beautiful world, the escapism of an open world sandbox, it's about getting lost in Hyrule's seamless biomes, discovering, creating and making the game your own." or something like that. Hopefully covers all the variations. 

No. I get that, and have still arrived at the conclusion that TotK kind of sucks. I got it in TotK predecessor, Breath of the Wild (henceforth BotW), and that's a huge contributor to TotK's suckiness.

Don't get me wrong, there is a good game, maybe even a great game, inside of TotK, certainly there's a great game inside of BotW. There's also a meandering escapism available to those who are into that sort of thing, and if you are into that sort of thing, then it may be one of the greatest escapism mediums created on a video game platform. 

"Gamer" a bullshit identity

What the fuck even is it? Here is a wikipedia article that suggests to me "gamer" is an identity anyone can apply to themselves for the purposes of aggrandizing their mediocrity. 

It is an identity we should suspect is trite if we are familiar with Wittgenstein's epiphany that there is no common characteristic to every example of what we call a game. He even concluded that the presence of rules is not a common characteristic to all games. 

The wikipedia article appears to exclude for example, people who do crosswords and other word puzzles. 

What I suggest is that identifying as a "real gamer" is also a psychological defence and a conversational dead-end. Nobody can kick you in or out of this club with any degree of confidence on account of any criteria that would hold up to cross examination by Pheonix Wright.

You can denigrate someone as a "filthy casual" but you cannot prevent such acts from denigrating yourself as some kind of chauvinist. You merely enter the realm of religiosity, where owing to the incoherence of the foundations - like the incoherence of what constitutes a "gamer" you have infinite recourse to designating anyone you disagree with as "no true" gamer, or unreal, or impure. 

It seems likely to me that you persist with an illusion that you belong to some community that has a broad consensus, just like a Christian attending church might think they are part of a community of Christians, but apply any scrutiny and you will realize no two members of that community actually believe the same thing.

I assert this identity is irrelevant. It is not an in-game unlockable that would change my opinion.

There is nothing new under the Hyrule Sun.

Really all I'm doing is taking the specific example of TotK to validate Stigler's Law of Eponymy and also The Matthew Effect, basically I'm suggesting that if you feel TotK is mind-blowing, game-changing quantum revolution, it is likely that the gravitational pull of a large brand like Zelda has you overlook the giant's shoulders it is standing on, or even made you forget them.

I had a similar experience when I went to see Mad Max: Fury Road, because a significant number of my female friends gave me the impression that Furiosa was the strong female character they had long been starved of, and I was going to see something new. As I watched the film, my impression of Furiosa was an almost redundant character to Max, as in they were both the same character, and more likely Max was the functionally redundant one, contrived into the plot of Fury Road to create continuity. But I was wracking my brains thinking "has it really been that simple a nut to crack - just take Mad Max and make him a woman? Surely this is precedented." But I had a kind of mental block, and I couldn't remember the precedents. Ironically the coming attraction trailer that aired before Fury Road was "Terminator Genysis" or whatever it was called, I don't know anyone to this day that saw that movie. 

That should have been enough to jog my memory, and eventually it was - Cameron's leading ladies are all Furiosa - Sarah Conner, Ellen Ripley plus Tarantino's women Beatrice/The Bride, Jackie Brown, the Death Proof girls... A big brand plus competent execution can make you feel like you are experiencing something wholly new and earth shattering because in general people are risk averse and that means they don't try new things and put their trust in big brands, and thus you can get sucked into the hype and think it is going to change everything which doesn't happen because what you think of as crossing into a new frontier is to the world, familiar.

One of my personal peeves stimulated by working with a bunch of art school undergrads, is that often "original" is treated as a synonym for "creative" by creative types. I am pro a much lower threshold, that to be creative is merely to "create" something, and if I am no fan of an identity like "gamer" then I am more so, not a fan of identities like "creative" which in the early 2010's I often came across as an arbitrary way to build a kind of coalition between writers, musicians and visual artists professions as different as the big three of Seattle grunge Nirvana, Pearl Jam and Sound Garden. 

Alas, the identity is bullshit because it's antonym doesn't work - "creative" aptly describes what musicians, writers and artists do, but does "uncreative" aptly describe accountants, athletes, laboratory technicians? 

No.

So obviously TotK draws heavily from BotW but I'll address that later. Riding horses is a throwback to Ocarina of Time, in an open world context it is preceded by Red Dead Redemption first released in 2010, likely before BotW was even conceived. "The Depths" being a late game, underground area is almost a carbon copy of Don't Starve's caves. Floating sky islands is a trope, one populated with constructs and ancient technology is straight out of studio Ghibli's "Laputa: Castle in the Sky" Flying arks that generate storms were seen in One Piece's Skypia story arc. "Fusion" weapon systems have been seen, and executed better, in games like Transistor. Building usable machines is out of the Lego Movie, and it's basically another game that has been acquired and put into BotW in some kind of genre-mash up, probably hoping for some kind of sandbox synergy.

It is within my experience for people to get a bit caught up in the hype, and think that BotW was the first truly open world game ever, which is far from true. It isn't even really true of the Zelda series, given Wind Waker, maybe even Ocarina of Time. BotW maybe innovated the seamless loading process where it is possible to traverse the worldmap without coming across a highlightable wall that leads to a load screen as per a game like Borderlands, or the Bethesda instalments of the Fallout franchises. But load times reappear when you use the fast travel feature.

TotK, perhaps best demonstrated by the three maze biomes, has a kind of new thing in that you can dive from the sky through the Hyrule surface into the depths, meaning not only can you traverse the topography of Hyrule laterally but also vertically without a load screen. Load screens are annoying, and yeah it is neat that you can sail through the sky and see from one end of the map the other end of the map without whole mountains popping in and out of the GPUs rendering range. It is a pity given tedious grinding tasks like collecting bits of dragon, that one cannot soar into the sky and look around Hyrule to locate said dragon and where it is in it's long circuitous route around the whole map.

Speaking of dragons, they were probably my favourite aesthetic from BotW, and it feels like the developers mined enough data to conclude that my experience was a common one. This seems like a good segue into...

A Perfect Sequel

TotK is a perfect sequel, but I don't necessarily count that as a positive. The game-play preview shared with me, didn't exactly excite me but it did set me up for disappointment. 

In demonstrating new mechanics, and having the action take place on one of the sky islands, it gave the impression to me that the setting of TotK was mostly new. Probably in some statistical sense it is - The Depths + Sky archipelagos + Wells and Caves > Hyrule.

But it was misleading; the sky is a very very small part of the game. Almost skippable. A cursory inspection of the map had me estimate that there are 30 things in the sky. 3 of them are dungeons, and the sky setting is almost arbitrary when compared to setting them in the sacred beasts of BotW. Probably 4 or 5 of them are platforms with stuff on them to build flying contraptions to get to other platforms with stuff on them. There's a few shrine quest, that take the form of "RaaRaa the Furry's Blessing, which is to say, the shrine puzzle or challenge is on the outside of the shrine instead of the inside of the shrine.

So the sense in which TotK is a "perfect" sequel, is based on an observation I once read out of a guide to writing for TV, which I'll attempt to paraphrase "audiences don't tune in next week to see a new episode, they tune in to see last weeks episode for the first time again." 

The observation about TV somewhat changed - I'm thinking of Louis, Louis CK's second crack at a tv show, where I would say fans tuned in because they didn't know what they would get based on last week. That said it was reliably punctuated by Louis' sets in the comedy cellar. Now there's a small genre of shows that are unformulaic, the appeal being you don't know what will happen, or even what kind of show the next episode will be. Even a sketch show like "I Think You Should Leave" I love because it is impossible to tell what each sketch is actually about or when it will end.

This is the sequel drive, why audiences go to see sequels - it is a paradox. I find it easier to employ a concrete example - people gave "The Matrix" a chance, and it was really good, they found they liked it. What they really really want, is to erase their memory of "The Matrix" and then see it again, so they can get that feeling of satisfaction again. Nobody can do this, what you can try to do, to satisfy the audience demand is make a sequel simultaneously familiar and unfamiliar.

So think the Back To The Future Trilogy. Those movies have scenes that play out beat for beat, like Biff winding up in manure, or Marty beating a shooting arcade game across all three films, and revisiting scenes from previous films. They remix the familiar into novelty, they are cinematic perfect sequels.

This is what TotK I think is, with one alternative theory. 

I'll start talking about my playing experience. In BotW you start of on a plataeu that serves as the tutorial, to escape the plateau you need to acquire a glider, which only comes after you've acquired the minimum necessary mechanics to do everything else in the game. That is what makes BotW open world, you can leave the tutorial area and proceed straight to the endboss and finish the game, or you can go literally anywhere else and do anything in any order and finish the game whenever you like. They had condensed the rails down to an hour or two of introductory game play, then you had everything you needed to do anything else. My impression is that this was what was celebrated as the achievement of BotW.

So familiarly in TotK, you wake up revived not on the plateau of BotW but an analogous sky island, again you are guided by a ghost king to complete temples that give you the near-minimal mechanics you need for the game and then you can dive off the great sky island into a pond and...

I made a false analogy, and this is the first thing that sucks about TotK. It was a dilemma, because I was going to inevitably discover two things that suck about TotK. The first was the rail. The second was that TotK is mostly just a mod of BotW. It isn't a new game. It's more of a remix, or directors cut. Like Zack Snyder got given an extra few million to go finish his vision of BotW.

The rail is the big thing, my false analogy was that I had finished the tutorial level, but I hadn't. In BotW there is no way to leave the tutorial level without dying (or maybe speedrunners have found a glitch by now) this is not true of TotK. You have to go to the location the game nudges you in, to get the glider and unlock the towers. 

I am not sure if these things are strictly necessary to finish the games. It could be possible to assemble the flight suit, and get to the end boss and beat him without ever acquiring the glider, because the upgraded flight suit eliminates all fall damage, alternately one could maybe use zonai devices to beat the game without the glider. 

While this is possibly a real option, it is more akin to the kind of meta-game "gamers" have invented for themselves in the past like speed running, or no-hit runs, boss rushes etc. that have later been embraced by developers as often a cheap way to get customers to perceive greater value in the products they buy. ("Sure you beat the game in 28 hours, but can you do it without getting hit?")

That rail, or invisible hand is new. It breaks the achievement of BotW and it sucks. 

I feel a need to emphasize what I just tried to say - BotW achieved something in making a game where you could march straight to the endboss and with some skill finish the game in an hour or less or you could never finish it, living some "second life" as a resident of a village, retired and spending your days travelling around Hyrule and generally jacking off. Being achieved it didn't need reachieving and BotW, week on story and character, perhaps uniquely so for the Zelda franchise with an antagonist who was more of an abstract concept than a character, an asexual duo in Zelda and Link leaving only the past and present tribe heroes as the only real personalities in the game.

So there was a way to back down the frontier between open-world and barely interactive movie, that could have made TotK more enjoyable as a playing experience. Alas, they diminished the open world freedom, and gave us rails and invisible hands that sucked instead.

