Balloon Diaspora - Cardboard Computer
Transcription
Balloon Diaspora - Cardboard Computer
Last fall, I saw a talk by the artist Erik Peterson. Erik is developing a video game called "Qeej Hero," which is sort of a "Guitar Hero" clone that replaces the guitar with the qeej, a reed instrument played by the Hmong people. Erik's description of his research and development process, meeting young and old Hmong and Hmong-American people and learning about their culture & how their community lives in diaspora left me with a lot to think about. I thought & read a lot about diaspora as a social/cultural/economic phenomenon. I also came across an article about family therapy that recognized the kind of diasporic structure of many modern families (particularly American families). This has been my experience growing up in America as well -- moving away from home (and often even to a new city) seems like an almost inevitable coming of age ritual here, and our understanding of "family" has come to reflect that. But I was also very struck by Erik's description of his experience engaging the Hmong-American community & culture -- a culture in many ways foreign to him but living in his home state, with a fascinating but painful history in which the USA is particularly implicated. He seemed to approach this community with a mix of respectful caution, curiosity and empathy; a frame of mind that I knew I wanted to explore in a video game. So I started making this game about diaspora as a social/cultural phenomenon and also about engaging a foreign culture, feeling alienated at times but making connections through curiosity and empathy The first version of the game I made was built in Flash. It was a 2D game with one-button input. The player piloted a hot air balloon & could turn on its furnace to ascend, trying to catch air currents and thereby navigate to the different settlements of the Balloon People. In this version, the player would first encounter the remnants of the Balloon People's original homeland. One of the remaining inhabitants would try to enlist the player's help in convincing the inhabitants of the other settlements to return home. Of course, there would be conflicts; some of the other settlements had been founded because of political unrest at home, or would for other reasons be suspicious of the player's request. I had in mind that the game would have seven different endings, so that the player could experiment with different resolutions to the situation and none of them would necessarily be "correct." I haven't yet tried this technique with multiple endings, but it's been put to great effect by other game designers like Gregory Weir in his "I Fell In Love With the Majesty of Colors." But ultimately I didn't want to put the player in a position of power over the Balloon People, deciding their fate, so I rewrote the game's story to focus more on meeting people and learning about their culture, rather than effecting large-stroke changes on it. I also decided to remake the game in 3D and from a first-person perspective, again to shift the player away from a position of power. The third-person viewpoint is more "strategic" -- the player can see and relate to the game world all-at-once, while first-person view is more about exploration and discovery from within the world, at the same level as the rest of its inhabitants. In order to create a sense of alienation, I made all the characters the player meets from the same 3D model (with distinguishing bits of brightlycolored cloth attached in different ways), and gave (most of) them singleletter names that can be difficult to keep track of. The character Silas is named after a character in Robert Frost's poem/story "Death of the Hired Man." In this poem, Frost says (through one of his characters): "Home is the place where, when you have to go there, They have to take you in." "I should have called it Something you somehow haven't to deserve." It's a gloomy but touching poem, and I was drawn to the ambivalent relationship to "home," which seemed from my research to resonate with a lot of the experiences of people living in diaspora. The children in the Oak Settlement insist on referring to the player as "Mary Ann." This is a reference to the white rabbit's housekeeper in "Alice in Wonderland." The white rabbit mistakes Alice for Mary Ann, and she doesn't immediately correct him. "How surprised he'll be when he finds out who I am! But I'd better take him his fans and gloves." Like Alice, the player's character is also being constructed by other people's assumptions, and vice versa. In addition to these literary points of reference, I looked closely at a few video games from the 1990s. One was "Myst". I imagined Balloon Diaspora playing a bit like Myst, but with conversations instead of puzzles -- which is pretty much how it came out. I also re-played Cryo Interactive's "Dune", from 1992. This is one of my favorite games because of its strange, slow atmosphere and the incredible score by Stéphane Picq. It's also a story about exploring a foreign culture, the Fremen of Arrakis, learning more about them and building rapport. One of my favorite parts of Dune is flying from sietch to sietch in the ornithopter; even though it's only occasionally interactive, it creates a real feeling of moving through a larger world. I tried to recreate this experience pretty closely with the misty trips between settlements in Silas' balloon.