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	<title type="text">Cian Maher | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2022-06-27T12:00:00+00:00</updated>

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		<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[Meet the Viking merchants of the internet]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/23132752/viking-weaponry-monetize-youtube-twitch-etsy" />
			<id>https://www.theverge.com/23132752/viking-weaponry-monetize-youtube-twitch-etsy</id>
			<updated>2022-06-27T08:00:00-04:00</updated>
			<published>2022-06-27T08:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Creators" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="YouTube" />
							<summary type="html"><![CDATA[The bloody battle between kings Harold and Harald at Stamford Bridge is often considered the unofficially official &#8220;end&#8221; of the Viking Age. By that benchmark, it has been approximately 956 years since the era of longships, warhammers (not that type), and wolfish drengs. So why, in 2022, are we witnessing such a vibrant resurgence of [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Illustration by Jarett Sitter / The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23598509/VRG_Illo_5253_J_Sitter_viking.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>The bloody battle between kings Harold and Harald at Stamford Bridge is often considered the unofficially official &ldquo;end&rdquo; of the Viking Age. By that benchmark, it has been approximately 956 years since the era of longships, warhammers (not that type), and wolfish drengs. So why, in 2022, are we witnessing such a vibrant resurgence of Viking craft? The answer, it seems, has to do with the not-very-Viking internet.&nbsp;</p>

<p>To gain some much-needed insight into this phenomenon, I tracked down three blacksmiths who practice the art of Viking smithing: Joe Hallisey of <a href="https://www.metalabyss.com/">Metal Abyss</a>, Phillip Anderson of <a href="https://westwolfrenaissance.com/">West Wolf Renaissance</a>, and Faydwynn Morningstar of <a href="https://www.youtube.com/channel/UCpCdsQVewO267HkwWeDSusg">The Path of Fire</a>. All three of these modern Viking merchants predominantly focus on forging millennium-old weapons using period techniques, resurrecting and honing a skill that has been largely absent from the world for almost 1,000 years.</p>

<p>But why now? As it turns out, thanks to ad revenue from services like YouTube and Twitch, as well as the ability to sell specialty items via trade websites like Etsy, Viking smithing has become a legitimately viable way of earning money for the first time since the 11th century. That doesn&rsquo;t mean operating the bellows makes for an easy life, though &mdash; the dedication required to properly make something of this vocation is immense.</p>

<p>All three blacksmiths have been fascinated with Viking culture from a very young age. Hallisey was always interested in general &ldquo;warrior culture,&rdquo; although gradually developed a particular affinity for all things Vikings and samurai, which he notes are &ldquo;both so different in culture and beliefs, yet when boiled down very similar in ferocity and fearlessness.&rdquo; Anderson, meanwhile, has Scandinavian ancestry. He grew up hearing stories of Odin, Thor, Loki, and ice giants, all of whom have directly influenced his craft since. And Morningstar states that the northern Germanic cultures have always been a part of her life. When she was a child, her father would read her the sagas as she drifted into dreams of longships and Jomsvikings.&nbsp;</p>

<p>&ldquo;What makes it special to people is it harkens back to a time that is so removed from our social media and cellphone days, when our hours were focused on the basics instead of all this nonsense we deal with today,&rdquo; Morningstar says. &ldquo;It&rsquo;s nice to mentally go back to when tools were not running off electricity [and] when our water was clean.&rdquo; This sentiment is echoed by the other blacksmiths. They firmly believe that contemporary interest in Viking culture is largely driven by a desire to be transported back in time. It&rsquo;s therefore somewhat ironic to see that desire being actively facilitated by the internet.&nbsp;&nbsp;</p>
<div class="youtube-embed"><iframe title="Building a longship part 1:  prep" src="https://www.youtube.com/embed/8T03Lg3MmLg?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>&ldquo;It all boils down to the fact there is a primal instinct in all of us, a need to go back to our true nature, our roots,&rdquo; says Hallisey. &ldquo;The Viking Age was not an easy time to be alive, but their closeness to nature and the gods is what I think people in this day and age are sorely lacking. We couldn&rsquo;t be further away from nature. Deep down, many of us see that the fast-paced, materialistic side of modern life is doing nothing to make us happy. It&rsquo;s going back to the ways of our ancestors that helps make our spirits whole.&rdquo;</p>

<p>It is precisely because of how ubiquitous Norse mythology has become in pop culture that people have started to recognize and act on that instinct. While <em>Vikings </em>certainly catapulted interest in the era from 2013 onwards, there has also been an abundance of video games that focus on Norse culture, from blockbusters like <em>Assassin&rsquo;s Creed Valhalla </em>and <em>God of War </em>to critical indie darlings like <em>Hellblade: Senua&rsquo;s Sacrifice</em>. That&rsquo;s not to mention films like Robert Eggers&rsquo; widely lauded <em>The Northman</em>.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s going back to the ways of our ancestors that helps make our spirits whole.”</p></blockquote></figure>
<p>At the same time, this interest can be fleeting. In Morningstar&rsquo;s eyes, the day-to-day business of contemporary Viking smiths depends on a lot more than a random guy who decides to buy a hammer because he really liked <em>Thor: Ragnarok</em>. She reckons the temporary uptick in Spartan interest post-<em>300 </em>is directly comparable to how fascinated people are by Ragnar Lothbrok today &mdash; people like it now, but will they care in 10 years? It&rsquo;s hard to tell.</p>

<p>This isn&rsquo;t helped by the fact it&rsquo;s an extremely difficult gig to get into. To start, you need to brush up on your history, learning smithing techniques from as early as the 8th century. There&rsquo;s no point in forging a sword with modern technology and calling it a &ldquo;Viking blade&rdquo; just because. Without authenticity, the entire endeavor becomes worthless.&nbsp;</p>

<p>&ldquo;There&rsquo;s always room for real dedicated people who want to learn the science &mdash; yes science &mdash; of this craft,&rdquo; says Morningstar. &ldquo;It takes discipline. It takes hard work. Those two things right there will stop 90 percent of people. You can&rsquo;t Amazon Prime this. There is no shortcut. It&rsquo;s hard &mdash; that&rsquo;s why it&rsquo;s worthy. If it was easy it would be common and no one would care about it.&rdquo;</p>

<p>For those who do have the willpower necessary to learn a trade as revered as this, though, there will always be a niche but dedicated audience to keep them afloat. Viking smithing isn&rsquo;t just a trend to them, it&rsquo;s part of an all-encompassing way of life. Hallisey says these are the folks they really cater to: collectors, re-enactors, and people who maintain an interest in ancient Norse spirituality. People like these can acknowledge the fact that every single piece forged by an expert smith is imbued with deep, individualistic meaning, which is reflected in the actual process of crafting them.</p>

<p><strong>&ldquo;</strong>Many of our weapon designs are directly based on archeological finds from around Scandinavia, Ireland, England, and so forth,&rdquo; says Hallisey. &ldquo;All weapons are hand-forged from quality steel, meaning that each one is unique. Just as a blacksmith from the Viking Age would forge a weapon for each individual warrior, so do we. There is a certain something that cannot be expressed in words when a weapon is forged solely for a single person &mdash; an intent, a blessing from the gods. This is what we try to do for our customers, to instill the warrior spirit into every piece in the hope they can battle their way through life with good luck and success.&rdquo;</p>

<p>Morningstar is intrigued by the relationship between wielder and smith, too. In the stories her father read to her when she was a child, there was always a hero who, after finding their sword, discovered the power lying dormant within them: Sigurd and Gram; Arthur and Caledfwlch; Aragorn and Anduril.&nbsp;</p>

<p>&ldquo;These people would be much less without their legendary blades, so I learned very early on that the great warrior is nothing without the great smith, the giver of power,&rdquo; says Morningstar. &ldquo;During my time making blades and other items, I have gone across many cultures, but I&rsquo;ve always come home to my roots in the Germanic traditions. The migration era to the pre-Christian indoctrination of Scandinavia had the greatest collection of warrior art the world has ever seen: blades that were decorated with gold and garnets; carved sheaths of finely worked wood; handles of silver and horn; folded steel blades whose patterns reach across the ages and still inspire people to lean close to the protective glass that covers their greatness and makes the onlooker exhale with wonder. Nothing else haunts my dreams or keeps my waking thoughts more occupied than their crafts &mdash; I&rsquo;ve been doing this for 20 years now and I don&rsquo;t see myself changing my mind anytime soon.&rdquo;</p>

<p>It&rsquo;s important to note that this is how all of the smiths I spoke to feel &mdash; this is their passion, their one true calling in life. What&rsquo;s more, it isn&rsquo;t a particularly lucrative profession, meaning that it&rsquo;s almost entirely driven by the love they feel for practicing it. Hallisey says that most of what he&rsquo;s achieved so far is attributable to luck. &ldquo;I will be the first to admit I am not good at business,&rdquo; he says. &ldquo;I&rsquo;m sure I could be doubly successful if I knew what I was doing and not just taking shots in the dark &mdash; but, such is life.&rdquo;</p>

<p>Anderson agrees. While he is able to recognize that much of his success has come from his own hard work and persistence, it would be remiss to claim luck hasn&rsquo;t also played a part. &ldquo;I started doing my thing when early eBay and internet sales were really taking off,&rdquo; he says. &ldquo;So I recognized the rise of online sales and decided that was the perfect timing for my creative and business aspirations.&nbsp;</p>

<p>&ldquo;There&rsquo;s always room for people to be creative and explore their interests. My business filled a unique niche in the online selling marketplace for many years. But even though there&rsquo;s now more people than ever before making and selling similar items, my business is continuing to grow and expand. So we need more people doing what they enjoy and following their interests. The world would be a better and much happier place.&rdquo;</p>

<p>Morningstar can speak to this idea with a wealth of experience. She&rsquo;s been doing this for two decades, and for most of that time, she had barely any followers. That didn&rsquo;t, and still doesn&rsquo;t, influence how likely she is to continue dedicating her life to the art of smithing.&nbsp;</p>

<p>&ldquo;Most men see a woman making anything and they instantly assume she is crap,&rdquo; she says. &ldquo;I&rsquo;ve dealt with every horrible comment you can imagine. Once the lockdown happened in March of 2020 and people were at home, I think people found my YouTube and thought, &lsquo;Huh, a very juggy redhead forging awesome blades and shooting cinematic videos? Count me in.&rsquo; But I don&rsquo;t think I am any more than a novelty at the moment. Once people forget about me and this quick burst of spotlight fades, I&rsquo;ll still be making these items until I&rsquo;m dust.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I’ll still be making these items until I’m dust.”</p></blockquote></figure>
<p>Morningstar has also hit some bumps along the way, which further compounds her point about passion superseding all else. While she is able to earn money from her craft, her revenue streams are more limited than most. She no longer earns any income from YouTube or TikTok &mdash; her guess is that this is because of how she dresses &mdash; although still sees the platforms as valuable ways to advertise her other work streams like commercial smithing and modeling.&nbsp;</p>

<p>But as with most online endeavors these days, even existing on these platforms presents an opportunity cost of having to endure toxicity from people who resent your successes.</p>

<p>&ldquo;Every guy who is mad that their low-level work doesn&#8217;t take off just screams that I&rsquo;m a sellout or I&rsquo;m only a pair of boobs, but every other person I&rsquo;ve coached on social media, I&rsquo;ve told them they have to show their face with what they want to get seen. It&rsquo;s how the algorithm works.&rdquo;</p>

<p>It&rsquo;s pretty evident that Morningstar knows her stuff, both in terms of managing her online presence and crafting incredible Viking weapons. While the vast majority of her material performs well, her most popular video &mdash; in which she hand-forges a 750-layer sword &mdash; has raked in millions of views.</p>

<p>&ldquo;I had all of these big strong men telling me it can&rsquo;t be done without a power hammer, even though there are literal pattern-welded swords in museums from times before power hammers,&rdquo; she explains. &ldquo;I didn&rsquo;t want to shock them too much, so I did it with great ease. It only has four million views on YouTube.&rdquo;</p>
<div class="youtube-embed"><iframe title="Forging a Damascus Knight&#039;s Sword by hand" src="https://www.youtube.com/embed/PjAfvTFuHAo?rel=0&#038;start=1" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>It&rsquo;s worth looking at the exact type of Viking heritage that&rsquo;s being celebrated, too. It&rsquo;s not all just replicas of Mjolnir &mdash; Hallisey once spent hours engraving custom runes into the molten fuller (the line down the middle) of a blade for a woman who wanted to propose to her boyfriend with it. He also crafted a seax that a father wanted to pass down to his son as an heirloom, which would then be integrated into the family as something that could potentially be gifted and regifted to each generation of children for centuries to come. &ldquo;To many people, including me, these are far beyond just steel, leather, and wood,&rdquo; he explains. &ldquo;They have deep spiritual meaning.&rdquo;</p>

<p>&ldquo;Some of the coolest and most interesting projects I&rsquo;ve done over the years have been custom shields for people,&rdquo; says Anderson. &ldquo;I&rsquo;ve painted some intricate masterpieces for individuals going through divorces and difficult times that wanted to portray their ex-husband or wife as horrific monsters out of myth and legend. I guess they wanted something epic to hang on the wall to commemorate their rough experience.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“The Etsy marketplace has become the ultimate place to do this.”</p></blockquote></figure>
<p>It should be obvious from the examples above how valued the work of these smiths truly is. While they&rsquo;re not rolling in money for their commitment, Hallisey points out that Viking smiths from a millennium ago weren&rsquo;t particularly rich or esteemed either &mdash; just like their modern counterparts, they were mainly driven by a love for the craft.&nbsp;</p>

<p>Still, it is thanks to the ingenuity and dedication of the almost ancient metalworkers who first practiced the art of Viking smithing that we are where we are today. As Hallisey puts it, a profession this niche and passion-driven is rarely about money. It&rsquo;s about honoring where we come from as craftspeople. That, more so than anything else, is why it is the duty of people interested in the subject to offer their support to it.</p>

<p>&ldquo;The Etsy marketplace has become the ultimate place to do this,&rdquo; Anderson says. &ldquo;While we have a large number of items available in our West Wolf Renaissance shop, we&rsquo;re still a small team employing just a few friends and family members. Many other makers on the Etsy platform are one-man operations. So whenever possible we should close that Amazon or Walmart tab in our browser and maybe look instead to Etsy and independent craftspeople for special gifts and unique items. It&rsquo;s important to support people following their interests, whatever that may be.&rdquo;</p>