I got a long way doing a bunch of shrines and completing quests I could basically fast travel anywhere in Lanayru, Necluda and Akkala, including making it to the Zora's Domain and beginning one of the main quests, before relenting and returning to the...let's call it "Tutorial+" zone of Lookout Landing.

But a big part of why I was able to function for so long without unlocking the glider or the sky towers, was because I spent over a 100+ hours playing BotW. I didn't need the maps, because Hyrule is a barely modded map. Nothing is different beyond superficial cosmetics. Some things, like great fairy fountains, were moved, and there's caves and wells now but that is close to literally it. 

What of the Depths? Well, the depths are a great way to give players new content at a very low cost - the Depths are basically the upside-down Castle Dracula from Castlevania: Symphony of the Night, where if you are a game developer, you can double the content with minimal effort, all you have to do is build mechanics that ensure an upside-down version of the map can be traversed. 

The depths are literally just a blander iteration of the BotW map, but more repetitive and less diverse. Nevertheless, probably the depths were what I enjoyed the most. The thing about the depths though is that I feel a member of the fandom could have made them and released a mod for BotW. 

In this sense, it feels like TotK is just a BotW remix. I need to make a diversion.

What's the Point of That Then?

There's an old BBC sketch show "The Fast Show" that had a skit where two farmers are chatting, one farmer has a novel new product which were the then contemporary novelty of single serve yogurts that came with compartments. He explains to his friend that you can peel the lid off, and then fold the plastic to tip the fruit compote into the yogurt. With the gag being that the other farmer asks him what the point of that is and the first farmer doesn't have an answer.

Pretty simple, there's not much of a joke in there, I guess simple farmers with funny accents trying to explain city gimmicks is meant to be inherently funny, but it made an impression none-the-less.

Decades later, George RR Martin's epic fantasy series got adapted by HBO into "Game of Thrones" and I gave it a whirl and decided it was trash by HBO's usual high standards. My trash verdict came from the infamous "sexposition" scene where Littlefinger just explains all his plots to two prostitutes because TV audiences are dumb and impatient presumably. The breaking point was watching Tyrion's trial at the Airie, which for all I know is a word for word adaptation of the book, but gave me the impression that as fine an actor as Peter Dinklage is, the production felt they could improve upon the source material by pushing it further.

So that was the last I ever watched of GoT, the most popular show in the world. Months later I was at a dinner party, where I opined that I found GoT to be trash, but allowing it was because I had read the books and not everyone has the time for that and each to their own.

Then a couple tried to explain to me, that Ned Stark gets killed at the end of the first season! They killed the main character!! That was why I had misjudged the show. I was incredulous, but stopped myself from asking in the most condescending way possible "you know, that also happens in the books right?"

So the big thing here, is that someone eventually is going to ask "So what?" and this can lead to the epiphany that your brain just got stuck on something. You became illusioned, and I would argue, in so far as one can be disillusioned, it is healthy to want to be disillusioned. A more accessible and contemporary example (contemporary compared to a turn of the century BBC sketch show that predates "Little Britain") is the episode of How I Met Your Mother where the gimmick was glass shattering revelations about bad habits.

This should apply to TotK, because so much doesn't work in this game. But I feel it entirely plausible that people could play it for hours never having the realisation that they are bored, or not really enjoying themselves, or that the game is largely a time consuming chore, rise to the level of conscious knowledge. I think adding "the Sky" and "the Depths" to BotW is worthy of a "so what?" the answers to which are the sky gameplay is pretty, but negligibly small and the depths is just stuff to do. Like it's just more stuff, and less more stuff than it appears to be. It isn't really different from BotW, hence TotK feels like an expansion, even more so than the pioneering Blizzard Expansions like Starcraft: Brood War.

Blizzard (perhaps) innovated a convention that a game set in the same world with the same engine is an expansion, not a sequel, "true" sequels required a new game engine, and perhaps a new generation of console.

Familiar...Like Mashed Potatoes?

TotK begins with a tedious prologue. A prologue where I waited patiently for a flock of Keese to kill me, to try and escape Zelda's company (more on Zelda just sucks later). Once it becomes clear that there is no escape from Zelda's exposition, that the only way out is through, we are presented with a cut scene that exists at the intersection of gameplay and storytelling that serves to restore the status quo.

Link's master sword is broken, as corruption takes all his health and arm. Zelda plunges mercifully into the abyss, and Link awakes in the false analogy to tutorial level of BotW. Such plot contrivances are not new, many a game has had to come up with a narrative way to depower your avatar because gameplay demands you start from level 0 and build up to level 20 again, the player wants this to happen.

In the same sequence however, we get a narrative device to explain why Hyrule's geography has changed, we see Gannon's corrupting gloom uprooting Hyrule castle and lifting it into the sky.

This gave me the impression of a broken world, with everything rearranged and thus a pretext for rediscovering Hyrule. In a way it is, because you have to reveal the map by surveying the sky with the aesthetically displeasing smart phone and...

No.

Hyrule is not different. If you had sunk 100+ hours into BotW, then you can navigate TotK with your eyes closed. In fact, it's even easier than BotW because Goron Mountain no longer burns you alive, and Zora's domain has replaced a guantlet of electro powered lizard men attacking you with some mildly inconvenient sludge.

At this point, it might be worth diverting into a video about how BotW solved the "Open World Problem" which I would contend, it didn't. This is blowing smoke up arses, pissing in pockets. However it is a solution, or optimisation, to allow players to be more diverted rather than feeling like they are just following straight lines from tower to tower.

The Depths defeats this solution. The exact, intuitive way I played the depths was to march from one light root bulb (that illuminates the area and fills in the map) to the next. Yeah, I could have chosen not to do that, but I am going to bet almost nobody adopts a different approach, unless they hate the depths and only do the bare minimum to complete the main quest. Because the depths are dark, a lot of the ground hurts you to simply walk on it, and you can either painstakingly throw one of your 999 bright bloom seeds after another in free exploration of patches of dark each as intriguing as everywhere else you look, not knowing if you are going to run into a wall or merely a tree trunk, if you have almost reached the top of a cliff or are climbing a cavern wall with no ledge to arrive at.

Or after the 30 minutes it should take anyone to deduce that the Depths are just an inversion of the surface, you switch your map to surface hyrule and make your way toward light shrines discovered there because that is where the light roots will be.

And vice versa, because often it is easier to spot a light root in the depths as the only visible destination, than it is to find the corresponding shrine on the surface or sky.

The depths are in my opinion, a failed variation of the inverted castle dracula from Symphony of the Night. The evil ninja storyline is 80% of the depths and 80% of the new content offered by the depths. By and large though, there are no cities underground (there are two dungeons) there are coliseums where one can get loot, the lion-centaur coliseum probably representing the ultimate challenge in an otherwise trivially easy game. There are also areas where one can replay the dungeon bosses after unlocking them through the main quest, giving you access to powerful components for fusion weapons.

Otherwise, the depths are stark, monotonous and repetitive and monotonous and repetitive and redundant. They aren't even that dangerous as a mid-to-late game area. The gloom and the damage done by enemies in the depths simply reduces your capacity to heal. It doesn't actually do the damage that kills you. I routinely explored and illuminated whole regions of the depths with 1 and a half hearts in my life bar, because the gloom damage came off the empty part of my meter. I was more often killed by falling off a frustrating cliff than I was by anything in the depths. 

After playing most of the game with three energy cells to power Zonai device constructions, I quickly accumulated enough resources to have 24 energy cells. A completely superfluous acquisition as anywhere it is necessary to use the zonai devices it's usually in a shrine challenge where power is infinite, or there are batteries sitting around. Energy cells allow the player to realize that with sufficient energy the device you are using will start flashing and disintegrate long before your power runs out, I guess to prevent a player from flying from one end of the sky to the other and trivializing the challenge.

The two new layers added to the Hyrule map are more an illusion of difference from BotW, and they break the triangle design principle that inspired players to get diverted.

Fallout 1 + 2 How to reuse locations and provide novelty

Fallout 2 came out in 1998, it is older than most gamers who play BotW and TotK. Like TotK it was a sequel. Like TotK narrative intersected gameplay to contrive a way to reset the playing experience.

In fallout 2, you are a descendent of the Vault Dweller protagonist of the first game, who wandered North and founded a tribe that now reveres the Vault 13 uniform as a garment for it's champion. 

Here is the map for Fallout 1:


Here is a map of Fallout 2:


Granted they are not that legible, but betwixt the first and second games in this franchise, the top of the first game's worldmap becomes the bottom row of the second game's worldmap. Shady sands is now "NCR" this is a great way to incorporate familiarity and novelty into a sequel, whilst preserving exploration. 

TotK is a big fail. The only location in my opinion that significantly changed between titles is Tarry Town, the town you can optionally construct in the first one. But it's still superficial. Like the Gerudo city now having an underground bomb shelter. 

Majorca's Mask relative to Ocarina of Time, changed the setting completely while preserving many assets and mechanics, it added mask mechanics including transforming your avatar and built the game around that. TotK feels predominantly like the developer wanting another crack at BotW and needing to trick it's fanbase into playing the first game again with the patches.

This mattress because I'm guessing your favorite part of BotW was reading text exchanges with NPCs, you don't mash B to skip through vapid exchanges about where my cuckoos at. Because that is, if not the major component that makes TotK a fully fledged sequel rather than an expansion or DLC or patch, it is at least as significant as wells, caves and skydiving.

Most of the new areas are kind of reverse Tardis situations, they are smaller on the inside than they appear. The first time I shot myself into the sky and noticed I could island skip across to a massive mechanical sphere was kind of exciting. Upon discovering it was a mini-dungeon shrine puzzle, the novelty of its appearance wears off.

Play Conditioning vs Developer Insecurity

The Brunswick Street Gallery is a large gallery that often hosts multiple artists works at a time. One time a friend of mine had works exhibited there so I went to check them out and have a chat. The thing is, art doesn't take that long to take in, and often the exhibiting artist can only chat so long, because someone else will cut in to ask a question or say something or needs to say goodbye.

That same time, I wandered around checking out the other rooms, and wandered into a room where the artist, a stranger to me immediately started explaining his work to me. He had painted trays of meat from a supermarket, and told me it was a reference to some dutch master that had painted meat hanging in the butcher's shop.

This lowered the artist in my esteem. This was someone trying to be clever, but worried I wouldn't apprehend his cleverness because the cut was too deep, having to tell me how clever he really was, which is stupid. (In his defense, there was no chance I would look at his paintings of meat trays and say "how inspired, a modernising of Rembrandt [or whoever]")

TotK overwhelmingly feels like that to play. It feels like the developers put all these collectibles into BotW that most players don't need to use, so they got rid of fire, ice, bomb and electric arrows, and put in a mechanism where you can attach eyeballs that make your arrows homing arrows, and...electric, ice, bomb, and fire arrows...but but but there is also homing electric, ice and fire arrows.

And they saw that a lot of people didn't explore all the recipe and tonic options that BotW provided so, the added a gloom element that means it is very difficult to beat the final boss unless you cook some meals...

TotK is still, like it's predecessor riddled with features you don't need to use, like horses, recipes, zonai devices, arrow attachments, a dodge and parry combat system.

TotK though, has way more invisible rails to force you to use tedious features. 

I think I had it from a Maximillion Dude video, that once upon a time in the history of Street Fighter III, one of the capcom developers came out to E3 or some convention, and he demonstrated the intent with which Urien had been designed to be played. Setting up traps to catch opponents in, that did satisfying amounts of damage. It just had never occured to American "gamers" to play him that way presupposing he was like Ryu or Ken or alternatively Zangeif, so they didn't use the features.

Sure, sometime that can be necessary, and there is the somewhat famous video-essay by youtuber hbomberguy on Bloodborne where he explores the concept of "play conditioning" where the director of Dead Souls appraised his creation and realized players used shields to adopt a passive form of play. So bloodborne would have no shields. Hbomberguy explores play conditioning as Bloodborne teaching him how to go back and replay the Dead Souls games more aggressively and with more enjoyment.

Another example that comes to mind, is the Batman Arkham series of games, where there was a feature called "detective mode" that allows the player to see enemy NPCs through walls and highlights objects of interest. It was meant to be this thing that you switched on to detect clues like fingerprints etc. The developers didn't realize that there was no real incentive to ever turn detective mode off, and would play the whole game seeing enemy skeletons. 

It likely didn't break the game, it just highlighted a design flaw "why turn it off?" and to be honest, even though I played the sequels in that franchise I can't remember what if anything, they did to fix it. 

So TotK has a new basic function of "fuse" in some ways it fixes problems that I had with BotW. For example, in BotW you had to be carrying in a weapon slot a massive leaf, that could be used to generate wind that allowed you to sail a raft. The leaf is what Good Eats host Alton Brown would call a "unitasker", it uses up an inventory slot which is scarce and it is good for pretty close to one thing and one thing only. The fuse function solves that by making anything potentially capable of carrying out that function, and far more objects can be used to generate gusts of wind by fusing them to a handle. 

But there are other problems I didn't have, until I watched the above video about how BotW solved the open world problem, I didn't realize after 100+ hours playing BotW, that the enemy bases littered throughout the land were supposed to be enticing they were supposed to be something that would pique my curiosity and move towards so I could obtain weapons.

TotK uses the narrative that all weapons decay, to essentially force players to use the fuse function. That feels kind of like play conditioning - your weapon does almost no damage and it breaks, but fuse a rock to it and it doubles the damage and lasts longer.

It feels like play conditioning, but because you can fuse one object to one handle, there's actually not much you can do with fusion. It is the same with recipes - these combination features have low power laws. Which is to say, you can attach a spring to your sword and now at the end of a combo you don't just knock an enemy over you can send them flying. But you can't attach a lizard tail to a spring to your sword, which is to say, you can't get really creative with crazy combinations, and build a weapon that sends your opponent flying and then lassoos them back in, or allows you to flail a lazer around etc. 

With the low power law, you have weapons you can thrust and weapons you can swing. Then you can thrust a blunt object or a sharp object or something that shoots out fire, or a beam, or a gust of wind. Most of these functions, aren't useful or at least are not necessary. Thus there's an appearance of opening up a world of possibilities and no real delivery of those possibilities. It's just a feature you are forced to use.

There is no non-tedious way to heal in TotK and Breath of the wild. It's not tedious to open up your inventory and eat 16 apples mashing the a button 32 times, or eat a meal, but you have to prepare that meal by holding a bunch of ingredients and dropping them into a cook pot. (Not to mention the tedium of collecting 16 apples). Or you can teleport to a hot spring you have located and then wait around for 3 minutes while you heal half a heart every 3 seconds. Or you teleport to a stable, walk inside and wait for the NPC to walk to the hotel side of the counter, choose a sleeping option and a short cutscene that heals you to full health or full health + some extra. 

Catching fairies is tedious, teleporting to somewhere you can sleep is tedious, sitting in a hot spring is tedious, cooking meals are tedious. The new function of gloom makes cooking meals necessary, but only really for the end boss. Well one of two things is necessary - you either prepare a bunch of meals that can heal the specific damage done by the end boss, or Dark Souls like "git gud" and learn to read his telegraphed attacks and master the dodge-parry mechanic, that nowhere else helps you overcome the trivially easy opponents. 

The thing is, this is only true of the first 3 phases of the endboss. The final battle is trivially easy, which is often what endboss final phases need to be for the middle part of the player skill curve to ever realistically finish the game.

I could have spent hours practicing fighting Gannon, because the first time I faced him I hadn't prepared enough meals that could heal gloom damage. Or I could reload, teleport out, spend 30 minutes preparing meals necessary for that one fight, and then go back and face him.

This sort of shit, doesn't come across to me as play conditioning, teaching me how to get more out of the game, through gameplay. It comes across as developer insecurity, making dud redundant features then lying awake at night wondering if anyone will ever use these dud redundant features so putting one thing in the game that mandates their use.

Nothing says developer insecurity more in TotK than schema stones and Zonai schematics, combined with the auto-build function. It screams to me "don't you realize what we've built here? How creative you could get, you could build an automated sprinkler system, or a tank! A tank you can drive for 30 seconds before the terrain renders it useless!" it is TotK having it both ways:

They want players to explore what they can build using the vehicle construction feature they imported into BotW, but they don't want it to be a subculture of people who play the game, who do not play it for 200 hours, or whatever is necessary to fully explore the worldmap and complete all the main quests, but for 800 hours and lift every rock and complete every minigame and just spend hours in the game jacking off doing things. 

I feel like TotK want it to be a sensation, and that means not just the kind of freaks that figure out any % speed runs and glitches and optimized runs. They want every player to really embrace building vehicles to do specific things.

Meanwhile, somewhere in Hyrule I left a horse and never used the function again.

Princess Zelda just sucks.

This may be english voice actor specific. But I suspect, with Link being a silent protagonist, even in cutscenes there is just no chemistry between Link and Zelda. Zelda is a character, our protagonist is forced to be around, and her captivity in both BotW and TotK aren't not symbolic of Link's freedom to explore the world, but are literally Link's liberation. 

In TotK Zelda is more present, because the developers "fixed" the memories function of BotW. In BotW Link inherited a camera with photos around Hyrule that you had to find, this was difficult even with a travelling painter giving you clues, so it really was an optional extra.

Zelda feels more present in this game, because memories are now unlocked via massive "geoglyphs" This time there are massive arrows literally visible from space that say "memory here stupid!" plus travelling old lady that tells you if one is nearby, or one you've missed.

The backstory to TotK is for the most part, disjointed and incoherent. More so than the story of BotW which managed to tell more in less time. Zelda has been de-sexualized, with shorter hair and asexual attire, so if there was any chemistry between her and Link in BotW, she is now a sexual non-entity.

Furthermore, in the past that she is zapped back to in the opening of the game, she embraces the fashions of the time and spends the game with tears painted on her face.

This requires context, specifically this context:


or 


or

Japanese media has entered a new era of the "crying worm" protagonist. In the 90s through 2010s the archetype was "Kid Hungry" as described by the book "How *Not* to draw manga" a young boy who was very pure, always hungry and determined to triumph. With roots in Astro boy, we had Goku from Dragonball inspiring Luffy from One Piece, to Naruto of Naruto and a bunch of others.

These characters often do cry at some point, some point later in the story when beset by tragedy, like Luffy cries over the death of his brother etc. 

The new trope, is to introduce a protagonist that better reflects the 21st centuries sensative new age boys, Japanese creators in great numbers feel it is the height of character development to give readers/watchers a protagonist who spends most of the first chapters crying about how useless and helpless he is. Snivelling weaklings and cowards, I guess because it is then viewed as rewarding when they become superhero baddasses later on after they stop feeling sorry for themselves. 

(Like everyone's favorite character arc in Saving Private Ryan, the guy who cowers as Nazi's head up the stairs to kill his brave companions, including a soldier he had previously spared the life of. Having gotten better men than he killed through his own inaction, when the battle is done he finds his vindictiveness and kills the soldier he had previously spared.)

Princess Zelda fits this mould. That's where I think it has come from. BotW had something as you approached the end game, there was something about NPCs in unison asking you to go end Zelda's century of constant battle against the abstract calamity Gannon.

TotK has something as well, in that Zelda makes the ultimate sacrifice to restore and empower the Master Sword so the Link of the future can seal the demon king Gannon away. Except, that at no point did I believe that Zelda wouldn't be restored from the condition of being the Light Dragon. Zelda is such an awful personality, truth was I didn't dare hope the developers would have the balls to kill her off tragically and set Link free.

In BotW the reward for finding all the memories on the camera, is one final picture that is hard to find to uncover the final memory. It wouldn't surprise me if the data said this was an achievement that only 60% of players had unlocked. 

In this one, after you unlock all the visible from space geoglyphs, puzzles that take literal seconds to solve by finding the filled in tear. The game literally tells you and shows you on the map where to find the final memory - which reveals that Zelda ate the magic thing and became the light dragon to restore the master sword and through some variation of the grandfather paradox wasn't the light dragon through BotW that could have descended and helped free herself from Calamity Gannon, but is the light dragon now. (The inconsistent continuity issues further bolster the case that TotK is not a sequel, but a patch people had to pay $70 for).

The game really wants you to uncover this plot twist, because there are so many redundant paths to discovering Zelda is the light dragon, that I had the master sword and 5th sage, before the game notified me that I needed to discover that this is the thing to do. 

But it falls short of BotW. Zelda has been asleep since the past, not sufferring or locked in eternal conflict. She basically sleeps through most of the drama, and is already sad before Gannon kills queen Sonia. 

BotW she whined about how useless she is, and resented Link for basically being able to do what he is supposed to, and I think we were supposed to identify with Zelda's frustration and impotence, and she somewhat takes responsibility for her personality defects by tying up Gannon while Link heals.

I'm sure some people will be like "I love her" but Zelda caused me visceral pain where I would hit skip habitually if she showed up in a cut scene. 

Another contributing factor might be TotK trivial easiness. This game is rated E10+ for everyone, meaning this has to be a game that a dumbass ten year old can understand as well as grown ass adults. This means often Zelda and other NPC's are standing at the bottom of a ladder with an arrow next to it that says "UP HERE STUPID!" and before you can get on that ladder NPCs like Zelda interrupt and are like "look Link!" and the camera pans over to the sign that says "UP HERE STUPID!" in flashing letters and says "I think we are supposed to climb this ladder!" before giving control back to the player.

Like an overcorrection that feedback from BotW was "Too hard." or that developer insecurity that most players won't find the forgotten temple or even-tide island, so now they have leaned heavily on the rails guiding Link to using everything as intended.

Zelda is that girl in highschool that was a prefect or head of student council that nobody liked but that the school celebrated because they were the students they wished to churn out. People solely dedicated to padding their resume, lacking any personality or interests of their own.