<p class="has-end-mark">&ldquo;While I do make money from the business, I would be homeless if I relied on that income,&rdquo; Hallisey says. &ldquo;As cliche as it sounds, I get a ton of fulfillment from making custom weapons for customers and hearing how much they like them. That makes it worth my time and is more valuable than money in the end. My favorite stanza in H&aacute;vam&aacute;l says something like, &lsquo;Cattle die, kinsmen die, the self must also die. One thing that does not die is the reputation of every man.&rsquo;&rdquo;</p>
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			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[The Witcher 3 is a whole new experience in first person]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2022/4/6/23010362/witcher-3-first-person-mod" />
			<id>https://www.theverge.com/2022/4/6/23010362/witcher-3-first-person-mod</id>
			<updated>2022-04-06T10:30:00-04:00</updated>
			<published>2022-04-06T10:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="PC Gaming" />
							<summary type="html"><![CDATA[As one of the most unanimously beloved video games of all time, it&#8217;s difficult to imagine The Witcher 3 as anything other than what it emphatically is: a sprawling, gorgeous, third-person RPG spearheaded by a gruff old man who&#8217;s best pals with his horse. Geralt also likes collecting cards and betting on races, both of [&#8230;]]]></summary>
			
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<p>As one of the most unanimously beloved video games of all time, it&rsquo;s difficult to imagine <a href="https://www.theverge.com/2015/5/12/8586515/witcher-3-wild-hunt-review-ps4-xbox-one-game"><em>The Witcher 3</em></a><em> </em>as anything other than what it emphatically is: a sprawling, gorgeous, third-person RPG spearheaded by a gruff old man who&rsquo;s best pals with his horse. Geralt also likes collecting cards and betting on races, both of which are hobbies he practices while he&rsquo;s supposed to be looking for his missing daughter. That&rsquo;s not to mention his fondness for fisticuffs.</p>

<p>Aside from all of the above, part of what has made CD Projekt Red&rsquo;s behemoth role-playing game so enduring is how reliably fans can recall its stinky swamps, snow-laden sierras, and repugnant little rotfiends, all of which we&rsquo;ve come to know through a third-person lens. But ever since 2016, fan-made first-person mods for <em>The Witcher 3 </em>have existed &mdash; though they&rsquo;ve never been on par with official support for the game and have since been hidden on Nexus, the internet&rsquo;s largest modding hub. For the most part, these projects have felt like proof-of-concept experiments far more so than actionable add-ons designed to change flow, pacing, or functionality in the game.&nbsp;</p>

<p>That was until <a href="https://www.nexusmods.com/witcher3/mods/5706">Gervant First Person</a>, a 2021 mod that blows all previous attempts at converting <em>The Witcher 3 </em>into a first-person RPG out of the water. While it&rsquo;s technically almost a year old, its main file was updated just last month, evidence of its continuous progress as it attempts to reimagine not just general exploration or perspective but cutscenes, combat, and everything in between.</p>
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<p>&ldquo;I just wanted to fight some nekkers in first person and didn&rsquo;t find a suitable mod for that,&rdquo; crthdr, the mod&rsquo;s enigmatic creator, tells <em>The Verge</em>. &ldquo;First person isn&rsquo;t &lsquo;better,&rsquo; but that&rsquo;s how I prefer to play computer games.&rdquo; Crthdr spent around a year developing the mod with tools like Witcher Script Studio, Ghidra, and Rust, among others. They then tested it by partially playing through the game four separate times to ensure it worked consistently. &ldquo;Good thing I also made the Skip Dialogue mod,&rdquo; crthdr says.&nbsp;</p>

<p>Crthdr&rsquo;s blas&eacute; response is indicative of a wider disregard for how their work is perceived by others. They don&rsquo;t have much of a social media footprint &mdash; they&rsquo;re not on Facebook, Twitter, or Instagram, and their YouTube channel doesn&rsquo;t include any contact information. When I reached out to ask for an interview, they explained that they would discuss the mod and nothing else, and given that English is not their first language, their answers would be short and to the point. In their eyes, the mod was never designed so they could talk about it &mdash; it was designed so they and others like them could see through Geralt&rsquo;s eyes instead of over his shoulder.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“First person isn’t ‘better,’ but that’s how I prefer to play computer games.”</p></blockquote></figure>
<p>And so it became apparent that to properly engage with this mod, I&rsquo;d need to install it myself. If you&rsquo;re already acquainted with <em>The Witcher 3&rsquo;s </em>modding scene, installation should be a breeze. The only mods necessary for running Gervant First Person are <a href="https://www.nexusmods.com/witcher3/mods/3652">Community Patch &#8211; Base</a> and <a href="https://www.nexusmods.com/witcher3/mods/2110">Community Patch &#8211; Shared Imports</a>, both of which are fairly standard for any mods designed for versions 1.31 or 1.32 (it&rsquo;s worth noting that these versions are essentially the same, given that the latter just adds support for Simplified Chinese). Manual installation can be a pain, but launching it via <a href="https://www.nexusmods.com/witcher3/mods/2678">The Witcher 3 Mod Manager</a> automatically merges all of the necessary scripts. Provided you&rsquo;re not messing around with dozens of other mods, you can get GFP up and running pretty painlessly.</p>

<p>Once you get started, you&rsquo;ll notice the mod supports both first- and third-person perspectives, allowing you to easily flit between the two after selecting a custom key binding for flipping the camera. The third-person option is exactly the same as it is in the vanilla version, but changing to a first-person view instigates radical change, converting the experience into something that feels like a bona fide <a href="https://www.theverge.com/2021/11/15/22783314/elder-scrolls-6-xbox-exclusive-pc-phil-spencer"><em>Elder Scrolls</em></a><em> </em>adventure. If you&rsquo;ve ever wondered what <em>The Witcher 3: Wild Skyrim </em>would look like, this is the mod for you.</p>

<p>The transition between perspectives isn&rsquo;t exactly seamless, and it&rsquo;s often obvious that the world was never designed to facilitate first-person play. For example, characters who should be off-screen occasionally teleport around cutscenes, while issues with lighting become significantly more prominent once the camera is fully unlocked. Similar problems arise in combat, which is initially unintuitive but eventually grows on you, especially if you&rsquo;re playing with a gamepad instead of a mouse and keyboard. While dodging can be tough, combining swords and signs feels great in the first person &mdash; there&rsquo;s a real weight to your witchering that makes it slightly more tangible.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23366987/Screenshot__1219_.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>While there are obviously many minor complications that arise from playing a blockbuster game in a way it was never intended to be played, the fact that a single person made this mod is remarkable and presents the strongest case yet for a first-person <em>Witcher </em>game. Sure, <a href="https://www.theverge.com/22157995/cyberpunk-2077-cd-projekt-red-review-xbox-ps4-ps5-pc-stadia"><em>Cyberpunk 2077</em></a><em> </em>is an FPS built using REDEngine, the same engine that powers <em>The Witcher 3</em>. But GFP allows you to explore Velen, Novigrad, and Skellige in first person to your heart&rsquo;s content. It&rsquo;s definitely janky, but what else could you expect from a solo developer who built this in his spare time, for free, just so he could beat up a bunch of nekkers? Not everything needs to be polished to be a worthwhile experiment.&nbsp;</p>

<p>Issues be damned, there are some aspects of GFP that actively improve on <em>The Witcher 3</em>. It&rsquo;s no exaggeration to suggest that this is one of the most gorgeous game worlds to have ever existed, so having the ability to disable various HUD widgets and explore its stunning sets in first person gives you the perfect opportunity to really drink in the splendor of it all &mdash; as a <em>Witcher </em>photography simulator, GFP is unmatched. It also highlights some of the mostly hidden functions that subtly texture the world of <em>The Witcher 3</em>: you can closely study supply lines, patrol routes, and wolves forming packs to close in on a carcass. It&rsquo;s clear that this world wasn&rsquo;t designed with first person in mind, but its ability to incorporate it nonetheless is a real testament to how magnificent it is.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>The world feels fundamentally different in first person</p></blockquote></figure>
<p>In the interest of providing clear context, it&rsquo;s worth noting that, at the time of writing, I have slain the griffin in White Orchard and cleared several side quests like &ldquo;A Frying Pan, Spick and Span&rdquo; and &ldquo;On Death&rsquo;s Bed.&rdquo; The introductory sequence in Kaer Morhen is bugged as a result of the tutorial prompts interfering with first-person actions, which means it&rsquo;s highly advised to complete it in third person. But as soon as you wake up next to Vesemir, you gain unrestricted access to a full-fledged version of <em>The Witcher 3 </em>as a first-person adventure game.&nbsp;</p>

<p>Perhaps one of the weightiest arguments for why seasoned witchers should give this mod a whirl is that it is extremely easy to get lost. The world feels fundamentally different in first person &mdash; it looks more dense, for one thing, but it also enjoys immense draw distance, creating a massive atmosphere where towns and towers can be seen from miles away. This scale can be further compounded by turning the HUD off, transforming places like Velen and Skellige into whole new areas that retain all the warmth and familiarity of the originals. It&rsquo;s obviously not as professionally designed as the actual game&rsquo;s third-person view &mdash; but that&rsquo;s not what&rsquo;s important here. GFP makes a compelling case for why implementing the kind of first-person / third-person hybridity you might expect to find in a Bethesda RPG into <em>The Witcher </em>could work; it&rsquo;s probably the first project of its kind to attempt that and emerge successful.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/23366993/Screenshot__1222_.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>There are multiple clear examples of this too, which indicate both CDPR&rsquo;s attention to detail and crthdr&rsquo;s vision when it comes to converting that to first person. For example, when you swim, you&rsquo;ll notice that Geralt pops his head up to inhale every two or three strokes. Witcher senses feel more palpable in first person, too, particularly when you&rsquo;re following tracks or scent trails. It simply does not matter whether this mod feels polished or janky. (For the record, it oscillates between the two). The important thing here is that it accentuates how refined this world is while simultaneously acting as an unofficial prototype for how a future, better one might look.&nbsp;</p>

<p>Despite all of this, crthdr is far too modest to admit how radical the project is. &ldquo;The mod is made for <em>Witcher 3</em> fans who like first-person games,&rdquo; they explain. &ldquo;Those guys like the mod. The rest don&rsquo;t care. Technically, of course CDPR could have done it better and faster. It just wasn&rsquo;t on their to-do list at all. Most people don&rsquo;t care about first-person, and doing hybrid first person / third person is probably considered too much work. I personally prefer first person.&rdquo;</p>

<p>While crthdr themselves might reckon their work is no big deal, anyone who engages with GFP will likely come away thinking the exact opposite. This is the kind of unofficial project that&rsquo;s sufficiently well-considered to prompt real introspection within actual official ones.&nbsp;</p>

<p class="has-end-mark"><em>The Witcher 3&rsquo;s </em>upcoming new-gen patch provides a more-than-worthy reason for avid monster slayers to return to The Continent &mdash; but if you want a completely different experience in this world, you should make a point to check out GFP, too.</p>
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					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[Death Stranding and Zelda offer the clarity of hiking without the exhaustion]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2020/4/7/21211222/death-stranding-zelda-short-hike-hiking-indoors-self-isolation" />
			<id>https://www.theverge.com/2020/4/7/21211222/death-stranding-zelda-short-hike-hiking-indoors-self-isolation</id>
			<updated>2020-04-07T10:08:39-04:00</updated>
			<published>2020-04-07T10:08:39-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[I didn&#8217;t lose my breath until I started to make my way back down. Everything at the top was peaceful, if not a little anticlimactic. It was off-season, so there were no tents set up. The only thing elevated above the barren plain was a hulking, misshapen rock, bearing a weather-beaten banner with worn writing [&#8230;]]]></summary>
			
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<p>I didn&rsquo;t lose my breath until I started to make my way back down. Everything at the top was peaceful, if not a little anticlimactic.<em> </em>It was off-season, so there were no tents set up. The only thing elevated above the barren plain was a hulking, misshapen rock, bearing a weather-beaten banner with worn writing scrawled across it: &ldquo;Everest Base Camp.&rdquo;</p>

<p>Over a year had transpired since, and yet, this moment was all I could think about as I clung desperately to an uncooperative cliff face, suspended high above the ground with mere footholds to support me. This alone was capable of capturing the beauty of the phenomenon, the sheer brilliance of being isolated and desperate. Recognizing that my hands would give out long before I summited, I decided to make my way westward to an overhang protruding from the rock. After a moment&rsquo;s respite, I resumed my ascent, and as the peak opened up, I saw it before me: the Owa Daim Shrine.</p>

<p>It&rsquo;s always like this. The end of the odyssey is quiet and sublime. As I bore witness to the curious sanctum, something clicked. I couldn&rsquo;t feel the bite of cold air. My hair sat neatly, undisturbed by the wind. I could see the shrine, and I could hear life&rsquo;s natural score, but I couldn&rsquo;t smell the grass jutting out from the crevices cracking the crag. It didn&rsquo;t matter. Although it was just for a moment, the peak of <em>Breath of the Wild&rsquo;s</em> sierra reminded me of how I felt when I physically pulled myself up a Himalayan mountain.&nbsp;</p>

<p>I remember gazing upon faraway forests from atop the Great Wall of China, observing the world below in silence. Like a portal to a painted world, the trees stood distant but almost tangible, surreal and yet there, corporeal and breathing. It reminded me of a poem by Sylvia Plath: &ldquo;I shut my eyes and all the world drops dead / I lift my lids and all is born again.&rdquo;</p>

<p>At this moment, while we are besieged in our homes by a pandemic, our surroundings are sufficiently mundane as to make Plath&rsquo;s surreal blink seem impossible and far away. And yet, at this moment, I am struck by a vague, unplaceable sense of familiarity. The conscious act of remaining upright and steady is visceral and consuming. It is best to focus on the inclines, which are not steep, and the obstacles, which are not cruel.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19877001/DEATH_STRANDING_20200406171712.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Death Stranding" title="Death Stranding" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>Conquerable as the peak is, I tumble sideways and plummet to a lower jutting, barrel-rolling my way to injury and discontent. I lose some cargo and damage more.&nbsp;I pick myself up and hammer the triggers again. I am determined to scale this mountain. It&rsquo;s off the beaten track, and nobody lives at the summit. But I&rsquo;ve heard about the cryptobiotic ring at the peak, the living, breathing flora surviving despite uninhabitable harshness. I know I will fall again, but eventually, I clamber over the crowning ridge and land on a lone, level meridian. A track from Silent Poets&rsquo; album <em>Dawn</em> plays to mark the occasion. &ldquo;I find my own completeness,&rdquo; sings Leila Adu. &ldquo;The darkness and the weakness / The light, the fight, the quietness.&rdquo;&nbsp;</p>