One of the memories of BotW involves Zelda wanting Link to eat a frog as part of an experiment, the closest she ever comes to being playful, maybe someone you might actually voluntarily spend time with. Alas, there's nothing like this in TotK, make her character a 10 year old boy, and most people would question why they are supposed to care that Zelda is missing, and what happened to Zelda and how to rescue Zelda.

When the gods appear out of the machine to restore Zelda to her human form, we are given a final quicktime event where a-la "Predators" Link regains consciousness in the sky with his status quo arm and we are given one on game prompt "hold R to dive to Zelda".

So of course I wanted to see if I could let her fall to her death. I just sat there watching, avoiding the quicktime event. All I expected was that if you don't dive to rescue her it would give you a game over and option to try again. But no, at a certain altitude both Link and Zelda stop falling. If you try to dive, you remain suspended in mid air. All you can do is drift over to Zelda and rescue her as intended. 

And this wasn't me bored during a heat wave trying to break a game I had already clocked and find easter eggs and hidden jokes. My first instinct, impulse was to see if there was any possible way to free Link permanently from the yoke of Zelda. It was just implausible that Link wouldn't request a transfer to the Twilight Kingdom or the land of Majorca's mask. Or seek permanent sanctuary behind the walls of Gerudo town where literally everyone, including the elderly Gerudo's is a better prospect of company than Zelda.

Zelda embodies Nassim Nicholas Taleb's aphorism "The height of wit is to insult somebody without offending them, nerdiness is the opposite." Zelda is a nerd, offending me without any malicious intent.

In these open-world games, Zelda is not a McGuffin. What Zelda is, is she's the cousin of the woman that lived across the street when I was five and my mother informs me 25 years later that she's had a baby, as though I would be interested or care. Zelda is an acquaintance in BotW and TotK because she can't participate in the actual game that Link plays. She has less utility than the master sword, which you might feel motivated to recover. But Zelda doesn't help you play the game in any way shape or form, her rescue in both games indicates literally that play time is over.

Twee Fail

Zelda isn't the only character that sucks. One Christmas, my Aunt brought a strawberry salad. It wasn't bad, it worked, yet I would guesstimate that most Australians go to their graves before combining strawberries and green leaves with balsamic. Similarly, when I first went to Japan I was presented with a "potato pizza" my best guess is still that Japanese chefs saw a photo of a Hawaiian pizza and guessed that the lumps on it were potato. 

If you ever try Japanese potato pizza, you will probably say "you know what? It's not terrible." 

The Japanese are also obsessed with cuteness. Just as you might never put potato on a pizza, if you were writing a neo-noir gritty murder mystery you would probably never think to include a twee little girl with a speech impediment as the partner of your hard boiled detective. I think a lot of westerners see these "kawaii" inserts into, basically everything and are surprised when they try it to say "this isn't terrible."

Then there's Toni-Toni Chopper:

I love One Piece, I've been reading it since 2001, in it's 4th year of publication. Chopper, a twee anthropomorphic reindeer is hugely popular in Japan. I hate him. I could gladly erase him from One Piece entirely, he has never really worked for me, and this is quite an achievement. This is an artist that can present you with character designs like this and this and this and whatever your initial impression you see the character designs work. 

But Chopper never has, he remains this out of place twee gag, that in Japan is apparently mandatory and they cannot engage in a story without some insufferable twee character, but for me is at best "not terrible".

Zelda has numerous characters that make me cringe from their twee-ness. Purah whose cutscenes I reflexively skip like 1 second of Purah and I'll hit whatever button necessary to get away from Purah if the switch actually had a mechanism that locked up an arm with my only way to skip a Purah cutscene being to gnaw through my own flesh and bone I would be writing this post with one hand, Josha who appears to be a twee replacement for Purah's even more twee incarnation in BotW, Tulin who could be a knock off Paw Patrol character and curiously not Riju who has been sexulized since we saw her last in BotW in a strange contrast to Zelda. Yunobo is just sufferable, with his idiosynchratic "goro" on the end of each sentence meant to be a parody of insufferable teenage boys that end every sentence with "bro". 

As stated, if there is something Japanese are good at when it comes to media, it is incorporating cutsie characters in a way that is surprisingly okay. Perhaps for the same reason they have paedophilia problems, the Japanese are good at having cute kid friendly characters deal with pretty heavy material like death, war, genocide, persecution, bullying etc. 

Zelda in previous titles, has been an exemplar of such - Ocarina of Time has your character travel to and from a post apocalyptic future, Majora's Mask has a nightmarish moon decaying into the surface every three in-game days destroying all life until you can figure out a way to liberate skull-kid from his loneliness and the cursed Majora's Mask. 

Windwaker is a story of two kids forced to grow up and face an ancient nihilistic Gannon who had previously destroyed the whole world. It can work, it's just a question of moderation.

TotK takes twee moderation and throws it out the window. The forest children are twee enough. Purah was arguably more insufferable in BotW, but she was literally off to the side of the story and the world map, where in TotK she has been aged up so sweaty faced mouth breathers can feel okay jacking off to fan arts of her but also placed in the center of the map and the main story line. Main quests in BotW were dispensed by Impa who is over a century old and looks like it, or an old potato, take your pick.

This is given to Purah, and there was some satisfaction that I had recovered the master sword and the 5th sage Mineru before facing phantom Gannon while she's suggesting clues to lead me to the big obvious storm cell in the sky that is clearly another dungeon.

So much of how I played the game, can be explained by the motivation to avoid twee characters like Purah, Josha, Robbie and Tulin and insufferable characters like Zelda and Hudson for as long as possible. I did the lightning temple first because every single Gerudo character is more likeable than every other character in the game. Master Kohga leader of the Yiga clan is the only joke character that works. 

Master Kohga tries way too hard and is oblivious to his own shortcomings, that's his character. But Zelda, Purah, Josha, Robbie and Tulin are all characters written by someone trying too hard and oblivious to their own shortcomings.

Now, let's talk about the big problematic of Japanese media, embodied in TotK by Purah and Riju ~ paedophelia...

I can personally testify, that more than one Japanese person has asked me whether Australia has a widespread problem with paedophilia as Japan does. Basically the context I had, was male teachers asking me if Australia did anything to stop male teachers from grooming little girls and fucking them. These were frustrated people who had to sit by and watch as colleagues treated their place of employment as a harem. 

There are many articles about Japan's normalization of paedophilia and I found at least one paper published doing thorough research on potential causes historic and contemporary.

It is one thing I really dislike about Japanese media in general - it's depiction not of women, but of little girls, and I wouldn't be that surprised if it turned out the whole world is as into it as Japan apparently is. It makes sense to me, that given as recently as the middle ages girls got married off to grown men at 12 years old, or as soon as they got their first period, and generally part of the civilizing process has been raising the legal age of marriage, requiring consent and raising the age of consent etc. I would not be surprised if a large number of men for biological reasons can find 12~13 year old's physically attractive, but not to the exclusion of women up to the age of 60 (basically whenever Madonna made her last disastrous cosmetic procedure decision) a kind of quasi paedophilia, subsequently able to live normal lives, but should the society permit it, enjoy a bit of Japanese illustrated pornography about tentacle monsters raping school girls. 

My feeling would be, looking at the purported consequences for Japan, that the civilizing process of not sexualizing children and not infantilizing sexually mature women with "kawaii" aesthetics should probably continue. TotK is not the worst offender, but the treatment of Riju vs the treatment of Zelda is perplexing. 

Complicating this, is that along with being sexualized, Riju just seems like a fun, confident, self assured and adventurous personality where Zelda is a fucking draaaaaaaaaaaaaaaaaaaaaaaaaag of a character. So while my sense is that Zelda is age appropriate for Link to be a love interest, and Link is a demon slaying, mountain climbing, sea faring, cave exploring adventurer aka has agency, and in the continuity of the plot Zelda is literally his only contemporary from the time they grew up in about 100 years before the events of BotW, it is a shame that Zelda is someone you ask for help locating a book in the library from, not a person one would ever choose to spend time with lacking a strong guilt motivation like you should relieve her of a century long battle with Gannon, or you should reverse her transformation into an immortal dragon.

The Open World-Narrative Trade Off

If you are the kind of person who's mind is blown by having a largish sandbox in which to play, here is my suggestion: throw away your switch and live your life. Life is an open sandbox and there's things you can do like form a meaningful connection with another player, or get laid. Sadly with the normalization of "gaming" as a life style, your best bet for getting laid may not be to play less video-games but more.

So, starting with the basics, you can watch a movie. A movie presents you with no choices as you consume media, movies are hit and miss. A lot of movies get made and the supply of good movies (excluding an archived backlog which has to be navigated) has never met the demand for good movies. Probably even including the backlog of great movies made since the Lumiere brothers or whatever.

Then you give a bit of agency to a movie viewer, and it becomes a kind of game - like there was a Black Mirror interactive episode and a Kimmy Schmidt interactive movie on Netflix, are they good? Well I'm guessing they will make nobodies top 10 lists, even for top 10 episodes of Black Mirror or top 10 episodes of Kimmy Schmidt.

I can't say that the concept of an interactive film is inherently bad because the sample size is so small. It is similar with choose-your-own-adventure books, we have this blip in the 80s & 90s of "Fighting Fantasy" stories set predominantly in a Tolkein-esque generic high fantasy setting. I read a bunch, I have some nostalgia, but even at the time they kind of didn't work, like was I going to start again if I lost a fight with a greater acid slug? Did I even get out pencil paper and dice? No. 

And then you can have a pure game, which maybe doesn't exist yet, where you have so much agency you can essentially play a Calvin-Ball simulator but maybe think of a Tetris-simulator, that's a Tetris where you are unconstrained by the pre-determined shapes, you can build your own shapes and then play tetris with your own custom shapes, perhaps in your own custom field - 2d, 3d, spherical, moebius strip etc. That's a game, but there's no story, no cutscenes just gameplay to hold your attention.

From these points we can create a continuum of "pure game" to "pure narrative" and moving along that continuum involves a trade off. Every time you give a player agency, it costs you narrative. Every time you shore up the narrative it costs the player agency.

This is a total aside, but it is why I suspect video-game movie adaptations suck. The 2023 Mario movie is financially successful but my impression is that the broad adult consensus is that it sucks. The burden of narrative is lower in a videogame because you can hook the player in with agency. Nobody writes a book where most of the prose is given over to walking from A to B killing zombies (nor is this true for George Romero films or Sean of the Dead or Evil Dead movies), something that can be highly engaging and satisfying in a game. A story about hammering nails, will likely never be more engaging and entertaining than hammering nails.

At some point, you get a pretty basic and common game feature of "multiple endings" for me Bioshock is a good example - there's essentially one choice that leads to two endings - do you harvest the little girls or spare them? Harvesting drives you towards a "bad" ending, but rewards you in-game, and vice-versa. Neither endings are great in terms of being compelling, memorable or satisfying, they are mere serviceable endings that point back to the journey, not the destination being the point. Same deal with games like Dishonored, however the good-evil dilemma does change how characters in-game treat you and the atmosphere. 

But building a narrative that truncates is costly, the more endings available the costlier it is, and the cost is usually at the depth of the narrative, hence whenever you get multiple endings, be it Bioshock, Dishonored or Bloodborne, you get short cut scenes that break down to "oh look he's happy!" or "oh look he's sad..." or "oh look he's a slug now." 

Furthermore, consider the costs multiple endings impose upon a sequel. Did the avatar of the last game usurp the evil king and become the new tyrant, or did they depose the tyrant, install an anarcho-collective and retire to the countryside? Typically when producing a sequel a developer just picks one to be cannon. Fighting games are a great example, in Mortal Kombat II we learn the winner of the first and second games cannonically was Liu Kang, even though in all installments you can beat the game and get an ending with every character. 

Bioshock infinite abandoned the multiple ending. It took agency away and created a better product - a more satisfying ending. A similar principle applies to Boss battle endings - having more ways to kill a boss, like deplete their health meter or knock them off a platform, or run down a clock generally sacrifices a quicktime event or cutscene that depicts a more dramatic/satisfying end to the boss fight. Agency up, narrative down.

One notable exception being the comparisons of Fallout 1 + 2 endbosses. For the record, I like both a lot. I enjoy most, the contrast between the two. In Fallout 1, for any build you made, the Vualt Dweller could defeat the master playing to those strengths. If you were big and tough you can just shoot it out and kill the master. If you were smart, you could alert the master to the futility of his grand plan and he commits suicide in his despair. If you were sneaky, you could not interact with the master at all and set off a nuclear device in his backroom. 

My impression is, the consensus on Fallout 2's endboss, whom you have to fight to the death with every dialogue option leading to "enough talk, I'm going to kill you now" was disliked by most early Fallout fans.

Anyway, the state of affairs is, that if the agency-vs-narrative dichotomy isn't an ironclad one, it is a generally sound rule. Maybe large language AI's will provide the necessary horsepower to generate satisfying story consequences for every possible deviation a player can make. 

TotK I feel, wanted to have it both ways. In my waters I feel it the case that the developers knew BotW had the weakest story in the entire Zelda franchise, that the story and characters were the game's biggest shortcomings, the natural product of giving players so much agency and non-linearity. 

So TotK patches rails back in to shore up the story, at the cost of both player agency and storyline. 

Looking to Gannon, Gannon is seemingly improved by once again being a personified character with motives and ambitions, rather than an abstract calamity or computer virus that can also for some reason summon Moblins. 

But Gannon sucks in virtually the opposite way Zelda sucks. There's nothing wrong with his design, personality, characterization. He suffers from having to be contrived into the same endboss as BotW in a known location that a player can proceed to at a time of their choosing.

This means, that Gannon's story arc is that he is king of the Gerudo's thousands of years ago when the alien furries established the Kingdom of Hyrule. He attacks the furries and fails, so he joins them, gets close through deceptive magic and murders the queen to steal her stone and then summons an army of moblins that takes over the kingdom.

Then he is sealed away, only to be released by Link and Zelda in the introductory sequence. Once freed of his seal, he proceeds to wait in a cave in the bottom of a pit until Link comes and kills him.

The Game You Can't Imagine Playing

Now imagine instead, a sequel to BotW where instead of being a padded patch of the original game, it was substantially different. Imagine if the endboss Gannon was someone you could track down and confront at any time, but if you chose to save the Rito people from the blizzard, Gannon would take over the Gerudo people's, and if you chose to save the Gerudo people Gannon would enslave the Gorons of Goron city. Now if you went to liberate the people Gannon had overcome, this would have repurcussions that differed from if you went to help out a region that Gannon had not yet targeted.

TotK has phasing, if you beat the Wind Temple, the blizzard stops and that region becomes a lot easier to explore and traverse. But it is binary, on-off. Not conditional if-then. TotK could have been an open world game to track down and defeat or frustrate Colonel Kurtz. 

This might be too complicated a change. Consider a simpler way that this game would have been better by having Townships or Cities in the sky or in the depths. It would have been better if this new calamity had seriously fucked with the geography of Hyrule, rather than being largely cosmetic.

It would have been a better game, if it indicated that something had been accomplished in BotW, between Fallout 1 + 2, and through to Fallout: New Vegas (the last time I hade any interest in the franchise) Shady Sands becomes a city, then a government that begins to annex tribal lands and recivilize the land of Fallout.

In this game, Goron city had an eruption that makes the surface now safe without elixirs or armor, there's a new establishment of "Lookout Landing" that I spent as little time as humanly possible in, another village has Mushrooms now, another has some ruins in the hills around it, and the beachside village has become the new Tarry Town that you can rebuild and improve. 

The progress made by Zelda and Hyrule since BotW is basically nothing more than slapping a coat of paint on shit. There's no sense that Hyrule post Calamity Gannon was essentially different from Hyrule during the Calamity Gannon era. The roads might be safer, but the major trading merchant sells insects and a few arrows.

The reawakening of Gannon creates some abnormal climate events. Link hasn't rebuilt a Hyrulean army or defence force. Such that there's missions that are basically "we assumed when the calamity ended, that danger no longer existed, help us out Link, you are the only person who knows how to use a sword, bows and arrows."

Link is not an exceptional hero of Hyrule, he is literally the only guy capable of anything in Hyrule a kingdom of inept infants. Gannon's plans essentially require complete non-resistance to ever succeed.

Games I've Played Since that I Enjoyed Far More

Keeping in mind, that in so far as there is a game inside the game TotK, consisting of 4 dungeons and 1 endboss, unless you are in some minority of players that is going to "git gud" and charge to the endboss and get some abridged ending, I estimate that the game inside TotK probably lasts between 8 and 10 hours, those dungeons and endboss, but it might take a minimum of 80 hours to get there by grinding through easy puzzles to build up stats and collecting resources. Like if Batman: Arkham Asylum was 90% lockpicking minigame and 10% batman taking down henchmen and bosses.

I don't enjoy having to track down the Light Dragon 6 times to obtain the necessary regents to max out the new hero's tunic, it was hours of tedium. Compelling tedium.

So after I finished TotK and felt satisfied I'd done everything I wanted to in the game, and unfortunately that necessitated me doing so much more. I took a few days off to recover from RSI, and then I played Nobody Saves The World developed by Drinkbox Studio, who made platformers Guacamelee and Guacamelee 2, and are now venturing into RPG territory. And it was great, in two or three days I was done with it, I'd unlocked all the forms and upgraded the ones I enjoyed. 

Then I played Roadwarden a largely text based RPG that I replayed twice once I got the hang of resource management. That game made me want to 100% it and it didn't take a fortnight to do so, while driving me to resent it.

Then after watching some of history's "Alone" series that my sister put me onto, and discovering a few survivalist Youtube channels, I got a craving to replay The Flame In The Flood, literally straightforward and even kind of repetitive, I enjoyed replaying it more than being absorbed into TotK. 

If you cut away all the mechanical "solutions" that force you to actually play and explore TotK open world, collecting resources, learning recipes, taking photos of everything, solving trivially easy but time consuming puzzles to get inventory slots and health and stamina, and just turned it into Ocarina of Time, Windwaker obviously TotK would rate as one of the worst Zelda titles, down there with perhaps Zelda II on the NES, just because it is brief and largely contentless. But at least it would have been fun to play, before ending outrageously fast. 

I should mention, that the game I played before TotK was "Return to Monkey Island" honestly one of the most joyless, worst gaming experiences I have ever played, so TotK smashes that out of the park. I can't get any sales figures on "Return to Monkey Island" on Steam it has just over 7K reviews that are somehow "Very positive". By contrast, and now that I think about it the game I was actually replaying when I started TotK Hollow Knight released in 2017, not only is a better game to replay than playing TotK (largely a replay of BotW) but has almost 270K reviews for all time. So as shit as Return to Monkey Island was, effectively nobody has ever played it, whereas there are autistic kids and adults the world over getting carpal tunnel syndrome trying to 100% the Korok seeds as we speak, because Zelda is a big brand.

Conclusion

TotK kinda sucks, unless bashing a log with a hammer is your jam. My final thought is more of a concern, that game developers are misfiring on this new feedback mechanism of video-essays. When I compare video-games to an actual game like basketball, both prompt a lot of youtube content that is people of no particular qualification doing in depth analysis as to what is going on. (Or worse, people with a social sciences qualification making a 5 hour plus video essay titled "Modern Odyssey - A literary analysis of One Piece" 3 seconds of this video-essayists voice and I know I don't give a shit about what he has to say.)

Basketball is helpful for me, because it is showing up the limitations of analysis, almost as we speak. Literal armies of scientists along with keen amateurs now pour over statistics trying to prove Lebron James is better than his career says it is, or that this year's number 1 draft prospect is going to be the best draft pick since Tim Duncan. 

If we go back 8 years when Steph Curry changed the league by hammering in 3-pointer after 3-pointer you can bet there is a Youtube Archive of pundits proclaiming that the league is changed forever. Then flashforward 5 years and teams built around having 4 snipers around the 3 point perimeter bomb out and the precipitously deemed redundant big man is revived with two centers and one power forward being the top 3 contenders for MVP and all three of them having collected the last 5 MVP awards.

In the history of the Modern Era NBA (post 1976 merger with the ABA) draft, only 8 number one picks have won championships. Only one of them presently is in the discussion for greatest of all time (GOAT) being Lebron James who is currently in the process of being dropped from that discussion after almost 20 years of the media and teenagers trying to will that to be true. (See "Space Jam: A New...Legacy?")

Many of the number one draft pick players that have won championships - Dwight Howard, Andrew Bogut and Andrew Wiggins were not the best players on their teams when they won their rings, Dwight coming off the bench. 2 of the successful number 1 draft picks Anthony Davis and Kyrie Irving both won their championships as part of Lebron "superteams".

My point being, that there's a whole industry of basketball scouts who essentially do what video-essayists do and generate opinions about products - in  this context basketball prospects. And they aren't very good at their jobs. Taking Hakeem Olajuwon over Jordan isn't the most egregious miss, it's 2 championships to 6 (with Jordan handily retiring for one of those), and Kobe Bryant was a 17 year old kid drafted out of high school was a risky prospect worthy of the ominous 13th pick. Then there's Jordan picking Kwame Brown, and personally destroying his confidence, and Portland choosing Greg Odom over Kevin Durant that are just total fucking busts.

Furthermore, in the age of modern analytics, the NBA has gotten worse at identifying number 1 draft picks, not better. Kareem, Johnson, Worthy and Bird were all taken at number 1 and all dominated the 80s. Nor are regular season MVP awards good at predicting immanent or future leaders of championship teams, but MVP is more complicated.