<p>The monotonous, methodical climbs in <em>Death Stranding</em> resemble their real-life counterparts in absolute mimesis, at least atmospherically. Your lungs will not beg you to stop. Your calves will not cramp, cry, or deaden. Your expensive hiking boots will have no impact on your ability to put one foot in front of the other. But you will be alone, insignificant, and constantly on the verge of complete and utter powerlessness.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>You are humbled by the sublime scale of the natural world</p></blockquote></figure>
<p>This is what makes you capable: the small, inconsequential agency you own makes you both an infinitesimal and a colossus. You are humbled by the sublime scale of the natural world and blessed with the opportunity to explore it in its entirety. You are required to climb with full concentration, to be attentive to the triggers at all times, and to sever that connection is to fail. The lonely meditation on momentum is perhaps even more intense than its real-life counterpart because the real world becomes invisible around the screen. This virtual hike is genuine as they come.&nbsp;&nbsp;</p>

<p>The physical exertion of trekking is what ultimately separates the real from the digital. When I was halfway through my first marathon, I thought my lungs were about to combust. When I make the character I&rsquo;m controlling sprint in a video game, the rhythm of my breathing is smooth and regular. The difference is immediately delineated.&nbsp;</p>

<p>I have never stood at the apex of a climb or sat in the aftermath of a race and thought, &ldquo;I can&rsquo;t breathe.&rdquo; All else fails to intervene when you are experientially invested in emerging victorious from self-imposed hardship. Whether the cramp is in your index finger or your hamstring, the part of the journey that remains the same in both real and virtual odysseys is its tranquil and calming capstone. At that moment, you feel deific and undefeatable.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19877003/DEATH_STRANDING_20200406171327.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Death Stranding" title="Death Stranding" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>Reaching Everest Base Camp took me six days. Reaching Hawk Peak took me 45 minutes. The latter, existing exclusively in <em>A Short Hike</em>, constituted a substantially less challenging enterprise, but it resulted in a similarly evocative emotional experience. There&rsquo;s a fundamental difference between buying cheap gear in Kathmandu before hiking through Himalayan mud and embodying a bird named Claire who is desperately trying to get a phone signal on her Aunt May&rsquo;s island. But spectacle doesn&rsquo;t discriminate. As the credits rolled on <em>A Short Hike</em>, I felt warm and accomplished. My mind was focused and clear. I had beaten the mountain and earned the view from its summit.&nbsp;</p>

<p>At times, the world feels far away. This is particularly true in the present moment, during which our worlds must shrink before they are allowed to grow again. The four walls of my house have become the precipices that fall off the edge of the world. I will not move past them, despite knowing that they are nothing compared to the boundless, untamed forests outside.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>The lack of natural quietness can be disarming</p></blockquote></figure>
<p>This renders the ability to see the world at its most raw impossible, and the lack of natural quietness can be disarming. If you can&rsquo;t hike, or run, or swim, or bike, however, there is still a way to attain the meditative somnambulance you seek. You have a historically unprecedented ability to experience nature without having to venture dangerously outside. The cliffs of <em>Breath of the Wild</em> are anticipating your challenge. The mountains of <em>Death Stranding</em> are there to be defeated. And the summit of <em>A Short Hike </em>is awaiting your visit.&nbsp;</p>

<p>Virtual hikes can be as vividly reflective as real ones. The end of the odyssey is, and always will be, quiet and sublime. This reflection explains why we rarely remember the journey so much as we do the conclusive triumph. Earned, unparalleled solitude and clarity are the goals of self-imposed hardship. This is why the art of meditation is so jarring to some: it does not gratify quickly or indifferently. It presents you with the opportunity to embark on a long and arduous journey, one that can feel pointless at times. Only at the end will it make sense.</p>

<p class="has-end-mark">This is why I treasure my virtual milestones alongside their more physically demanding counterparts. They will not improve my fitness, and they are not accolades that a stranger would be impressed by. But they remind me of my ability to overcome meaninglessness in pursuit of meaning. That is why I climbed 5,365 meters above sea level to look at a hulking, misshapen rock. And that is why I still wander the snow-capped mountains of <em>Death Stranding.</em></p>
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					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[This Minecraft library is making censored journalism accessible all over the world]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2020/3/18/21184041/minecraft-library-censored-journalism-reporters-without-borders" />
			<id>https://www.theverge.com/2020/3/18/21184041/minecraft-library-censored-journalism-reporters-without-borders</id>
			<updated>2020-03-18T09:30:00-04:00</updated>
			<published>2020-03-18T09:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Minecraft has established itself as a cultural phenomenon for many reasons: it&#8217;s creative, collaborative, and sufficiently facile as to be considered accessible to almost anybody. In isolation, these benefits seem relatively intriguing. In tandem, however, they form the perfect vehicle for Reporters Without Borders&#8217; Uncensored Library, a virtual hub housing a collection of otherwise inaccessible [&#8230;]]]></summary>
			
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<p><em>Minecraft</em> has established itself as a cultural phenomenon for many reasons: it&rsquo;s creative, collaborative, and sufficiently facile as to be considered accessible to almost anybody. In isolation, these benefits seem relatively intriguing. In tandem, however, they form the perfect vehicle for <a href="https://uncensoredlibrary.com/en">Reporters Without Borders&rsquo; Uncensored Library</a>, a virtual hub housing a collection of otherwise inaccessible journalism from all over the world, with specific sections devoted to Russia, Egypt, Mexico, Saudi Arabia, and Vietnam.</p>

<p>Originally conceived as a collaborative concept between German marketing agency <a href="https://www.ddb.com/">DDB </a>and the German branch of <a href="https://rsf.org/en">Reporters Without Borders</a>, The Uncensored Library was delineated and constructed by UK design company <a href="https://www.blockworks.uk/">Blockworks</a>. James Delaney, managing director at Blockworks, tells me he studied architecture at university and has been playing <em>Minecraft</em> for roughly eight years. His passions naturally intertwined, to the extent that he conflated the pair during his degree, highlighting <em>Minecraft</em> as an alternative platform for participatory and collaborative 3D design. In fact, this is the exact service Blockworks offers: the creation of virtual models of architectural structures designed and subsumed in <em>Minecraft</em>.</p>

<p>When Reporters Without Borders, a nonprofit organization headquartered in Paris, approached Blockworks, they were interested in using <em>Minecraft</em> as a means of reaching a totally new audience. &ldquo;They looked for that rarest of things,&rdquo; Delaney explains. &ldquo;A professional company that specializes in <em>Minecraft</em> engagement.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19814118/02_Uncensored_Library_Fist__1_.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>DDB senior creative Tobi Natterer explains that this isn&rsquo;t the first Reporters Without Borders project to grapple with press censorship in recent years. &ldquo;We did <a href="https://www.uncensoredplaylist.com/en/">The Uncensored Playlist</a> two years ago, to make censored information available through music because Spotify is available in each country in the world,&rdquo; Natterer explains. Ever since, the DDB and Reporters Without Borders teams have been working on transforming the concept of &ldquo;Uncensored&rdquo; into an ongoing series of creative ideas intended to combat censorship all over the world.</p>

<p>The idea to use <em>Minecraft</em> as part of this movement has an unlikely origin. While watching television at home, Natterer noticed that the people on-screen were using a video game in an ostensibly unconventional way. They weren&rsquo;t actually playing, but were using the in-game chat to speak to each other. &ldquo;Computer games are partly about the game experience, but also about meeting in a virtual space,&rdquo; Natterer says. &ldquo;I did some research and found out that countries with press censorship often [have] huge gaming communities.&rdquo; After another round of probing, Natterer discovered that <em>Minecraft</em>, as well as being almost unparalleled in popularity and accessibility, offers players the ability to write books in-game.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“The content you find in these rooms is illegal.”</p></blockquote></figure>
<p>Combined with the input from DDB&rsquo;s research and outreach, Reporters Without Borders and Blockworks were able to analyze where <em>Minecraft</em> communities were particularly sizable, and subsequently match these results to countries suffering from a substantial degree of censorship.<em> </em>&ldquo;For example, in Egypt there&rsquo;s no free information,&rdquo; Reporters Without Borders media and public relations officer Kristin B&auml;sse tells me. Mexico is the country where journalists are most at risk, she adds, with governmental and cartel interference often culminating in the death of those voices deemed dissident. &ldquo;It&rsquo;s a different form of censorship,&rdquo; B&auml;sse explains. &ldquo;People don&rsquo;t want to publish because they&rsquo;re scared they will be killed.&rdquo;&nbsp;</p>

<p>&ldquo;In the Mexico room we built memorials to 12 Mexican journalists who have been murdered,&rdquo; Delaney tells me. While giving me a virtual tour of the library on Discord, Delaney brings me to a pedestal holding journalism from <a href="https://en.wikipedia.org/wiki/Javier_Valdez_C%C3%A1rdenas">Javier Valdez C&aacute;rdenas</a>. The text in question was not censored by the Mexican government, but was subjected to self-censorship out of fear. &ldquo;Because of the explicit danger to journalists in Mexico, there are a lot of issues they won&rsquo;t talk about because it&rsquo;s too dangerous.&rdquo;</p>

<p>Delaney tells me that the forms of censorship in Egypt are more blatant. &ldquo;The articles you see in this room are actually banned,&rdquo; he explains. &ldquo;If you live in Egypt you&rsquo;re unable to access them unless you come to our <em>Minecraft</em> server.&rdquo; Delaney notes that this is the case for the Russian, Vietnamese, and Saudi Arabian sections, too. &ldquo;The content you find in these rooms is illegal, but we can see from the server logins that we&rsquo;ve already had people from all five of these countries join and read up on this information,&rdquo; he says. &ldquo;It&rsquo;s good to see it&rsquo;s working.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19814121/05_Uncensored_Library_Room_Vietnam.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>The Uncensored Library also hosts reports from the late Saudi Arabian journalist <a href="https://en.wikipedia.org/wiki/Jamal_Khashoggi">Jamal Khashoggi</a>. &ldquo;We wanted to include [Khashoggi&rsquo;s] texts for <em>The Washington Post</em>,&rdquo; B&auml;sse says. &ldquo;We chose texts about Saudi Arabia that would never be published there at the moment.&rdquo; Delaney adds that Khashoggi&rsquo;s readings are also available to listen to in Arabic, and the articles in each section are available in both English and the language in which they were originally penned.&nbsp;</p>

<p>The criteria for inclusion is handled by Reporters Without Borders, which ensures the library&rsquo;s content is accurate, truthful, and sensitive, according to Delaney. &ldquo;We didn&rsquo;t want this to be tokenistic or surface-level,&rdquo; he explains. &ldquo;This needed to be something that was meaningful beyond flashy <em>Minecraft</em>.&rdquo;</p>

<p>The library itself boasts a remarkably impressive scale. Due to its size, teleports have been put in place so visitors can avoid tedium while exploring. The first thing you see as you approach it is a titanic statue of a fist holding a pen &mdash; the official Reporters Without Borders symbol for press freedom. &ldquo;The style is Classical and formal, the kind of architecture you&rsquo;d see in the British Museum and New York Public Library,&rdquo; Delaney tells me. &ldquo;That was deliberate, because this architectural style is usually used by governments to reinforce their own positions of authority. We wanted to take that and turn it on its head. Yes, we&rsquo;re using this formalistic, authoritarian style, but instead it&rsquo;s filled with free information.&rdquo; At present, the library is home to over 200 censored books.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“The kind of architecture you’d see in the British Museum and New York Public Library.”</p></blockquote></figure>
<p>This thoughtfulness extends to its internal structure as well. A world map based on the Reporters Without Borders <a href="https://rsf.org/en/ranking">Press Freedom Index</a> is built into the floor, and ranks 180 countries in terms of their current censorship status (you can read a detailed breakdown of the Index&rsquo;s methodology <a href="https://rsf.org/en/detailed-methodology">here</a>). Meanwhile, a dome built into the library&rsquo;s ceiling houses the flags of these same countries. &ldquo;Behind them, we&rsquo;ve got information about the press freedom situation in that country,&rdquo; Delaney says. &ldquo;The first thing people do when they come onto the server is look at the map and go straight to their country. It&rsquo;s a good way to introduce people. A lot of this is about starting a conversation. It&rsquo;s aimed at young people who wouldn&rsquo;t normally engage with this, but giving them the opportunity to read up on press freedom in their own country gives them an in.&ldquo;</p>

<p>As far as digital repositories for sensitive information go, The Uncensored Library in <em>Minecraft</em> is the first of its ilk.<em> </em>&ldquo;Definitely via a video game,&rdquo; B&auml;sse says. &ldquo;And also via streaming services &mdash; this is an original idea that never came up before.&rdquo; Delaney notes that Blockworks has been working on other progressive fronts, mentioning public benefit projects including a targeted look at climate change, a virtual realization of a green tech city, and a collaboration with universities and energy consumption companies intended to educate kids on the basics of renewable energy. &ldquo;There&rsquo;s a version of <em>Minecraft</em> called Education Edition which is designed for school use, so we designed a few lessons for that,&rdquo; he tells me. &ldquo;Kids in school can play this map and learn about renewable energy, how it works and why it&rsquo;s important.&rdquo;</p>

<p>Delaney is quick to clarify the degree of care that goes into these renderings. &ldquo;We&rsquo;re not gamifying climate change or press freedom, we&rsquo;re bringing those into the game,&rdquo; he says. &ldquo;We&rsquo;re climate change-ifying <em>Minecraft</em> rather than gamifying climate change. I think that has a very real consequence and difference in how it&rsquo;s used and how kids perceive it. There&rsquo;s so much gamification now that kids are skeptical and pretty good at sniffing it out. It&rsquo;s quite obvious when the teacher tries to make something fun and doesn&rsquo;t quite pull it off, but <em>Minecraft</em> genuinely is fun and, at the same time, can be a really good vehicle for learning and engagement.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19814126/01_Uncensored_Library_island2.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>There has been some resistance to the library so far, though it has largely been fruitless. Natterer mentions that certain server hosts have expressed reluctance toward supporting the project because they don&rsquo;t want to ruin business relationships with clients based in China. However, Delaney notes that any attempt to dismantle the server thus far clearly isn&rsquo;t working. &ldquo;It&rsquo;s quite hard to do unless they ban <em>Minecraft</em> completely,&rdquo; he says. &ldquo;We&rsquo;re running one version of this server, but because we&rsquo;ve made the world downloadable, technically anyone can take it and reupload it.&rdquo;</p>

<p>Delaney mentions that the team specifically chose <em>Minecraft</em> due to how difficult it is to legislate and enforce a server shutdown. The logic here is sound, as the sheer ubiquity of <em>Minecraft</em> in contemporary society helps to solidify its status as an entity that can&rsquo;t be challenged lightly.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“We want to reach young people.”</p></blockquote></figure>
<p>In terms of impact, Natterer tells me that as of March 16th, the website has reached every country in the world save 10. Meanwhile, the official server has reached 175 countries, including each of the project&rsquo;s target regions. &ldquo;We have huge audiences in Russia and Mexico,&rdquo; Natterer says. The library has been so well-received, in fact, that the team suffered a small crash three days after launch after an unexpected deluge of visitors descended on the server. &ldquo;They were actually queuing to get in,&rdquo; Natterer tells me. &ldquo;We did a server upgrade to handle the visitors, and also doubled the amount of censored books to provide more information.&rdquo;</p>

<p>Of everyone who has visited The Uncensored Library so far, around 40 percent have returned at least once, suggesting that logins aren&rsquo;t ephemeral one-time ventures. &ldquo;It seems like a concept that actually works,&rdquo; Natterer explains. &ldquo;Long-term, we want to keep the server running. The library is spreading all over the world [and] people are rehosting it on their own servers.&rdquo;&nbsp;</p>

<p>According to the statistics Delaney provided me with on March 17th, The Uncensored Library map has already pulled an excess of 23,000 downloads globally, while the official server has been occasioned by 17,000 unique visitors across 30,000 sessions, implying that the 40 percent revisit rate has increased to approximately 57 percent over the course of 24 hours. Natterer and B&auml;sse explain that they recently spoke about increasing the scale of the library yet again. &ldquo;We are contacting new journalists, we want to add new countries, and we definitely want to add more content,&rdquo; Natterer says. &ldquo;I mean, adding books is easy, it takes a minute or two to upload a book.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19814154/FZchCmm.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>&ldquo;We want to reach young people,&rdquo; B&auml;sse adds. &ldquo;It&rsquo;s really important that this is actually reaching the target group that we intended, that young people are getting in touch with the topic of press freedom and that we reach a different group than we usually do. That&rsquo;s really important for Reporters Without Borders.&rdquo; However, although <em>Minecraft</em> is populated by millions of young players who are experiencing the phenomenon of press freedom for the first time, other conversations are sparking, too.</p>

<p>&ldquo;We experience a lot of interesting stories where people, for example, from America enter the library and they type in the chat, &lsquo;well I&rsquo;m from America, it&rsquo;s the most free country in the world and we&rsquo;re number one,&rsquo; and then they read the Press Freedom Index and are surprised that America is number 48,&rdquo; Natterer says. &ldquo;And then a discussion starts &mdash; &lsquo;why is America not number one?&rsquo; Because they think they&rsquo;re the most free country in the world.&rdquo;</p>

<p>Natterer mentions other intriguing cases, too. He tells me about German YouTubers who have been filming their time in the library, and have since urged their followers to consider the presence of right-wing parties and press freedom the next time they vote. &ldquo;Even outside the target countries, young people are realizing things and getting in touch with the topics of press freedom and freedom of speech, maybe for the first time,&rdquo; he adds. &ldquo;A guy from Canada said &lsquo;I don&rsquo;t understand why this is important for me, what should I do with this information?,&rsquo; and someone from Hong Kong explained what it feels like when freedom of speech is taken away from you. There&rsquo;s some interesting learning [going on].&rdquo;</p>

<p>Although Delaney concedes that <em>Minecraft</em> is a game played predominantly by young kids, he asserts that this doesn&rsquo;t compromise its ability to be used as a riposte against censorship. &ldquo;It&rsquo;s an unlikely vehicle for this topic, but it&rsquo;s working surprisingly well,&rdquo; he explains.</p>

<p class="has-end-mark">Perhaps that&rsquo;s <em>why</em> it&rsquo;s working surprisingly well &mdash; it makes sense that the long-overdue foil to the propaganda machine was made possible by an innocuous children&rsquo;s game.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[A new wave of indies are using games to explore climate change]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2020/2/13/21135321/video-games-climate-change-beyond-blue-bee-simulator-temtem-endling" />
			<id>https://www.theverge.com/2020/2/13/21135321/video-games-climate-change-beyond-blue-bee-simulator-temtem-endling</id>
			<updated>2020-02-13T16:21:19-05:00</updated>
			<published>2020-02-13T16:21:19-05:00</published>
			<category scheme="https://www.theverge.com" term="Climate" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Environment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Science" />
							<summary type="html"><![CDATA[As the world grapples with the enduring impact of climate change, indie creators are finding ways to use games as a form of interactive education. Nature isn&#8217;t exactly new territory for games. From the loathsome lusus naturae of behemoth horror series to the sprawling cosmopolis of complex management simulators, video games often feature wrenched contortions [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="Beyond Blue." data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19715731/ss_bb89d49143a8a67456cdcabb4fd3480b5e88476e.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	Beyond Blue.	</figcaption>
</figure>
<p>As the world grapples with <a href="https://www.theverge.com/2019/12/10/21003596/climate-change-end-of-decade-2019-temperature-storms-wildfires-effects-emissions">the enduring impact of climate change</a>, indie creators are finding ways to use games as a form of interactive education.</p>

<p>Nature isn&rsquo;t exactly new territory for games. From the loathsome lusus naturae of behemoth horror series to the sprawling cosmopolis of complex management simulators, video games often feature wrenched contortions of the natural world as core tenets in environmental design. In some cases this is largely innocuous and more a product of pure creativity than a riposte against real-world issues.</p>

<p>But more recently,&nbsp;smaller creators have been designing worlds as mirrors to our own. Their purpose is to reflect injustice and encourage change as we seek to undo the damage done by the contemporary climate crisis. This could mean anything from a game exploring the oceans made in concert with the BBC, to an interactive look at the importance of bees.</p>
<h3 class="wp-block-heading" id="q02oYS"><em>Beyond Blue</em></h3>
<p>One such case originated in 2016 after developers at E-Line Media were approached by the BBC to commence work on <em>Beyond Blue</em>. Kevin Jorge, senior producer for games and interactive at BBC Studios, explains that <em>Never Alone</em> &mdash; a game centered on native Alaskans &mdash;<em> </em>had brought the studio to their attention. &ldquo;We realized their goal of developing games that are a force for good and help[ing] players understand the world aligned with our principles and we began chatting,&rdquo; Jorge explains. At the time, <em>Blue Planet II</em>, <a href="https://www.theverge.com/2018/1/19/16907172/bbc-america-blue-planet-2-orla-doherty">a BBC documentary series on the wonders of marine life</a>, was still in development and served as the basis for many conversations to come.&nbsp;</p>

<p>What struck the BBC about <em>Never Alone</em> were its &ldquo;Cultural Insights,&rdquo; which appear as short, unlockable documentary videos centered on thoughts from members of the real-life Alaska Native community. In the words of Michael Angst, E-Line Media co-founder and CEO, contributors spend these vignettes &ldquo;discussing the cultural background behind creative decisions and providing an opportunity for players to get to know the perspective of the elders, storytellers, and artists that helped create the game.&rdquo;</p>

<p>On top of this, the BBC&rsquo;s <em>Blue Planet II</em> was a huge hit that helped bring important conversations to a larger audience. &ldquo;Everyone is becoming more conscious of the world around us, so it would be great to provide our content and expertise to game developers who are interested in bringing these stories to life in new and exciting ways,&rdquo; Jorge tells me.</p>

<p>He explains that BBC Earth alone creates over 60 hours of natural history content a year, with their continued and constant aim being &ldquo;to raise big issues and provoke discussions about our planet.&rdquo; Angst shares these sentiments, explaining why it&rsquo;s important to make games that are innately tied to reality and contemporary issues. &ldquo;We believe the real world is as mysterious, complex, and beautiful as the most richly imagined worlds of fantasy and science fiction,&rdquo; he says.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19717078/ss_c975b17b3a3af6a25fdecedb436a4497d3580acd.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Beyond Blue" data-portal-copyright="" />
<p>Games set in the ocean are a testament to this, and, as Angst notes, certain indie experiences like <em>Abz&ucirc; </em>and <em>Subnautica</em> have already proven &ldquo;how engaging the setting of an underwater world can be.&rdquo; In his eyes, the structure of <em>Beyond Blue </em>is close to the serene <em>Abz&ucirc;</em>. &ldquo;We really wanted to balance the goal of progressing through a narrative with an invitation to relax into the environments and explore,&rdquo; he explains.</p>

<p>As a result, the team at E-Line Media has taken pains to depict a waterscape and soundscape that prioritize the beauty and mystery of the ocean. Depictions like <em>Blue Planet</em> and <em>Beyond Blue</em> show people the ethereal majesty of the underwater world, and also emphasize just how ephemeral this magical world is. One could certainly design an experience centered on darkness and dead zones as a fear-instilling deterrent. But <em>Beyond Blue </em>is more acquainted with optimism, hope, passion, and appreciation.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>”We thought it would be interesting to set the game in the near future.”</p></blockquote></figure>
<p>&rdquo;We thought it would be interesting to set the game in the near future, not so much to project [it], but to invite players to be part of imagining what our ocean&rsquo;s future <em>might</em> realistically be,&rdquo; Angst tells me. He explains that the scientists who consulted on the project helped to imagine a future that we can aspire to, while simultaneously depicting the harsh realities our ocean is experiencing as a result of the contemporary climate crisis. &ldquo;The impacts resulting from a warming ocean, the flow of waste / plastic, and growing noise pollution have reached a crisis level in some regions,&rdquo; he adds. &ldquo;The threat of population collapse in species, especially large, social animals like whales and dolphins, is always looming.&rdquo;</p>

<p>Here&rsquo;s how Angst describes the world and premise of <em>Beyond Blue</em>:</p>
<blockquote class="wp-block-quote has-text-align-none is-layout-flow wp-block-quote-is-layout-flow">
<p>When our game begins, some areas of the ocean are under significant pressure and disruption, while others are showing revitalization following increased global action to mitigate human impact. The world in our fiction is one more attuned to the tie between the health of the ocean and the health of our planet and a growing sense of awe and wonder of the ocean has led to an enthusiasm for exploration of this largely uncharted world, the hope of discovery of new life forms here on earth, and the promise of potential insights into medicine, human health, and well-being.</p>

<p>This cohesive experience is altogether designed to engage players, to challenge them to consider the significance of scientists in a rapidly changing, globally connected world, question what underlies the human drive to explore and discover, and find hope and feel agency amidst a natural environment under real pressure.</p>
</blockquote>
<p>Angst remarks that Sylvia Earle, one of the scientific advisors on the project, once said, &ldquo;there&rsquo;s a lot of water we now know elsewhere in the solar system and elsewhere in space, but to have a liquid ocean with frozen polar areas &mdash; it&rsquo;s taken four and a half billion years to shape the world in a way that is favorable to humankind. It&rsquo;s taken us about four and a half decades to significantly unravel those systems.&rdquo;</p>

<p>Naturally, E-Line Media also partnered with a variety of other academics to ensure their depiction was accurate and respectful. David Gruber is a marine biologist and ocean explorer. Gruber has been a biologist for the state of Florida, an underwater tour guide at the John Pennekamp Coral Reef State Park, a professional divemaster, and a test pilot for new underwater devices. Clearly, Gruber loves the marine world, but what drew him to its equivalent within game spaces? &ldquo;I recognize the power and allure of gaming,&rdquo; he explains. &ldquo;I am also a very visual and tactile learner. I feel gaming is a creative vehicle to bring across all the fun aspects of being an ocean scientist.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“Gaming is a creative vehicle to bring across all the fun aspects of being an ocean scientist.”</p></blockquote></figure>
<p>Gruber first met the team at <em>Beyond Blue</em> in 2016, right near its initial conception.<strong> </strong>&ldquo;Along with Dr. Mandy Joye, we would have monthly discussions framed around different aspects of ocean related stuff,&rdquo; he tells me. &ldquo;We covered both the science and the social aspects of exploration and science. We even got into how to prepare for a ten-hour dive in a submarine with no bathroom.&rdquo; Some specific elements Gruber consulted on for <em>Beyond</em> <em>Blue </em>include fluorescent sharks, whale communication, bioluminescence and biofluorescence, underwater robotics, and liquid breathing.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19717082/ss_eeb68cdb75da165668206edc19e783e080473d9d.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Endling" data-portal-copyright="" />
<p>Gruber&rsquo;s passion and expertise had a direct influence on the game&rsquo;s systems. &ldquo;Our near future world is one where technology has enabled ocean explorers and researchers to more intimately explore the ocean at depths currently difficult to reach,&rdquo; Angst tells me. &ldquo;Our scientists in the game are powered with less-invasive sensing and sampling equipment that can feed data to machine learning models and simulations developed by scientists around the world working on diverse questions. Our lead character (Mirai) utilizes an advanced diving suit that can help her bring human dexterity and intuition to complement the power of the technology and enable players to explore with a human lens.&rdquo; The idea is to educate players on how to interact with the ocean in a way that enriches it, as opposed to continuing to destroy it and the countless organic lifeforms to which it is home.&nbsp;</p>

<p>Education goes further in this case, too. Like in <em>Never Alone</em>, players will have access to unlockable &ldquo;Ocean Insight&rdquo; videos that feature commentary from the researchers consulting on the game, as well as never-before-seen footage from the <em>Blue Planet II</em> production.</p>
<h3 class="wp-block-heading" id="lwL7We"><em>Endling</em></h3>
<p>Although <em>Beyond Blue </em>is a carefully considered force in the contemporary climate crisis, environmental destruction isn&rsquo;t solely confined to the ocean. Javier Ramello, co-founder, CEO, and programmer at Herobeat Studios, tells me of how <em>Endling</em>, a game initially designed as a side project to work on in his free time, evolved into a radical critique of habitat destruction.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“We will avoid making the eco-conscious statement too obvious.”</p></blockquote></figure>
<p><em>Endling </em>was originally a point-and-click game, and was closer to a fox simulator than anything else. But when Herobeat started to actually pitch <em>Endling, </em>the game received a remarkably strong reception, despite only having a small amount of concept art at the time. After getting accepted by GameBCN, quitting their jobs, and receiving an Epic MegaGrant, Herobeat was eventually noticed by its current publisher, HandyGames, with <em>Endling </em>consistently becoming a more scathing and essential critique all the while.</p>