And this is basically why I suspect TotK sucks. They listened to the fans as to how to improve a game they loved. Tears of the Kingdom embodies the words of Dale Carnegie (attributed without evidence to Henry Ford) "If I asked people what they wanted they would have said 'faster horses'" or maybe TotK embodies "A camel is a horse designed by a committee" with the modern committee being nerds on you tube, as evidenced by literal arrows that now point to hidden children of the forest, big visible from space signs to tell you where memories can be unlocked, a game set on the same fucking map with all major points of interest in the same fucking locations, with a direct corresponding inverted map for the depths and sparse sky islands that probably in retrospect exist in order to recycle the old game map ("Throw the 5% new map on top!") while simultaneously having no real continuity with BotW, it's like the anti-Ocarina of Time, Majora's Mask, Wind Waker trilogy that gave us entirely new non-linear open world maps while preserving story continuity. Beware time-travel I guess.

Game developers need to be pushed back into having to figure things out, and I guess take risks again. Selling fans the same game twice might be both safe and lucrative, but it doesn't make great games and TotK is not a great game. It kinda sucks. 

Tuesday, May 23, 2023

A Lukewarm Defence of Rian Johnson

 I have never seen "Star Wars: The Last Jedi" and likely never will. I feel I abstained with good reason, and that reason being I saw "Star Wars: The Force Awakens" meaning I fell into the demographic "Star Wars: The Last Jedi" was created for.

There is so much content on Youtube that basically attributes the derailing of Disney's Star Wars to Rian Johnson that it could be classified as a genre of "subverting-expectations-bukkake" (nsfw) however, I for one, tire of how often Rian Johnson's film is credited, angrily or dismissively, as the franchise turning point. Some revisionist history is going on, something significant is being erased.

I present a transitional fossil:

I see him and “I'm like dude force awakens I loved it.” he goes “I hated it

and then we fought for three hours. Like everything he said I had an answer to; he's like “well the plot felt too familiar” and I'm like “familiar like comfort food? like mashed potatoes? You dumb dick yeah that sounds terrible.”

People seem to have forgotten "The Force Awakens" was divisive. This forgotten fact presents Rian Johnson's "subversion of expectations" as a symptom, rather than a cause. If we walk upstream, the underlying cause is that Disney bought Lucasfilm because it was paying undue attention to Star Wars' fanbase. 

This was not a purchase based on artistic vision. It was the purchase of hogs to grind out sausage. The underlying problem was that Disney was not a visionary, but a pollster. 

The Force Awakens is exactly the movie you get from listening to the chatter of fandom. What did the fans want? They basically wanted an apology for the prequal trilogy. They wanted words to be unsaid, words like "midi-chlorians" they wanted Jar-Jar Binks to be erased.

So Disney hired minimally creative and quite competent JJ Abrams to create a soft reboot. 

Sometimes, a band radically changes direction. Bob Dylan plugs in, David Bowie does dance music, Ice-T starts rapping, Beasties Boys start rapping, Green Day add synths, Radiohead go ambient noise, Succubus and Red Hot Chilli Peppers take sedatives, Guns and Roses go Nu Metal. Inevitably this creates "I Like Your Old Stuff Better Than Your New Stuff" fans who don't want to go with the artists, a reaction so predictable Regurgitator could write a song about it for the album Unit where they dramatically switched from Alt-Rock-Grunge to Synth-Pop. 

I have this friend Tommi that had a retort to these kinds of fans which is "you can still listen to the old stuff." which made an impression because it is profoundly wise. 

sequelitis (uncountable)

(informal, derogatory) The tendency of a well-received work to spawn many inferior sequels. ~ from wiktionary

Sequelitis is an ailment not found in the work, but in the fan. It is a form of mental retardation, in the most literal interpretation of those words. A failure to recognize a pattern - as Gabor Mate describes addiction "it isn't the having, it's the getting." We can see sequelitis exhibited amongst the user and consumer base of Nijijourney as they generate a relentless torrent of "anime style" illustrations. These are people that want familiar-novelty. 

AI has much promise for scratching the consumer itch of sequalitis with its incredibly low production costs, the perfect solution however would be a form of selective inability to form memories, so people could watch a movie they love like Star Wars: A New Hope, endlessly without tiring of it. Warren Buffet has asserted that the reason Cola's outsell virtually all the other soft drinks combined is because it has no taste-memory. Something my own practical experimentation found to be true (I haven't drunk Coke in any significant quantity for over a decade) it cleanses the pallet as you drink it, compared to say, parmesan cheese. You can't just keep chowing down on parmesan, you'll get sick of it. 

This happens with Fanta, but not with Colas. Such that, Buffet alleges, if someone drinks 2L of Fanta today, they probably won't drink 2L of Fanta tomorrow. They've scratched that itch. But someone who drinks 2L of Coke today, will drink 2L of Coke tomorrow, because you don't get sick of something that you can only experience the taste of while you are drinking it.

As yet, there is no Cola of imagery, or Audio. 

Fans wanted to see Star Wars original trilogy again for the first time. They wanted a new experience they were guaranteed to enjoy. That's what sequalitis is. And they got it, from JJ Abrams. The problem is you can't please everybody. 

There is going to be a frontier of points a line going from Star Wars IV to Space Balls where something is recognizably Star Wars but also novel. For example, you could remark Star Wars IV shot for shot, but recast every human role with Asian actors, or you could bring back every living actor of the original cast and put them in the same wardrobe and setting but write a whole new story, like Luke's partner leaves him and he enlists Han to fly him around the Galaxy to meet up with all his exes and find out what's wrong with him. 

JJ Abram's took a point on that frontier that is more similar to my former solution - Female Luke, Black Stormtrooper, Lady Stormtrooper, Electro-Baton, Angsty Darth Vader, Bigger Death Star that can destroy a Solar System instead of just a planet. 

This solution scratched some people's sequalitis. Most people's sequalitis. People who don't want a new story in a familiar setting. This is what Disney produces by listening to fan chatter.

However, fan chatter is lose-lose. Fans want an Itchy and Scratchy that is realistic and down to earth, while teeming with robots and magic powers ("Adventure Time"). 

The problem is, that fans of "The Force Awakens" didn't need "The Force Awakens" they could just go watch the original Star Wars again. Sure, some fans of "The Force Awakens" will be activists, who like it for its demographics and so there's going to be some tiny minority that prefer it to the original Star Wars, for reasons nothing to do with entertainment. But for the demographic represented by Brian Posehn, I defy any of them to say "The Force Awakens" is superior to the orginal film. I'm sure, with the tide out, "The Force Awakens" just scratched their sequalitis.

Alas, Disney had a formula, and they stuck to it. Just as they had listened to chatter, thrown out Lucas' outlines for the new trilogy, and given the fans their undeserved apology for the prequals, they now listened to the fans demanding an apology for "The Force Awakens" lack of originality. They hoped to win me back, and rightly. People who enjoyed "The Force Awakens" evidently went to see "The Last Jedi". Whereas, people like me, who just felt Disney's hand in my pocket taking my money for a new coat of paint on a rusted chasis, needed something new story wise.

My brother has sequalitis, and he really enjoyed "The Last Jedi" where I by that stage, resolutely didn't care. My brother illustrates that just as "The Force Awakens" was divisive, people seem to forget that "The Last Jedi" was divisive also. There are people who like what Rian Johnson did. 

Here are 1 star reviews of "The Force Awakens"

And here are 10 star reviews of "The Last Jedi"

Disney, forked themselves. This explains the disaster of "The Rise of Skywalker", the whole problem is that Disney try to give fans what they want. They were fucked, because they did this twice. They gave the fans who wanted something familiar, something familiar, then they gave the fans who wanted something novel, something novel.

What is JJ Abram's best work? One of his reboots? Lost? Super 8? Cloverfield? 

Rian Johnson has made great films. Brick is great. Looper is great. Knives Out was great, Glass Onion...sequalitis. I don't hold Johnson responsible for a character like Rose Tycho, I think perhaps the best defence of Rian Johnson is the character of Rose Tycho. 

Rose Tycho exists because of intersectionality. Because Disney listened to fans who demanded of JJ Abrams an Asian in Star Wars. Disney gave them Zatoichi in Rogue One, and then killed two birds with one stone (intersectionality) by putting in body positive Rose Tycho into Last Jedi. 

Conclusion

Fans are out of control and they need to be put back in their fucking place. They seem to have been encouraged to adopt this misguided notion that they in fact own the Intellectual Property (IP) rights, and furthermore that they own the Intellectuals too. That someone, for the crime of making something they like, needs to keep making things they like. 

Fandom is an issue analogous to gun control. There's this libertarian streak that drives the regulating of a prisoners dilemma.

By this I mean, fans want more. But what is good for fans, is less. Fans had all the entertainment calories they needed with 3 Star Wars films. They already were oversaturated with 6 Star Wars films. George Lucas was wisely regulating them by not producing any more films. Then he sold Lucasfilm to Disney.

Maybe Rogue One is good, I don't care. Maybe the Mandalorian is good. I don't care. Maybe Andor is good. I don't care. I never needed any of them to be made. I don't have sequalitis. To be honest, one Star Wars movie is probably sufficient for me. 3 certainly were satisfying. 

Fans need to be told to eat their fucking vegetables. There is, I'm confident, a silent majority analogous to the majority of adults that see a parent who lets their toddler eat only pizza and chicken nuggets because "that's all he likes" and judge them harshly, that watch the movie industry let grown-toddlers watch nothing but DCMCU, Star Wars and Anime and know it isn't fucking good for them. (The pinnacle of this sad state we live through, is Oscar winning movie "The Joker", where nerds had to be tricked into seeing a Scorsese movie by arranging Broccoli into a clown face.)

Forget a writers strike. There needs to be a producers strike, where Cinema chains and Streaming services alike say "we are going to have Nerd-free months. where no nerd-shit can premier, and you have to watch grown up stories about grown up adults."

 

Wednesday, May 03, 2023

"Sell me *this* Landlord."

 

I'm going to start my story in China. I think with an end of day accounting, there's little that Xi Jinping and I would agree upon, I might even describe Xi as a moral monster. But we don't agree on nothing. Where he and I have common ground, I suspect, is that we don't want people investing in real estate and crypto. 

Way back in 2008, not knowing what to do with my remaining time in Beijing, I did what I discovered I do whenever I am somewhere for no particular reason and that is to find a tall building with a viewing deck. In Beijing I found the CCTV tower, not "Closed Circuit" but "Chinese Communist" and you could walk around its viewing deck and it would have photos of what used to be in the direction you were looking. One of them had this photo and plaque:

"It was the origin of the idiom: grasp at feathers when gooses [sic] fly by. (It stands for taking advantage of others whenever there is a chance.)"

Over two decades or so, I got tired of trying to explain what is wrong with property "investment" and in the last 5 years I've tried to flip that burden of having people explain to me what is right about property "investment", and I do that flip with the proposition: "Sell me a landlord."

So ubiquitous is the practice and received wisdom of "investing in bricks and mortar" that my experience is that most people find the question unintelligible. Few people on the face of it, get what I am even asking them to do.