<p>&ldquo;Foxes are animals with incredible capacities for adaptation and survival and are masters in stealth and cunning,&rdquo; Ramello tells me. Although foxes are common in contemporary wildlife, <em>Endling </em>imagines a different future. &ldquo;This fox is the last [fox], thus emphasizing the concept that human beings have reached the zenith of destroying ecosystems.&rdquo;</p>

<p>In <em>Endling</em>, you control the mother fox, but you are not alone. Your cubs are also a significant part of the game. &ldquo;You need to protect them and guide them, but cubs will evolve, grow, and learn much like a party member of an RPG,&rdquo; Ramello explains. &ldquo;Our intention is to strengthen the bond the player will forge with the protagonist and her offspring. What better way to do it than witness the birth of the puppies, see them grow up, and develop unique skills and personalities?&rdquo;</p>

<p>Ramello says that the team at Herobeat wanted to explore the idea of video games as more than mere entertainment products; an &ldquo;awareness tool,&rdquo; as he describes it. &ldquo;We aimed to reach both young people who do not consume traditional media and a more mature population concerned about the current environmental crisis and social impact issues,&rdquo; Ramello explains. &ldquo;From the beginning we knew that we wanted to sensitize players by representing a dystopian universe close to the world we are living in, where we could express our concerns about many different topics. What better way to explore it than through the eyes of an innocent animal?&rdquo;</p>

<p>Each scenario in <em>Endling </em>addresses a major issue in the modern world, including problems that arise from &ldquo;intensive livestock, pollution of the seas and rivers, the accumulation of electronic waste, overpopulation, [and] climate change.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>A tale of an innocent animal’s perseverance in the wake of a dystopian disaster</p></blockquote></figure>
<p>At the same time, its depiction and critique, although scathing and necessary, are carefully considered. &ldquo;<em>Endling</em> is a very emotional game, and for the sake of immersion we will avoid making the eco-conscious statement too obvious,&rdquo; Ramello tells me. &ldquo;The mother fox&rsquo;s only motivation is making sure her litter survives. She can&rsquo;t read nor understand humans, so there won&rsquo;t be voice over or texts talking about how fucked <em>Endling</em>&rsquo;s world is. Our goal is to present this landscape in a way that reflects how we think the Earth can end up being in the near future if we don&rsquo;t act now, and <em>Endling</em>&rsquo;s players will [draw] their own conclusions.&rdquo;</p>

<p>It doesn&rsquo;t shy away from what is at the heart of its story, though. <em>Endling</em> raises awareness by balancing an emotional experience with the harshness and violence that are inherent to life. It is a tale of an innocent animal&rsquo;s perseverance in the wake of a dystopian disaster wrought from human greed.&nbsp;</p>

<p>And, as with all stories, especially lasting ones, form is important. In Ramello&rsquo;s eyes, <em>Endling </em>earns its pathos at least partially due to the interactive affordances held uniquely by video games. &ldquo;[This] interaction is a much more powerful medium to empathize with the situation we present,&rdquo; he explains. &ldquo;A life and death situation where the mother fox is defenseless in a dangerous world: a selfish society is destroying the environment, food is in short supply, humans are desperate and dangerous, your cubs depend on you and your only tool for survival is animal instinct.&rdquo;</p>

<p>This is, unfortunately, reality. According to <a href="https://www.worldwildlife.org/pages/living-planet-report-2018">a 2018 report from the World Wildlife Fund</a>, populations of vertebrates have declined by an average of 60 percent since 1970. &ldquo;It is a problem that cannot be ignored, since the result of the decisions we make today will mark the future,&rdquo; Ramello says, before explaining that Herobeat&rsquo;s ultimate goal is to &ldquo;make players feel more responsible for our actions.&rdquo; In his eyes, developers of entertainment products released digitally on a global scale are presented with a unique opportunity to educate and influence younger generations.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19717083/ss_6a9217dbdd588ad47f719d72c37e924e3e2aa6b6.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Temtem" data-portal-copyright="" /><h3 class="wp-block-heading" id="vXYVen"><em>Temtem</em></h3>
<p>This feeds into other games, too. For example, the recently released <em>Temtem</em>, which has drawn a range of comparisons to behemoth franchises such as <em>Pok&eacute;mon</em> and <em>Persona</em>, has been received favorably on a global scale. It hit over 30,000 peak concurrent players the first week it launched on Steam. Its colorful palate and warm humor make it a game that is accessible to people of all ages, which, by extension, increases its potential reach and subsequent influence.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It is a problem that cannot be ignored.”</p></blockquote></figure>
<p>Narrative designer Victor Ojuel tells me that the world of <em>Temtem</em> is sort of pre-climate change &mdash; at least man-made climate change. &ldquo;The societies of the Airborne Archipelago are a kinder, more social version of our world,&rdquo; he explains. &ldquo;Because they have emerged in relatively small landmasses, they are very aware of how limited their resources are, so they have more conservationist traditions.&rdquo;</p>

<p>According to Ojuel, this influences the game world&rsquo;s emphasis on coexistence and eco-friendliness. However, the world of <em>Temtem</em> is simultaneously on the verge of becoming radically smaller. The recent invention of technology such as airships, which facilitate readily available travel between detached islands, and TemCards, which are <em>Temtem</em>&rsquo;s equivalent of pok&eacute;balls, make Archipelagian society more universal and easily traversable. As a result, the Airborne Archipelago is a world on the eve of globalization, which nefarious forces such as Clan Belsoto &mdash; the game&rsquo;s antagonistic party &mdash; seek to exploit, on one occasion even instigating a devastating natural disaster by scientifically rekindling an ancient and sacred volcano.</p>

<p>There are also forces in <em>Temtem</em> more resemblant of contemporary ripostes against environmental issues. One such example is the FreeTem! organization, which Ojuel describes as &ldquo;another reflex of new tensions within Archipelagian societies; a new movement, clearly an heir to their long conservationist traditions, but also boldly challenging something as deeply ingrained in Archipelagian culture as temtem taming.&rdquo; Like the problems we face with conservation, domestication, and animal care, this movement is a sort of reinvigoration of values that have been held for a long time, but haven&rsquo;t been challenged in almost as long. &ldquo;You could say man-made climate change hasn&rsquo;t happened yet, but the first signs of change are already there,&rdquo; Ojuel says.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19717086/ss_707d83d055bf9982b3ccf42be357aa02aeae2411.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="Bee Simulator" data-portal-copyright="" /><h3 class="wp-block-heading" id="hSt3Jv"><em>Bee Simulator</em></h3>
<p>Other indie games are more focused on the directly contemporary, eschewing speculative thought for what we face in the current moment. Lukasz Rosinski, founder of <em>Bee Simulator</em> studio Varsav, explains that although games are obviously designed as entertainment products, they have the potential to give us so much more. &ldquo;In our opinion, they are a medium that could be the best link between generations, and the best way to educate players in the most modern and effective way: via entertainment.&rdquo;</p>

<p>This idea was at the core of Varsav&rsquo;s first game right from the get-go. It all started when he was reading a book about bees to his young daughter, which made him realize the potential of stories told from unique perspectives. &ldquo;During development we focused on raising awareness of bees with our players, educating players on how major a role bees play in our environment and about how important they are for us as pollinators, and highlighting the major troubles they&rsquo;re facing right now,&rdquo; Rosinski explains.&nbsp;</p>

<p><a href="https://www.theverge.com/2020/2/6/21126624/climate-change-bumble-bees-extinction">The knock-on effects of potential bee extinction have been widely discussed</a>, but few creative experiences have sought to make the phenomenon tangible. &ldquo;We wanted to show a completely different perspective for this small insect using realistic models, graphics and gameplay mechanics inspired by real bees&rsquo; tasks, not cartoonish ones with an infantile story and mechanics,&rdquo; Rosinski tells me. &ldquo;We wanted <em>Bee Simulator</em>&rsquo;s players to be much more aware of this micro world and its challenges after finishing the game. For example, implementing a huge glossary that&rsquo;s full of information regarding different species of bees and all the flowers and animals encountered during the game. We also planned for <em>Bee Simulator</em> to be a link between generations.&rdquo;</p>

<p>Rosinski firmly believes other creators should follow suit and focus on weaving inspired and important experiences that seek to educate and motivate. &ldquo;All initiatives that could slow down the soaring consumerism and, in consequence, the amount of garbage that we produce globally are very welcome,&rdquo; he explains. &ldquo;We may show the beauty of our environment and warn of the dark future that awaits us, and we may show animals that were fascinating, but became extinct through human activities. Such small things may be worth doing, but in my opinion this may only influence game players, not necessarily the politicians who are the final decision makers in global nature conservation initiatives.&rdquo; Clearly, the phenomenon that has spread among indie games is a step in the right direction, but change, resolution, and redemption demand more. Our climate and planet demand more.&nbsp;</p>

<p>This small movement is inspiring, though, and indicative of our capacity for change. Angst definitely thinks so. &ldquo;We believe that well-crafted games have the power to speak to the human condition,&rdquo; he tells me. &ldquo;[To] bring new and diverse voices to the medium, and celebrate the complexity and beauty of our planet, helping us to understand and shape our world.&rdquo;&nbsp;</p>

<p class="has-end-mark">If this contemporary trend in games continues to gain momentum, we could, potentially, learn to do exactly that, preserving the wondrous natural phenomena of our world and ensuring Earth&rsquo;s successful retention of its status as a safe and sublime home for posterity. Not just for humans, but for animals, environments, and the wonderfully weird mysteries we have yet to unravel.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[One of PlayStation’s most important studios makes games about loneliness]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2019/12/2/20972326/playstation-shadow-colossus-last-guardian-team-ico-fumito-ueda-25-anniversary" />
			<id>https://www.theverge.com/2019/12/2/20972326/playstation-shadow-colossus-last-guardian-team-ico-fumito-ueda-25-anniversary</id>
			<updated>2019-12-02T08:00:00-05:00</updated>
			<published>2019-12-02T08:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="PlayStation" />
							<summary type="html"><![CDATA[You&#8217;ve been on horseback for quite some time. Hawks circle above these humanless plains, steeped in an overwhelming sense of despondency. As you inch your way toward the mountain&#8217;s peak, drawing ever nearer to the blistering sun high above, something begins to happen. The summit is in sight, has been reached, has been conquered. And [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19411339/acastro_191126_3816_playstation_team_ico_0001.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
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<p>You&rsquo;ve been on horseback for quite some time. Hawks circle above these humanless plains, steeped in an overwhelming sense of despondency. As you inch your way toward the mountain&rsquo;s peak, drawing ever nearer to the blistering sun high above, something begins to happen. The summit is in sight, has been reached, has been conquered. And there it is: sublimity. Before you is the colossus, roaming round and round below, perfectly blissful and decidedly uninterested in you.&nbsp;</p>

<p>It&rsquo;s tragic. This docile wonder exists in a world of its own, self-contained and ambivalent toward anything outside the small ecosystem it has fostered. You, however, parasitic human that you are, must slay it. It&rsquo;s an intrusion on quiet, innocuous solemnity, and it will haunt your thoughts pervasively and perpetually thereafter. The stone leviathan felled, you leave this modest haven behind deprived of the awe it once knew, once inherently held. Lonelier than ever, the introspection kicks in: what have you just killed, and for what reason &mdash; at what <em>cost</em>?</p>

<p><em>Shadow of the Colossus </em>is perhaps Team Ico&rsquo;s most universally beloved game and is often regarded as director Fumito Ueda&rsquo;s magnum opus. Released in 2005, it shares a long history with the PS2, and has since become recognized as one of the most significant games ever to fall under Sony&rsquo;s umbrella. It&rsquo;s one of just three games Team Ico has released over the last 18 years &mdash; so what makes it such a revered studio in PlayStation history?</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19399641/18711811930_780923a850_o.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="The Last Guardian" title="The Last Guardian" data-has-syndication-rights="1" data-caption="&lt;em&gt;The Last Guardian.&lt;/em&gt;" data-portal-copyright="" />
<p>It&rsquo;s easy to compare games based on differences instead of similarities. At first glance, 2001&rsquo;s <em>Ico </em>seems totally different to <em>Shadow </em>in both premise and scale, but the two were mined from the same vein of minimalism and melancholy. Ueda famously conceived and created <em>Ico </em>in tandem with self-described principles of subtraction, seeking to remove clutter that interfered with the team&rsquo;s vision for the narrative and story. It was a game stripped back to raw ideas, beautifully designed and meticulously implemented.&nbsp;</p>

<p>The results were incredible. <em>Ico </em>pairs you, an ostracized boy locked away in a tower, with Yorda, a princess due to be sacrificed in exchange for her mother&rsquo;s eternal youth. Together you attempt to escape the fortress you&rsquo;re imprisoned in, and although your bond grows as you progress through the game, the sublime layer of sadness is never fully removed. The story is propelled almost entirely without dialogue, and the colors used throughout naturally invite you to become absorbed by the wistfulness the game is founded upon. Although the two children find solace in one another, they grew up alone, deprived, unseen &mdash; and now, even as they try to run away, these feelings lurk in the shadows behind them, always in hot pursuit, refusing to soften their grip.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>Its simplicity is what makes it special</p></blockquote></figure>
<p>Like <em>Shadow </em>after it, <em>Ico </em>asks you to give free rein to emotion. However, it does so without overt exposition, or mechanical complexity, or any other structure championed in most successful games. Its simplicity is what makes it special, and its nonchalant skew away from dialogic sequences allows it to evoke this emotion in other, more primally sensory ways. In many respects, <em>Ico </em>set the stage <em>Shadow </em>performed on &mdash; and perform <em>Shadow </em>did, earning itself an ovation still standing 14 years later.&nbsp;</p>

<p>Both <em>Ico </em>and <em>Shadow </em>became staples of the PS2 era, and have since been assimilated into Sony&rsquo;s oeuvre of iconic games. Each game received the remaster treatment, with <em>Shadow </em>in particular being the subject of a mass overhaul for Bluepoint&rsquo;s ambitious remake &mdash; <em>Shadow </em>was even labeled as a greatest hit for the PS2. However, Team Ico wanted a last hurrah before the generation&rsquo;s ephemeral run was up. One more game to complete the trifecta of melancholic masterpieces on the bestselling console of all time: <em>The Last Guardian</em>.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19399645/24191507468_c25efa46f1_k.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Shadow of the Colossus" title="Shadow of the Colossus" data-has-syndication-rights="1" data-caption="&lt;em&gt;Shadow of the Colossus.&lt;/em&gt;" data-portal-copyright="" />
<p>It didn&rsquo;t happen. In fact, <em>The Last Guardian </em>remained in purgatory so long that the entire PS3 era passed it by. When it finally launched in 2016, 11 years had elapsed since <em>Shadow </em>first garnered the studio global attention. In an interview with<em> </em><a href="https://www.theverge.com/2016/11/10/13576764/the-last-guardian-ps4-director-fumito-ueda-interview"><em>The Verge</em></a> from 2016, Ueda largely attributed this to the difficulties in bestial cat / bird / dog Trico&rsquo;s technical design. Although he originally sought to create a character that wasn&rsquo;t &ldquo;very high maintenance from a technical standpoint,&rdquo; the character&rsquo;s evolution grew in direct proportion to his technical demands.&nbsp;</p>

<p>To make matters worse, the reception to <em>The Last Guardian </em>was, at least initially, lukewarm at best. Critics damned the game&rsquo;s clunkiness, mostly citing mechanical issues related to Trico, even despite his makeup being the primary reason for the game&rsquo;s many delays. And yet <em>The Last Guardian </em>is perhaps the greatest achievement in emotional evocation that video games have ever known.&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>‘The Last Guardian’<em> </em>remained in purgatory so long that the entire PS3 era passed it by</p></blockquote></figure>
<p>Consider the scene that opened this piece: you climb the mountain, witness a wonder, and slaughter it dead. Now take that scene, strip away its worldliness, condemn it to fractured chambers lying deep beneath any semblance of civilization, and assign it a ruler so devoid of humanity that the existence of this world within our own begins to revel in its own lack of sense, absence of purpose. <em>The Last Guardian </em>isn&rsquo;t sad or lonely because you, a young boy stolen away from his village in the dead of night, are imprisoned here. <em>The Last Guardian </em>is steeped in sadness and solitude because you form a strange bond with the most unlikely of mythological curios deep within this dark recess, and that bond is strained, wrenched into arrest, torn apart, sewn together again, and ultimately smashed into smithereens so fine they dissipate into thin air, still existing but never to be seen again.&nbsp;</p>

<p>Trico is the symbol of what a Team Ico game fundamentally is: a hopeless search for connection in a world devoid of meaning. That&rsquo;s what imbues these games with the magic they&rsquo;ve become known for. At all times you&rsquo;re utterly absorbed by the links you form with the world around you, with the single soul you share your journey with &mdash; Yorda in <em>Ico</em>, your trusty horse Agro in <em>Shadow</em>, and Trico in <em>Guardian </em>&mdash; while simultaneously being swallowed whole by somber pondering on the nothingness in front of you. To put it more accurately: the wonder in front of you that is relegated to nothingness because it is unrealized by humanity, doomed to exist in perpetual beauty without acknowledgement. If something is sublime, but unseen, is it truly sublime? In aesthetic, yes, objectively so &mdash; in essence, however, not even a little bit.&nbsp;</p>

<p>Eighteen years have transpired since Team Ico joined Sony&rsquo;s roster. In that time, the studio has become a titan in the industry, but not a conventional one. A fine thread has been woven throughout its three games, spiritually linking them to one another without ever acknowledging interconnectivity. Perhaps it&rsquo;s better to say that the only acknowledgement of sameness is strictly thematic: hopelessness, isolation, defeat &mdash; hope, connection, triumph.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19399658/6036927148_a49d0b0d82_o.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Ico" title="Ico" data-has-syndication-rights="1" data-caption="&lt;em&gt;Ico.&lt;/em&gt;" data-portal-copyright="" />
<p>Interestingly, these powerful juxtapositions have gone on to influence a variety of artistically ambitious indie titles since. <em>Journey</em> boasts a minimalistic art style not unlike that of a Team Ico game, whereas <em>Fez </em>designer Phil Fish once told <a href="https://www.gamasutra.com/view/news/127312/How_Polytrons_Fez_Was_Inspired_By_Uedas_Ico.php"><em>Gamasutra</em></a>: &ldquo;From <em>Ico</em>, I wanted to replicate that feel of a nostalgic, lonely isolation &#8230; it&rsquo;s really about walking around and smelling the flowers.&rdquo;</p>

<p>These wordless worlds remain vivid in the mind&rsquo;s eye of those who vicariously inhabit them. Impossible to forget, their watercolor grace both belies and accentuates the poignancy at their core. It&rsquo;s beautiful, but there are charged emotions held deep within the hues.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>The only constant is loneliness</p></blockquote></figure>
<p>Consider Trico&rsquo;s eyes. When hijacked by the Master&rsquo;s control rooms, they burn an effulgent pink, so overbearingly bright that they become mesmerizing. While this seems to convey a sense of rage unleashed, there&rsquo;s much more to these commandeered pupils. The glow is delicately designed, meticulously colored. At their phosphorescent core, they are pale &mdash; they are pathetic. This is rage forcefully imposed on Trico, not rage truly felt. Behind those frenzied eyes lie fear, guilt, and powerlessness.&nbsp;</p>

<p>Now consider them when they&rsquo;re emerald green: at their core, they are natural, trusting, and utterly sublime. But the fact remains that both shades exist, and shades between them, too. That&rsquo;s one of the most extraordinary things these games have brought to PlayStation: for every shade of green, or pink, or atomic tangerine, there are ephemeral, ever-changing tints beneath them. The only constant is loneliness &mdash; and yet, at the same time, there is comfort and connection. And as these opposite states flirt with one another, they wrench your curiosity and heartstrings, drawing you nearer to these worlds and fixing a knot that keeps you bound to them forever &mdash; to their melancholy, their beauty, their yet-to-be paralleled sublimity.</p>

<p>As we approach the end of this console generation, it&rsquo;s impossible to consider Team Ico as anything other than one of the most intrinsically important and artistically singular studios Sony has ever been fortunate enough to work with. And although Fumito Ueda left Sony midway through developing <em>The Last Guardian</em> (he stayed on as a contract employee to finish the project), it&rsquo;s likely that his new studio, GenDesign, will carry the torch Team Ico left behind.</p>

<p class="has-end-mark">In fact, it has already been announced that <a href="https://www.polygon.com/features/2018/9/13/17853204/kowloon-nights-investment-fund-fumito-ueda-gendesign">GenDesign is working on a new game</a> &mdash; if Ueda&rsquo;s past work is anything to go by, this fourth contribution to PlayStation history is sure to fall in thematic line with the three monumental games for which he&rsquo;s known.</p>
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			<entry>
			
			<author>
				<name>Cian Maher</name>
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			<title type="html"><![CDATA[Paper Beast is a VR game that turns big data into a peaceful, ethereal world]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2019/9/16/20868200/paper-beast-psvr-ps4-eric-chahi-big-data-playstation" />
			<id>https://www.theverge.com/2019/9/16/20868200/paper-beast-psvr-ps4-eric-chahi-big-data-playstation</id>
			<updated>2019-09-16T09:31:56-04:00</updated>
			<published>2019-09-16T09:31:56-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Tech" /><category scheme="https://www.theverge.com" term="Virtual Reality" />
							<summary type="html"><![CDATA[The Japanese art of origami is inextricably intertwined with mathematics, as documented by Robert J. Lang in his 2003 book Origami Design Secrets. The art form is based on the transformation of a flat sheet of paper into a rough-edged but innately elegant representation of an object, with the most illustrious example perhaps being that [&#8230;]]]></summary>
			
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<p>The Japanese art of origami is inextricably intertwined with mathematics, as documented by Robert J. Lang in his 2003 book <em>Origami Design Secrets</em>. The art form is based on the transformation of a flat sheet of paper into a rough-edged but innately elegant representation of an object, with the most illustrious example perhaps being that of the paper crane. For legendary game designer Eric Chahi, best known for <em>Another World</em> and <em>Heart of Darkness</em>, paper is innately comparable to the mesmerizingly mysterious world of big data. To communicate this, Chahi formed a studio called Pixel Reef in 2016 and began work on his latest project: PlayStation VR exclusive <em>Paper Beast.</em></p>

<p>&ldquo;The idea came after a desire to create a game about wildlife,&rdquo; Chahi tells me over the phone. A few weeks beforehand, I demoed <em>Paper Beast</em> at Gamescom 2019, traversing its wonderfully rich world in virtual reality where data has fostered a unique ecosystem by recompiling itself into artificial life.</p>

<p>In <em>Paper Beast</em>, you play as a VR user exploring this data-derived world, meaning the game is experiential, even meta. From what I played, your task is to discover all kinds of strange anomalies formed from chunks of data, some of which are primal but sentient paper beasts. The fact that none of it makes sense right away is what makes it special: it&rsquo;s an utterly weird world composed of code, but it feels strangely alive. In fact, it <em>is </em>alive.</p>

<p>Chahi explains that he conceived the core idea for <em>Paper Beast </em>quite some time before he began developing the game. For him, the idea was spinning around his head &ldquo;like a satellite rotating around that has to connect things together.&rdquo; The modern world sees an abundance of information existing in virtual space, perpetually rebounding from one point to another. &ldquo;Today, we have a lot of data everywhere, and we are ourselves too much in the flow of information, like email,&rdquo; he explains. &ldquo;There&rsquo;s so much information everywhere.&rdquo;</p>
<div class="youtube-embed"><iframe title="Paper Beast - New Video Teaser" src="https://www.youtube.com/embed/qdVlQ2SSs1E?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p>Chahi knew this could make for an innovative and intriguing thematic base for a game, but he was unsure of how to realize his vision and connect the dots. From the first prototype, he was set on juxtaposing paper with big data and creating a world teeming with unique flora and fauna. &ldquo;It&rsquo;s not realistic, but there&rsquo;s a connection to data,&rdquo; he tells me. &ldquo;The first use of paper is to write on it, which strongly connects it to data, [because] it&rsquo;s a connection to information. So why not create a universe born out of big data?&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s a metaphorical idea.”</p></blockquote></figure>
<p>Chahi had a starting point, but he knew he needed to push the envelope further if he wanted to successfully create a data-derived, self-sufficient ecosystem. &ldquo;When you&rsquo;re in the game, it might seem a bit realistic,&rdquo; he explains. &ldquo;But there is some kind of glitch or anomaly everywhere, like the cloud or later in the sky and in the storm. And these animals are made of paper or some strange materials. In the game, you should feel the pressure of big data, which is born out of data. But sometimes there&rsquo;s an intrusion in this world, which is not always super cool for these animals.&rdquo;</p>

<p>Before long, however, the poetry within <em>Paper Beast </em>becomes startlingly clear. Conceptually, it&rsquo;s an experimental project in both game design and AI philosophy, but it&rsquo;s also deeply rooted in the way we consider nature in contemporary life. As Chahi puts it, &ldquo;It&rsquo;s difficult to get out of the flow [of data],&rdquo; which is why the juxtaposition of real and digital worlds becomes so quickly and poignantly affecting.&nbsp;</p>

<p>However, this is more of a thought experiment than a prediction. &ldquo;It&rsquo;s a metaphorical idea,&rdquo; Chahi explains. &ldquo;I think if it happened, it wouldn&rsquo;t be like <em>Paper Beast</em>. It would be something super different. If something emerged from the consciousness of some computer and could pick up parts of what we put in it, we can imagine some image [of that]. But we don&rsquo;t know. I think with AI, we&rsquo;ll be super surprised in 20 years, or maybe less. We keep learning. It&rsquo;s sometimes super scary.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19204024/Paper_Beast_07_cold.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Paper Beast" title="Paper Beast" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>Within the world of <em>Paper Beast</em>, a plethora of curios and anomalies exist in harmony with one another. However, one particular creature, which serves as your guide in this strangely sublime sphere, stands out among the rest as not only sentient, but peculiarly intelligent. You can puppeteer the smaller beasts, picking them up with your meta powers as they contort into a ragdoll state, before gently placing them down to resume their grazing on corporeal chunks of data. But this bigger creature cannot be controlled, only understood.</p>

<p>&ldquo;This one is super mysterious,&rdquo; Chahi explains, &ldquo;because that creature is the first connection between the <em>Paper Beast</em> universe and the player. It&rsquo;s the creature that is most conscious of the player. Why is this the case? It&rsquo;s a mystery. But later in the adventure, you&rsquo;ll meet this creature again.&rdquo; Cryptic, but thus is the nature of a data-born microcosm bustling with strange and unintended life.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s an engine inside an engine.”</p></blockquote></figure>
<p>Chahi wants players to experience the joy of discovery when this creature tentatively greets them and begins to showcase its digital domain. He wants those who venture across his world to recognize that it&rsquo;s steeped in its own miracles of life, which are simultaneously mysterious and peaceful and, on occasion, anxiety-inducing.</p>

<p>&ldquo;The most important thing is the interaction with <em>Paper Beast&rsquo;s</em> universe, feeling that it&rsquo;s alive, that it&rsquo;s really autonomous and these creatures have their own behaviors,&rdquo; he tells me. &ldquo;It&rsquo;s like the pleasure of discovering a world not only by seeing it, but by interacting with it and touching it and living something unique and exceptional. Sometimes in life, you go to a mountain, and it&rsquo;s sunny. Then, suddenly, there&rsquo;s a storm, you get some rain, and you have to go somewhere. But it&rsquo;s a surprise. And when you remember this, it can be a good memory because you lived something intense and beautiful at the same time.&rdquo;&nbsp;</p>