What I'm asking is to imagine I have a choice. I'm moving from Palookaville to the Big Smoke for a new job I anticipate holding for at least 20 years, and I have money, a big pile of cash and a line of credit. I as a consumer have two choices a) I could buy a house to live in for the next chapter of my life. Or b) I could rent a house owned by somebody else. I'm asking you to persuade me to take option b.

My experience is that most people have only ever examined the question: "is investing in property good for me?" and almost nobody has ever looked at "is investing in property good for anyone else?" and I generally experience that people struggle with cognitive dissonance like a kayaker struggling with a Hippopotamus and eventually blurt out something like "Because I smart you dumb!" 

Which can otherwise be worded as "grasp at feathers when geese fly by."

Australia is in Trouble

This year I've watched as the AUD has been nerfed almost to parity with the Mexican Peso. Which is surprising to me because Australia has been raising its interest rates, pretty much all year. Usually, a rise in interest rates makes buying that currency more attractive, and lowering those rates makes the currency less attractive. 

There's an explanation, which is that big economies like the USA have raised interest rates even higher, with the US central bank interest rate at 4.75% and Mexico's central bank interest rate is at 11.25%. Sydney Morning Herald/The Age journalist Shane Wright wrote something I'm not going to read, like the vast majority of SMH/Age articles under the headline "RBA plays ‘recession roulette’ as it steps up inflation fight" this is the knight fork many economies I suspect are facing post pandemic.

Here is a way too simple explanation of the dilemma economies like Australia face. The first thing is the go-to response for combatting rising inflation and cost of living is to chill the economy by raising interest rates. 

Wage rises have been practically non existent since around mid-1970s, 80s at the latest. With employers routinely giving workers 2% pay increases annually while inflation runs at 2.2% a lot of people would have seen themselves going slowly backwards over decades. Slightly less than a lot of people didn't experience this backward slide because they began speculating on property.

Investment is when you by a share in a spoon factory that manufactures and makes spoons at profit. You buy into the factory for say $100, and gradually over time the money made from selling spoons at profit pays you back your initial investment and then some. 

Speculation is when you buy a piece of art and then hope an air conditioner falls on the artist so they can't make any more art and then someone who really wants some of that specific artist's art like their mum comes and buys the piece back at a profit to you. The most common object of speculation is property. It might help to think of it as "reverse mining", people borrow money from their future selves and pump it into the ground instead of extracting it, in the hope that someone else will buy your goldmine for you for more than you pumped into the ground.

A very, very large part of Australia's economy, is borrowing as much money as you possibly can to buy a piece of land and for the most part reliably sell it to someone who is willing to borrow even more money than you did a couple of years later.

It's true that many people speculate on stocks, doing complicated mathematics in order to forget that they are buying pieces of actual real world businesses. One key difference between shares and property, is that you don't need to live in a share of a business, so if you sell a share you don't simultaneously become rich and homeless. In fact there isn't a single share that millions of poor S.O.B.s are forced to buy or rent in order to not die from exposure.

I can't remember when Australians, particularly in the two most populous cities Sydney and Melbourne, began to tug their shirt collars over housing becoming unaffordable. Australia's housing market didn't crash (or rationalize) during the 2008 global financial crisis. So for about two decades, Australia has periodically discussed how to make housing affordable without house prices going down.

You can't have house prices go down, because that would force the general public to confront the fact that they've been largely going fucking nowhere since the mid 1970s.

A big part of the problem, is that morons tend to think that any system that allows any old moron to get rich is the fucking tits, whereas smart people can identify that any system that allows any old moron to get rich is a broken system. Alas, predictably there are always way more morons than smart people.

The thing is, that the longer you allow this moron game to get going, the more devastating it is to stop.

So you kick the can up the road. You just try and keep the game going so the devastating consequences don't happen on your watch. That is viable, if you only have wolves at the door, and no fire in the kitchen, but not when you have a fire like inflation in the kitchen. 

Below is basically the Australian economy since the 1989~91 recession thru to present day:

I don't know why the "throwing balloons" game needs to be mixed with Dance Dance Revolution, nor why this is what my doppelganger chooses to do with his life, I'm just glad he's indoors because I think if you ever come face to face with your doppelganger you die.

Why Me - The Window and the Mirror

When bad stuff happens to people, somewhere in the grieving process they might ponder as to why the bad stuff is happening to them. Sometimes this is straight forward, you are going to jail because you robbed a liquor store. Sometimes it is hard, like why you got an illness that has a quite horrible treatment process and some prospect of death for no apparent reason.

In the difficult cases, it is my position that often people will compare themselves to everyone else, contemplating how not special they are. Maybe even wonder why the worst people they know appear to have better luck. 

Author Jim Collins in his book 'good to great' invoked a metaphor to describe good managers called 'the window and the mirror' this was more about attributing credit, but he noticed the good managers had a tendency to professional humility. That is to say, when things went wrong, they looked in the mirror and when things went right they looked out the window. 

Poor performance they were to blame, good performance their people were to be thanked. The major limitation of "The Window and the Mirror" is that poor performing narcissistic managers also tend to look in the window and the mirror, just everything that is good is owing to their genius and everything bad is because their people let them down.

Most people have the fragile ego and accompanying positive illusions of a poorly performing manager. An explanation in and of itself as to why more people opt to invest in property, than run a successful business.

The framing of "Sell me this Landlord" is specifically to provoke a "why me?" kind of reflection, when people feel entitled to good things happening to them, good things like "passive income".

Because good fortune and success, results in most people un-skeptically accepting the preposition that they are truly special. That they are savvy, street smart or whatever else they tend to tell themselves. Rarely do they reflect upon how utterly average they are, as they might with a diagnosis of MS, cancer or early onset Parkinson's. Nor take time to contemplate how people they look up to, or aspire to be in some respect aren't as fortunate as them.

Xi don't care, Xi don't give a shit.

An advantage of a totalitarian regime, is that you don't much have to give a shit about the people you rule over. Yes you may live in perpetual fear of a popular uprising, but you don't live in perpetual fear of people going "boo hoo, I spent my life making malinvestments into the unproductive part of the economy and now you want to undo that, I'm going to vote for someone else!" and subsequently you don't have to play a farcical game of trying to make property affordable without reducing the price.

Xi is in such a position, and basically drew 3 red lines to try and arrest the Chinese obsession with property speculation. However, as everyone knows, Xi is more Pooh-bear than Honey Badger and while he can push the vast number of people he dominates around somewhat he has limits.

These limits don't deny he or his government the luxury of calling property investment what it is - malinvestment in an unproductive part of the economy.

By unflattering contrast, Australia cannot get rid of fucking negative gearing. Many people don't understand what negative gearing is. Comedian and recovering cocaine and prescription medication addict John Mulvaney provided a perfect example in his Netflix special Baby J, where he used his credit card to purchase a $12,000 Rolex in order to convert it to $6,000 cash so he can buy drugs. 

Negative gearing is where the government turns up and says "good job on just flushing 6k down the toilet, we'll allow you to deduct that from your taxable income."

This would be less problematic if the Australian government allowed drug addicts to deduct the losses they took on motivated sales from their taxable income because the vast majority of non-functioning drug addicts (the kind, that like a friend of mine, sold books on ebay for 50c just to take the shipping money and spend it on heroine) do not tend to benefit much from reducing their taxable income.

Whereas, the government congratulating the fucking geniuses that buy a cash flow negative property (a house whose income via rents do not exceed the mortgage repayments) allows them to deduct the monthly losses from their taxable income.

What this means in practice, is that your landlord might also be a dentist and for ease of calculation let's say he makes $120,000 per year, or $10,000 a month. We'll assume he's in the highest tax bracket and for simplicities sake, we'll say he pays $4,000 a month in taxes. Taxes that are spent on maintaining roads, sanitary drinking water, law and order, education, healthcare etc. 

Except that you in the house you rent from him, pay these days about 60% of your income after tax to him in rent, drinking the rest because your life is so depressing. You pay the landlord about $2000 per month.

The thing is, your landlord had to borrow a lot of money to purchase the home you live in, so much so, that he repays $6,000 per month on his mortgage, $2,000 of which you effectively pay for him, meaning $4,000 of his $6,000 a month after taxes goes to repaying a bank.

The Australian government looks at this situation and says 'there's something wrong here...we are charging the rich guy who owns too much housing too much tax! You can deduct the $4,000 you pay to the bank that you lose on your investment property from your taxable income!'

To which the tenants excitedly exclaim "and us too! The $2,000 we pay to him to help pay off his "investment" we can deduct that too!" and the Australian government says "are you fucking kidding me? There's a reason we don't teach everyone economics in school. Someone has to finance roads, sanitary drinking water, law and order, education, healthcare etc."

Reverse Engineering the Thought Process I Don't Have

When asked to sell someone the valuable service of a landlord, I imagine the framing of the question would throw most people. They will confuse my challenge with the question "should I buy or should I rent?" and likely ponder why I'm asking a question everyone knows the answer to.

This would give someone pause, and consider that generally it is more expensive to own a home in a slightly less desirable suburb, (cash flow wise, a 3 bedroom median priced house in the suburb of Reservoir as at Feb, 2023 with the average interest rate of 5.13% entails a repayment of $4,155 per month) than to rent a home in a more desirable suburb. (A 3 bedroom house in South Melbourne costs a median monthly rent of $3,900)

If you are unfamiliar with Melbourne and thinking "that's not too different" there is a big difference between South Melbourne and Reservoir, if a landlord helpfully offered to buy the house you are living in, they would be paying in the vicinity of $11,262 a month.

That is big money, fortunately it is subsidized by the people who get to enjoy the quality of life improvements the landlord paid a premium for, and the rest you can deduct from your tax obligations to finance health, education, law and order, infrastructure, national defence, the perverted arts etc.

At which point, confusion should set in, because the best selling point of a landlord is that they subsidize your living, but the underlying asset should improve in value. So even if you can supercharge your savings by renting, the landlord is basically doing the same, just instead of depositing it in a bank they are paying down debts and accumulating equity that will come back as cash when they sell off their superfluous housing. 

Furthermore, when they flip the property, the new owners may want the property to live in, in which case you'd have to move, not just get out of the fucking house every time the realtor is showing the property, making sure you don't leave shit stains on the ceramic. 

So the first thing you blurt out isn't going to be "it's cheaper to rent than own!" rather "you wouldn't do it, because you lose access to capital gains..."

Forcing me to repeat and specify, that the task is not to advise me that I should buy and not rent. It is to sell me the valuable societal function of landlords.

A common response I get is "they provide housing." This is confusing the property construction industry with property investment. It's not like property developers have a glowing reputation, but they develop property for sale to both people who want housing for housing and people who want housing as an investment.

By definition, a landlord owns housing excessive to their own needs. That's how they have spare housing to rent. The only sense in which landlords provide housing is by permitting someone to rent it. They are under no obligation to do so. This is an area I know a bit about as a former author of Prosper Australia's Speculative Vacancy Report for me the most frustrating thing about Australia's pantomime discussions of "Housing Affordability" is not that the solution must always be increasing supply by cutting red tape, but the premise that the Australian housing market is efficient. It is not.