<p>In Chahi&rsquo;s eyes, this Classical idea of sublimity lies at the heart of <em>Paper Beast. </em>&ldquo;Some games are poetic,&rdquo; he says, &ldquo;but <em>Paper Beast</em> is poetic in every aspect.&rdquo; However, Chahi&rsquo;s game is literally embedded in poetry to the extent that it&rsquo;s built with an engine designed not only to create it, but to set a precedent for its entire purpose. &ldquo;There is Unity, and inside Unity, there&rsquo;s another engine,&rdquo; Chahi explains. &ldquo;The one we developed because we did our own physics, and 95 percent of the rendering is our rendering. It&rsquo;s an engine inside an engine.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19204038/Cage.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Paper Beast" title="Paper Beast" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>The primary reason Chahi designed his own engine was to make <em>Paper Beast </em>compatible with VR systems. According to him, virtual reality demands a massive amount of tuning and optimization that his team couldn&rsquo;t achieve with Unity proper &ldquo;because Unity is a black box, and sometimes we can&rsquo;t do everything we need to do.&rdquo; This is where the poetry hits home. &ldquo;Internally, we call [the engine] Atoll,&rdquo; he explains. &ldquo;We named it Atoll because we wanted the development environment to be peaceful to create. And it&rsquo;s the same philosophy for Pixel Reef. Pixel Reef as a company is just a place for creative people to be peaceful and create something together.&rdquo;&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“Some games are poetic. But ‘Paper Beast’ is poetic in every aspect.”</p></blockquote></figure>
<p>For those who don&rsquo;t know, an atoll is a circular reef encompassing a lagoon where the actual coral often rests upon an extinct volcano submerged deep beneath the water. Interestingly &mdash; and, paradoxically, beautifully &mdash; the atoll can only exist so long as a slow rate of erosion allows it to gradually increase in size, combining decay with growth and destruction with creation. This idea echoed through the conclusion of my demo where a cataclysmic storm began to inhale chunks of data into an unknown abyss. As a means of rescuing you from the encroaching danger, your mysterious guide escorts you to a dimly lit cave before confining you to darkness by pushing a boulder in front of the entrance, locking you in but sheltering you from the storm. It&rsquo;s entirely nonverbal, but it&rsquo;s incredibly raw and emotional, creating a link between you and the unorthodox virtual world of <em>Paper Beast.&nbsp;</em></p>

<p class="has-end-mark">&ldquo;It&rsquo;s always a pleasure to speak about your games,&rdquo; Chahi tells me before we say our respective goodbyes. &ldquo;If you have time, I have time.&rdquo; His parting words perfectly symbolize his passion for this wonderfully weird world of data fostering life where your meta performance as a PSVR player is designed to cause you to question your sentiments about real life. It&rsquo;s a world where code becomes a sort of life force. And by the end of it, the lines between reality and big data begin to blur, and what was once artificial becomes real, powerful, and deeply affecting.&nbsp;</p>

<p><em>Paper Beast <em>is launching later this year for PlayStation VR.</em></em></p>
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					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[How an ambitious fan project reinvented a Pokémon classic]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2019/8/19/20811918/pokemon-crystal-clear-shockslayer-rom-hack" />
			<id>https://www.theverge.com/2019/8/19/20811918/pokemon-crystal-clear-shockslayer-rom-hack</id>
			<updated>2019-08-19T12:44:14-04:00</updated>
			<published>2019-08-19T12:44:14-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Pokemon" />
							<summary type="html"><![CDATA[Pokemon is the highest-grossing media franchise of all time, having amassed $90 billion in revenue since its creation in 1995. Despite this, the games tend to evolve at a glacial pace, rarely making major shifts from one entry to the next. That&#8217;s why it&#8217;s so exciting that the series&#8217;s newest games, Pokemon Sword and Shield, [&#8230;]]]></summary>
			
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<p><em>Pokemon </em>is the highest-grossing media franchise of all time, having amassed $90 billion in revenue since its creation in 1995. Despite this, the games tend to evolve at a glacial pace, rarely making major shifts from one entry to the next. That&rsquo;s why it&rsquo;s so exciting that the series&rsquo;s newest games, <em>Pokemon Sword </em>and <em>Shield</em>,<em> </em>are set to change up <em>Pok&eacute;mon&rsquo;s </em>formula in a big way. There&rsquo;s a new Wild Area kitted out with a rotational camera and online support, the National Dex is no more, and instead of mechanics like Z-moves and Mega Evolutions, pok&eacute;mon can now be Dynamaxed in stadiums, causing them to grow in size and take on brand-new forms.&nbsp;</p>

<p>While these changes are drastic for a slow-moving franchise like <em>Pok&eacute;mon</em>, they&rsquo;re not quite as ambitious as those of <em>Crystal Clear</em>, a ROM hack designed by a modder who goes by the name ShockSlayer. <em>Crystal Clear </em>built upon 2000&rsquo;s <em>Pok&eacute;mon Crystal</em> in order to prioritize player freedom by implementing a range of new mechanics that drastically improved upon the vanilla game. Late-game species could be encountered almost immediately after starting, trainers could challenge gyms in whatever order they pleased, and even the bothersome &ldquo;evolve via trade&rdquo; mechanic was rectified by introducing a brand-new NPC known as the Tradeback Guy.</p>

<p>ShockSlayer started modding as a young kid and was primarily focused on hardware and &ldquo;portablizing stuff,&rdquo; which is modder lingo for making things portable. He got into programming to supplement that. &ldquo;<em>CC</em> was originally made as a Christmas present for a community completely outside of romhacking,&rdquo; he explains. &ldquo;I&rsquo;d say it&rsquo;s my first real software project.&rdquo;&nbsp;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s my first real software project.”</p></blockquote></figure>
<p>ShockSlayer started on <em>Crystal Clear </em>in June 2017 and mostly worked on it alone until its v1.0 release in December that year. He was determined to launch it before Christmas and for it to be fully playable, with as few bugs as possible and all the key features intact. &ldquo;I basically had to learn how to program as I went, and there was a lot of data that needed to be created,&rdquo; ShockSlayer tells me. There were 16 datasets for every trainer class, and ShockSlayer entered a substantial amount of that by hand. &ldquo;I did the gyms first, following the same format that was already in-game,&rdquo; he says. &ldquo;The trainers just have species and levels, but the leaders have custom movesets.&rdquo;</p>

<p>That aspect introduces one of the most intriguing paradigms of <em>Crystal Clear&rsquo;s </em>ambition. Trainers all across Johto automatically scale with your level, which is important given that <em>Crystal Clear </em>allows you to take on all 16 Gyms across Kanto and Johto in whatever order you like. &ldquo;With the outside trainers, I used a formula to automatically generate the levels,&rdquo; ShockSlayer explains. &ldquo;I also kept their levels lower, so that trainers wouldn&rsquo;t ambush you with the same strength a gym leader would.&rdquo;</p>

<p>On top of this, HM barriers like trees requiring &ldquo;cut&rdquo; are removed, while trainers along routes have their levels synced based on how many badges you&rsquo;ve earned. But it goes further: although this alone turns a linear game into a sandbox, ShockSlayer has added a range of side quests and extra non-playable characters (NPCs), attaching significance to the narrative outside of your Indigo Plateau aspirations.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19020485/Screen_Shot_2019_08_15_at_10.16.08_AM.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Crystal Clear" title="Crystal Clear" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>In particular, ShockSlayer has received a lot of positive feedback about the quest involving a Suicune-obsessed NPC named Eusine. However, his favorite additions have to do with arbitrary characters in the overworld. &ldquo;One interaction I&rsquo;m fond of is the receptionist in the Pewter Museum,&rdquo; he tells me. &ldquo;If the player doesn&rsquo;t have enough money to get in, she&rsquo;ll take pity on you and pretend to be distracted &mdash; &lsquo;Wow, a FOSSIL! I&rsquo;m so distracted from my job right now!&rsquo; I like to think that she wouldn&rsquo;t want to deny a kid higher scientific learning because of financial limitations, so she lets them sneak in.&rdquo;</p>

<p>Perhaps the most well-received addition, however, is the aforementioned Tradeback Guy. Back in the days of link cables, filling out your pok&eacute;dex was a nightmare because some species only evolve when traded. The Tradeback Guy rectifies this, allowing you to quickly trade whatever pok&eacute;mon you want before instantly getting it back, fully evolved. &ldquo;A lot of hacks change evolution requirements, which I think distances the player because it drops the immersion,&rdquo; ShockSlayer explains. &ldquo;But with the Tradeback Guy, you have the vanilla requirements without requiring additional hardware or setup.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I really like making NPCs with a lot of dialogue.”</p></blockquote></figure>
<p>Interestingly, the Tradeback Guy&rsquo;s code is a mess. This was one of the first features ShockSlayer implemented into <em>Crystal Clear</em>, and he&rsquo;s had to update it regularly since the game launched. &ldquo;I really like making NPCs with a lot of dialogue,&rdquo; ShockSlayer says. &ldquo;For example, if you try to trade while holding an Everstone he&rsquo;ll be like, &lsquo;Dude, it won&rsquo;t work, trust me.&rsquo;&rdquo;</p>

<p><em>Crystal Clear </em>also ensures that you can get almost any species early in the game, which is something ShockSlayer is particularly passionate about. &ldquo;I had to resort to cheating to skip Sudowoodo and unlock Eevee early, or start the game with Swinub, Larvitar or Misdreavus,&rdquo; he explains. &ldquo;They weren&rsquo;t available to the player until after eight or 16 badges, which was too far into the game to be fun to use.&rdquo;&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/19020487/Screen_Shot_2019_08_15_at_10.14.25_AM.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Crystal Clear" title="Crystal Clear" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>In fact, <em>Crystal Clear </em>eschews Suicune as its mascot for a Swinub named Pigy. One time, ShockSlayer streamed his follower update, during which Pigy was accidentally made to do all sorts of strange things. &ldquo;I was trying to get a script to work, but something went awry and his colors started to flip out at high speed,&rdquo; ShockSlayer tells me. &ldquo;It looked like he was at a rave &mdash; it&rsquo;s actually the inspiration behind one of the Discord emotes.&rdquo;</p>

<p>ShockSlayer is still hard at work on <em>Crystal Clear</em>, and he has decided that the next point of order is to introduce new narrative strands. &ldquo;It&rsquo;ll take me a long time to do properly, because &lsquo;ROM hack&rsquo; and &lsquo;good story&rsquo; seldom go together,&rdquo; he explains. &ldquo;Plus I want to avoid any common tropes or themes so that it&rsquo;s not predictable.&rdquo; In particular, he wants to remove any &ldquo;chosen one&rdquo; tropes. &ldquo;That&rsquo;s something I worked really hard to remove from <em>CC</em> in the first place,&rdquo; he continues. &ldquo;Part of being able to get lost in a world is having it <em>not </em>revolve around the player, and instead have its own things going on.&rdquo;</p>

<p>At this point, even fans have gotten involved with updating <em>Crystal Clear. </em>The last update gifted players the ability to upload their own sprites, which they could map onto the main character &mdash; a customization option the mainline series has yet to offer. &ldquo;It&rsquo;s been a blast to see all the different varieties,&rdquo; ShockSlayer explains. &ldquo;There are some really talented artists out there and I&rsquo;m glad they&rsquo;re able to see their creations in the game. It&rsquo;s nice to have built a community where people genuinely want to help each other improve.&rdquo;&nbsp;</p>

<p>There have been some funny hiccups along the way. For example, the person ShockSlayer originally worked on <em>Crystal Clear </em>with visited him early in development. &ldquo;One of the things we did was work on the game together, and he wanted to make a ferry service to help the player get around bodies of water without having to &lsquo;surf,&rsquo;&rdquo; Shockslayer explains. Like the removal of &lsquo;cut&rsquo; trees, this was to help with HM-less open-world traversal.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It has a special place in my heart.”</p></blockquote></figure>
<p>&ldquo;After a lot of effort getting the boat&rsquo;s animation to load properly, he started working on getting it to go the opposite way,&rdquo; ShockSlayer continues. &ldquo;Eventually he got the code to compile, and both of us watched as the boat went across the water&#8230; facing backwards. It was hilarious to see it working so horribly, and we joked about the boat&rsquo;s captain telling the player, &lsquo;Hold my beer!&rsquo; and then going across the ocean in reverse. Those are some pretty warm memories for me.&rdquo; In fact, there&rsquo;s an out-of-bounds sailor in one of the ferry maps that references this mishap. But according to ShockSlayer, nobody has found him yet.&nbsp;</p>

<p><em>Crystal Clear </em>revamped the highest-grossing entertainment franchise in the world and added a plethora of details fans have been clamoring for. While <em>Sword </em>and <em>Shield </em>will be kitted out with a range of their own changes, they&rsquo;re not quite as ambitious as ShockSlayer&rsquo;s ROM hack, which has become illustrious within the community at large and produced a genuine sandbox experience focused on player freedom. Although <em>Crystal Clear </em>1.0 was finished almost two years ago, ShockSlayer doesn&rsquo;t plan on stopping yet.</p>

<p>&ldquo;It has a special place in my heart,&rdquo; ShockSlayer explains. &ldquo;Hopefully I can continue to work on it until it reaches a natural conclusion. Even though thousands of people are playing <em>CC</em>, in my heart I&rsquo;m working on all this stuff for the people who&rsquo;re around me.&rdquo;</p>
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					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[The strange and surprisingly intense world of Wii Sports speedrunners]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2019/8/5/20750161/wii-sports-speedrunning-nintendo" />
			<id>https://www.theverge.com/2019/8/5/20750161/wii-sports-speedrunning-nintendo</id>
			<updated>2019-08-05T10:00:00-04:00</updated>
			<published>2019-08-05T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[The Wii is Nintendo&#8217;s most popular home console, selling upwards of 100 million units since its launch in 2006. Of those millions of consoles, 82 million came equipped with one specific game: Wii Sports. Wii Sports and the complementary Wii Fit functioned as a riposte against the generational stigma attached to games, largely dismantling the [&#8230;]]]></summary>
			
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<p>The Wii is Nintendo&rsquo;s most popular home console, selling upwards of 100 million units since its launch in 2006. Of those millions of consoles, 82 million came equipped with one specific game: <em>Wii Sports</em>. <em>Wii Sports</em> and the complementary <em>Wii Fit</em> functioned as a riposte against the generational stigma attached to games, largely dismantling the idea that video games were exclusively tied to a younger demographic. The Wii has even become a <a href="https://www.youtube.com/watch?v=zPYUlWaT8l8">valuable asset in nursing homes</a>, where elderly people can hit home runs in baseball, score strikes in bowling, and, sink holes-in-one in the hugely popular <em>Wii Sports</em> Golf.&nbsp;</p>