We are rapidly approaching the limits of my imagination as to how someone could sell me a landlord, because in my general experience, tenants do not appreciate their landlords, and landlords do not appreciate their tenants. Tenants are generally regarded as a liability, stinking up your asset, wearing and tearing it while simultaneously needing things.

The remaining selling points for landlords, are that they assume the costs of property maintenance, if there's a broken pipe that ruins walls and carpet, they pick up the bill. If termites eat the entire frame and it has to be demolished, the landlord is stuck with the bill.

The problem being that any repairs that do not destroy the housing, it is generally a better deal if the tenant just paid the bill and no rent. It is rare to have to fork out $46,800 in home maintenance bills any given year. Anything that destroys the house, yes, is a pain. But many landlords destroy the houses they buy in order to subdivide and flip smaller shittier housing for a profit.

There are even landlords that pay unscrupulous individuals to destroy heritage listed properties in the night. That's because with house and land packages, very little of the value paid for by property investors is the house. The vast majority is the land, and the value is not really generated by the land but all the land around the land. This is even the case in the Metaverse, though the Metaverse is shit.

It isn't generally the pH level of the soil that makes a location desirable. A piece of land overlooking the beach and a 5 minute light rail ride to restaurants and entertainment that is geologically identical to the same area of land 6 hours away from the nearest hospital are not of the same value.

This is known and expressed in idioms like "location, location, location" and "better to own the worst house on the best street than the best house on the worst street." and in somewhere in Beijing "grab at feathers when geese fly by." All of which suggests that the main function of landlords is essentially scalping beds, bathrooms and kitchens. 

As in, landlords are literally scalpers, people who insert themselves between the producer and the eventual actual buyer and take a cut. Unlike a concert or sporting event though, there's no expiration, meaning you can buy and hold land until you can gouge someone. Property investment guides can literally be boiled down to "buy 10 tickets to see Taylor Swift and sell 9 of them for double or triple what you paid."

I'm confident I can sell a landlord to someone, but only under very specific criteria - namely being the long term owner and custodian of a property somewhere people have to live for short chapters of their lives. Pretty much, property with good access to a tertiary Education where young people are going off to experience independence for the first time and briefly before returning home because every young person's parents' retirement aspirations involve scalping housing to young people.

Company towns pose a potential problem with wage theft, if for example I need to move to Cypress Creek for the duration of my contract I would rather not have to invest in real estate whose value is going to be determined by the longevity of the town's major employer, given that any one employee has little control over a company's performance. Enron going bust produced stories of loyal employees that invested all of their 401(k) retirement funds into Enron and not just losing their jobs but their retirement. Subsequently to me it makes sense that if all a town has going for it is a single employer, if that employer goes bust they should be left holding the baby.

Renting a room in a nice house that you aren't free to trash at your own expense for a few years is something worth renting from someone else owning. I would honestly prefer that than spending my final summer between high school and university purchasing a home near the institution that accepts me and then selling it so I can be moved out the day after graduation. 

The clue is in the name.

So there might be a "Energy Czar" or a "Business Tycoon" but how often have you applied for a job position like Human Resources Sultan, or Payroll Viscount, or Sales Marquis. 

Landlord's aren't a hallmark of Capitalism, they are a hangover from feudalism. Yes it has been democratized out over several centuries to largely include the upper 20% of society, where it used to just be the aristocracy and the king.

But the middle ages was probably the last time landlords provided any valuable service, namely stopping the neighbouring landlord from raping and pillaging. It was like an involuntary scheme where working people all had to retain a lawyer throughout the course of their lives. A lord and other nobility with land holdings that didn't fish or farm or craft but trained in the yard. In practice people belonged to the land which belonged to the lord. Not the other way out.

Now you pay tax to upkeep an army and navy in a nationalized military that is under some kind of civilian oversight and the landlord is someone who has bought the right to levy a private income tax should they choose to provide housing, which they increasingly don't bother with, because there is more money to be made in trading the rights to levy a private income tax than there is likely ever to be in charging rent.

What Water?

If this is the first time you've heard me articulate that landlords are basically useless and we shouldn't be encouraging people to become landlords, you may be feeling a little disoriented as you ponder for the first time, whether your owning a rental property is good for anyone but you.

What I would point out is that it is in no way unusual for people to just live entire lives unaware that some fundamental thing is in front of them all the time.

A semi-famous example is the fish parable from David Foster Wallace's 2005 commencement speech:

There are these two young fish swimming along and they happen to meet an older fish swimming the other way, who nods at them and says “Morning, boys. How’s the water?” And the two young fish swim on for a bit, and then eventually one of them looks over at the other and goes “What the hell is water?”

This is a standard requirement of US commencement speeches, the deployment of didactic little parable-ish stories. The story thing turns out to be one of the better, less bullshitty conventions of the genre, but if you’re worried that I plan to present myself here as the wise, older fish explaining what water is to you younger fish, please don’t be. I am not the wise old fish. The point of the fish story is merely that the most obvious, important realities are often the ones that are hardest to see and talk about.

Do you believe in a God? Or not? Pretty much unless you believe in all the God's, like Lord Krishna has many aspects, including aspects that won't tolerate any other aspect of Krishna, you would already recognize that vast numbers of people are convinced of a God that does not in fact exist. They can persist their whole lives under the apprehension that all the unnecessary suffering they and animals experience is a completely justified test of their faith. Maybe even a fun wager with a divine antagonist they all-powerfully choose not to stop.

And crypto, the number of people who find crypto really exciting is startling, a digital magic bean that has produced some of the largest financial crashes, bankruptcy and fraud in history as well as bad art, and nobody in it seems to have noticed that crypto isn't good for anything. Bitcoins scarcity might be ironclad, but it also seems that while we have one crypto currency that nobody uses for any transactions, anyone can make another blockchain crypto currency that nobody uses for any transactions.

The fact is, most people will not believe in something that is right in front of their noses, and believe in shit that has never existed.

So you live your whole life with these people of the asset owning class called "landlords", and cinema never portrays them in a flattering light. You maybe play Monopoly with the family as a child where the aim is to drive everyone else into bankruptcy. Media informs you that the [insert your country here] dream is to own your own home. 

As presented, this "dream" is never questioned, questions like "why is this the dream and not the default?" "Should a nation in the 21st century be proud of people having a prospect of housing security? Or is this like being proud of having drinking water in the 21st century?" (Actually the Mexican dream could be "drinking water from the tap.")

Ultimately it becomes normal to be advised that you don't really invest in property for the rental income, but the capital gains. A statement that is logically equivalent to saying you don't open a store to sell goods to customers, but to sell the business. I haven't really come across someone who enjoys being a landlord, and I'd expect this to be more common than someone who enjoys having a landlord.

Alas, I am good friends with my current landlord, but that is because I don't live in Australia. The only other landlords I've had that I like are my parents, but my parents always dreamed of me moving out.

The Future

Do I ever expect someone to sell me the valuable service and societal function of land lords? 

Expect, no. 

But I am not closed to it. Frankly, I have always expected a better effort than I have ever received. I expected some back and forth like:

"They give you a place to live, call a plumber at 2AM, fix your dishwasher, replace the carpets and the rent isn't even worth it you ingrate shit!" Something like that, to which I would ask "Why don't you sell me the house then at a reasonable price? Surely it's quicker for me to call a plumber, get an electrician in, replace carpets etc." 

Most people being oblivious that for a landlord to be renting property to a tenant, the fundamental premise is that they don't need the property, don't want to use it, they just want to own it and retain control of it.

I don't ever expect someone to sell me a landlord, because were that the case, rent should generally come as a premium paid by tenants to forego the hassle of ownership. Landlords would look more or less like cleaners. People can do, or not do, their own cleaning, or they can pay for a cleaning service at a premium. There is a threshold at which, if you earn $120 an hour it doesn't make sense to spend another hour every day or two, cleaning in order to save $30.

The renter-landlord relationship appears to be the opposite of the tenant-cleaner relationship. A landlord is a service forced upon the poor, you cross a threshold of earning where one can become their own landlord at an increasingly eyewatering cost.

For this reason, I no more expect anyone to sell me a landlord than for someone to compel me through a reasoned argument to believe in any variation of the Abrahamic God. But I'm open to both. People like me can appear closed minded because so many people fail to appreciate that the most intuitive arguments are F-tier. It would relieve a lot of angst and irritation if I could be shown how wrong I am in my apprehension. That I was confident people in charge of the economy could sell me a landlord.

I'm not holding my breath however.

To Schadenfreude or Not to Schadenfreude?

“Markets can stay irrational longer than you can stay solvent." ~ Attributed to John Maynard Keynes.

I spent my early 20s predicting the imminent and catastrophic crash of the Australian housing market. I associated with, but never bought into, the crowd that believes in 16 or 20 year economic cycles that allow someone to predict with no understanding the market. I'm generally not in the prediction game any more, even though the Australian real estate market directly impacts my life.

My general position is that Australia is "The Lucky Country" in it's original, intended, pejorative sense. Australians generally do not have the imagination to invest in anything productive. Australian entreprenuers and innovators exist to be sure. Many great artists. But these are not really representatives of Australia.

I am content to be confident that whether property investment secures someone's financial future or not, it is wrong. I also feel, much as I can look at former President Donald Trump and be confident that for all the wealth, or appearance and access to wealth he has enjoyed, he is probably miserable in some fundamental way. Even winning the presidency and serving a term, was likely a situation that exacerbated both his wealth and his misery, and were he to wake up tomorrow with my life, it would probably come as a great relief.

The thing is that too many people I know, love and care about have bought into the Australian housing market. Generally speaking, the buy in to own their own home so they never have to go through being informed the landlord has decided to sell the property and they have 3 months to find a new place to live and their kids new schools to go to.

Though most of my loved ones wealth is tied up in some of the most overvalued property on earth, the potential devastation they face just from defaulting on their mortgage is no fault of their own. It's the cunts that congratulate themselves for owning 2, 3, 4, 5, 6 homes, the speculators that have forced anyone who wants to raise children indoors to speculate on their own homes. 

While there's something potentially delicious about watching people who didn't earn their wealth and have been smirking for decades losing it all, the devastation will be undeniable. 

My position is more that property investment is something I simply wished my fellow Australians didn't do. I wish they invested in productive things and bought homes to live in that pretty much just tracked with inflation. I also appreciate why they don't. People are risk averse.

So I anticipate no gloating, because their will be no pleasure. I also anticipate that I will feel more remorse than any participant will show. I would also not put it past the Australian government to basically outlaw mortgage defaults, simply because the law of the land is that property markets cannot fail.

If it happens on a good government's watch, the kind of government that tried to undo policy that has created this fucked up situation, like the governments currently in office everywhere bar Tasmania, the media isn't going to own up that they are far more responsible through their dependence on real estate advertising, than any government. So I expect to be basically gaslit.

Ain't that a pill.