<p><em>Wii Sports</em> is generally remembered as a fun-oriented game, something light to play with friends and family. That&rsquo;s why it&rsquo;s strange to consider the bizarre speedrunning scene attached to<em> Wii Sports</em> Golf where players compete to finish a round as quickly as possible using a variety of different techniques. In this category, players who go by the handles Dannyh09 and Alaskaxp2 hold world records for first and second place, respectively.&nbsp;</p>

<p>&ldquo;I started to speedrun &lsquo;Golf 9 Hole&rsquo; in <em>Wii Sports</em> so I could practice specific things for my &lsquo;All Sports&rsquo; runs,&rdquo; Alaska, a 15-year-old from North Carolina, tells me. All Sports is another category in the <em>Wii Sports</em> speedrunning scene in which runners attempt to finish every game in the <em>Wii Sports</em> oeuvre as quickly as possible. However, Alaska quickly realized that the world record at the time was beatable. In their words, it wasn&rsquo;t &ldquo;optimized,&rdquo; meaning that it didn&rsquo;t represent a perfect run with zero mistakes. Since then, the record has been surpassed by almost an entire minute.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“I started to get worried.”</p></blockquote></figure>
<p>&ldquo;I grinded out a couple hundred attempts and beat it by less than a second on August 19th,&rdquo; Alaska says. However, after several months as top dog, Alaska lost their spot to a new kid on the block. &ldquo;A top <em>Super Mario Maker</em> creator named DannyH09 came into the community and found his game really quickly,&rdquo; they say. &ldquo;That&rsquo;s when I started to get worried, and the community began to center around 9 Hole, making for several new runners and a lot of strategy development.&rdquo;&nbsp;</p>

<p>&ldquo;<em>Wii Sports</em> is the game I first played on the Nintendo Wii because it came with it,&rdquo; says current world record holder Danny, a 21-year-old from England. Danny always enjoyed <em>Wii Sports</em> Golf the most, possessing an adroitness for the game since he was nine years old. He revisited it in 2018 out of nostalgia and immediately realized that he could storm through 9 Hole quickly and accurately, despite only playing for fun.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/18388290/WiiU_wiisportsclub_screenshot_07.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="Wii Sports Club" title="Wii Sports Club" data-has-syndication-rights="1" data-caption="&lt;em&gt;Wii Sports Club on the Wii U.&lt;/em&gt;" data-portal-copyright="" />
<p>&ldquo;After timing a 9 Hole run at 5:20, I discovered that the world record was 5:18 on speedrun.com,&rdquo; Danny says. &ldquo;I found the Wii Series speedrunning Discord server and met a bunch of other people speedrunning golf. I managed to obtain world records in the 9 Hole Golf and 3 Hole Golf categories which still remain unbeaten.&rdquo; Danny&rsquo;s current time sits at 4:36:70, roughly 43.3 seconds faster than the record Alaska originally set out to beat in August 2018. Alongside this, Danny also has world records in 18 Hole Golf and &ldquo;a bunch of the 3 Hole categories.&rdquo;</p>

<p>&ldquo;Back when I was really speedrunning in 2018, there were five or six active runners who were all pretty much equally skilled,&rdquo; Alaska says. This surge in popularity occurred after Alaska broke a record that went unbeaten for several months. Once people realized the scene was on the rise again, <em>Wii Sports</em> Golf became more popular than ever. However, Danny&rsquo;s records don&rsquo;t look like they&rsquo;ll be beaten anytime soon. &ldquo;Golf isn&rsquo;t as competitive as it used to be now the world records are optimized,&rdquo; Danny explains. According to Alaska, only one person has a personal best within 20 seconds of Danny&rsquo;s 4:36. As a result, 9 Hole &mdash; originally the most competitive <em>Wii Sports </em>Golf run &mdash; is essentially dead.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“Golf isn’t as competitive as it used to be.”</p></blockquote></figure>
<p>That&rsquo;s not to say the whole scene is dead. Although Danny started out with <em>Wii Sports</em> Golf, he has since become invested in the wider <em>Wii Sports </em>scene. &ldquo;[Golf] is definitely challenging but the All Sports category is the most challenging,&rdquo; he notes, mentioning that baseball is particularly tough. &ldquo;I have attempted All Sports &lsquo;No Baseball,&rsquo; which is a popular category within the community.&rdquo; However, according to Danny, All Sports proper has become the most prestigious run in the community in recent years.</p>

<p>The fact remains that these runners resurrected a dead and bizarre speedrunning category in order to shave almost an entire minute off the world record over a relatively short period of time. As a community, these runners devised and perfected strategies for skipping animations, speeding up shots, and all sorts of other techniques designed for the sole purpose of saving time.&nbsp;&ldquo;In Golf, we do a no-backswing drive to start each hole,&rdquo; Danny says. &ldquo;I use no backswing on every shot, even putting.&rdquo; In order to pull this off, you need to press and hold A and immediately swing the controller forward, which makes for a much faster shot.&nbsp;</p>

<p>Meanwhile, according to Alaska, a technique known as the &ldquo;Driver flag shot&rdquo; is the whole reason why the world record ever dropped below five minutes. &ldquo;It saves four to seven seconds on any hole and involves using a driver and smacking it into a flag so that the ball rolls off and drops into the hole,&rdquo; they say. &ldquo;Another thing is using non-recommended clubs in order to make shots bounce less.&rdquo; Some runners even purposely forfeit on the eighth hole in order to eliminate the luck factor involved in potentially scoring a birdie. &ldquo;This costs about three to four seconds from a good birdie but saves four to six [seconds] if the birdie&rsquo;s missed for a par.&rdquo;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/14104453/20120530-DSC_4054-VERGE.1419978954.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" alt="" title="" data-has-syndication-rights="1" data-caption="" data-portal-copyright="" />
<p>Danny uses the driver flag shot, too, specifically mentioning that it saves a massive amount of time if used from the bunker on the second hole. &ldquo;Judgment is key in putting,&rdquo; he adds. &ldquo;Knowing how far left or right to aim depending on how the green slopes seems to come naturally to myself and other speedrunners of this category.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“‘Wii Sports Resort’ Golf is totally different.”</p></blockquote></figure>
<p>Along with being weird and wonderful, the <em>Wii Sports</em> Golf scene is wide and wild. The sequel, <em>Wii Sports Resort</em>, operates according to completely different strategies. &ldquo;<em>Wii Sports Resort</em> Golf is totally different because we play to not chip-in or land too close to the hole,&rdquo; Danny says. &ldquo;This triggers a replay and we lose a ton of time &mdash; using backspin is key with north winds to land on the green and get the ball to stop rolling and save a few seconds.&rdquo;</p>

<p>It&rsquo;s strange to consider how <em>Wii Sports</em> Golf speedrunning came into play. Runners from all over the world gradually converted this family-friendly game into a surprisingly intense competitive scene, to the extent that they exhausted it almost as quickly as they brought it into being. Some communities persist for years before a world record is set in stone, and even still, they are reinvigorated with the launch of a new patch or the rise of a new player.</p>

<p><em>Wii Sports</em> Golf is now a bizarre relic of the past, immortalized on speedrun.com as a testament to the community that brought it back from the dead and championed it as a truly competitive speedrunning scene.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Cian Maher</name>
			</author>
			
			<title type="html"><![CDATA[Welcome to Lower Duck Pond, a fake town of 82,000 people]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2019/8/1/20749311/lake-duck-pond-reddit-havewemet-subreddit-roleplay-identity" />
			<id>https://www.theverge.com/2019/8/1/20749311/lake-duck-pond-reddit-havewemet-subreddit-roleplay-identity</id>
			<updated>2019-08-01T10:05:11-04:00</updated>
			<published>2019-08-01T10:05:11-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Internet Culture" /><category scheme="https://www.theverge.com" term="Policy" /><category scheme="https://www.theverge.com" term="Reddit" /><category scheme="https://www.theverge.com" term="Report" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Lenny&#8217;s been having a hard time. First, there was the car crash. A bystander said he was all right, just a little banged up, but he still had to go to the hospital. A friend tried to cover for him, saying he was texting while driving, but everyone in town knows Lenny has a drinking [&#8230;]]]></summary>
			
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<p>Lenny&rsquo;s been having a hard time. First, there was the <a href="https://www.reddit.com/r/HaveWeMet/comments/6chtzr/holy_shit_thats_lennys_car_is_he_ok/">car crash</a>. A bystander said he was all right, just a little banged up, but he still had to go to the hospital. A friend tried to cover for him, saying he was texting while driving, but everyone in town knows Lenny has a drinking problem, a problem that&rsquo;s only gotten worse since he lost <a href="https://www.reddit.com/r/HaveWeMet/comments/6bz75z/where_the_hell_is_lenny_at/">his side gig as a gravedigger</a>. Some townspeople felt bad and brought him a bouquet of magnolias in the hospital. It turns out, he was mostly worried about his <a href="https://www.reddit.com/user/BindweedHawkmoth/">pet baby raccoons</a>, so one kind soul promised to take care of them for him. Once he got out of the hospital, he mostly dropped off the map, but that wasn&rsquo;t too unusual &mdash; <a href="https://www.reddit.com/r/HaveWeMet/comments/9h9ch9/missing_lenny_crabbitz_went_missing_this_morning/">Lenny Crabbitz</a> is always a tough guy to find.&nbsp;</p>

<p>But don&rsquo;t feel too bad for Lenny; he doesn&rsquo;t really exist. Lenny&rsquo;s just a figment of the collective imagination behind <a href="https://www.reddit.com/r/HaveWeMet">/r/HaveWeMet</a>, an occasionally obscene subreddit where complete strangers invent online personas and pretend to know one another. There are now enough figments to fill an entire town, dubbed Lower Duck Pond. Niall O&rsquo;Neill runs an Irish bar called Pot O&rsquo; Beer on Sorenson Street, while Ty is the park ranger at King&rsquo;s Falls National Park. Meanwhile, on 13th Old Street, the mysterious Zack runs a shop called From Beyond, which has been tenuously linked to the occult. There&rsquo;s a weatherman who posts daily updates on the conditions so that residents will know if they should bring an umbrella when they leave their fictional houses in the morning. He&rsquo;s such a celebrity that he even has a <a href="https://www.redbubble.com/people/mrbeattykylen/works/38793095-ldp-weather-report-with-john-levee?utm_source=share&amp;utm_medium=ios_app">merch shop</a>.</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>It’s a gigantic text-based role-play campaign where everyone is Dungeon Master</p></blockquote></figure>
<p>Created by <a href="https://www.reddit.com/user/Devuluh">/u/Devuluh</a>, HaveWeMet is full of stories like Lenny&rsquo;s, all invented by the sub&rsquo;s users. &ldquo;I used to spend an unbelievable amount of time on Reddit,&rdquo; Devuluh says, &ldquo;and would often passively come up with ideas for subreddits in my head.&rdquo; After noticing a number of threads where people posted comments like &ldquo;it&rsquo;s me ur brother,&rdquo; Devuluh became curious about whether a community existed where users pretended to know one another. &ldquo;I asked on <a href="https://www.reddit.com/r/findareddit">/r/findareddit</a> if such a community existed, and after finding out it didn&rsquo;t, I created it.&rdquo;</p>

<p>The first members came from the FindAReddit thread. So many rushed to subscribe that HaveWeMet made it onto the trending list the next day, bringing even more users. Two years later, Lower Duck Pond counts 82,200 members, roughly the same population of Sioux City, Iowa.</p>

<p>As the town has grown, so have the amenities. Earlier this week, it was announced that Lower Duck Pond was in the process of staging a <a href="https://www.reddit.com/r/HaveWeMet/comments/civp4q/library_to_reopen/">reopening for its library</a>. The announcement came from the town librarian, and it reads as follows:</p>
<blockquote class="wp-block-quote has-text-align-none is-layout-flow wp-block-quote-is-layout-flow">
<p>I know it&rsquo;s been empty and abandoned for quite some time, but it you swing round you should find the building to be refurbished and full of books once again. I will be working as the librarian, so don&rsquo;t be afraid to say hi. Also, regarding some of the rumours about the mysterious symbols on the sidewalk, I can assure you the Library is totally safe and open to the public. I haven&rsquo;t seen or even have any knowledge of any occult activities taking place around here. I look forward to seeing you all down here!</p>
</blockquote>
<p>This kind of post isn&rsquo;t out of the ordinary for HaveWeMet, but as Devuluh sees it, the most interesting stuff happens when multiple users start to play off each other. When that happens, you get his favorite kind of thread, &ldquo;the ones that span across multiple posts from different users, and have long, drawn-out stories.&rdquo;</p>
<figure class="wp-block-pullquote alignleft"><blockquote><p>“It’s essentially a massive exercise in improvisation.”</p></blockquote></figure>
<p>This is where HaveWeMet actually starts to resemble more conventional forms of role-playing. At the start, it was a fun experiment where people would post once, maybe twice, and then forget about their role. Like a long-running<em> D&amp;D</em> campaign or a massive RPG, HaveWeMet has become a collaborative project &mdash; only this project is shared between tens of thousands of people, some of whom are so active in the community that they&rsquo;ve become an integral part of its existence. The result is a gigantic text-based role-play campaign where everyone is Dungeon Master, and the world&rsquo;s birth and continuing survival are directly tied to cooperation.</p>

<p>Like any long-running series, HaveWeMet has inspired a few spinoffs. <a href="https://www.reddit.com/r/willWeMeet/">/r/WillWeMeet</a> is a variant of HaveWeMet set in the future, and <a href="https://www.reddit.com/r/LakeWobegon/">/r/LakeWobegon</a>, a sub reserved for more serious-minded role-play. Perhaps the most interesting spinoff is <a href="https://www.reddit.com/r/HaveWeMeta/">/r/HaveWeMeta</a>, which is strictly intended for meta-commentary on HaveWeMet. Users are making up rules at the same time they&rsquo;re making up stories, which can cause serious problems if not everyone has the same rules in mind. In one recent conflict, a user was upset that <a href="https://www.reddit.com/r/HaveWeMeta/comments/cg3xrc/playing_as_a_character_in_someones_family/">someone was pretending to be their character&rsquo;s daughter</a>. The user had been planning to create an alt account and role-play her as well, but someone else swooped in before they had the chance. &ldquo;I know it&rsquo;s not against the rules to pretend to play someone that&rsquo;s a family member,&rdquo; they wrote. &ldquo;But when I made the character and made the mini plot/post, I just feel like it&rsquo;s shitty to pretend to be a character I created? Am I overreacting?&rdquo;</p>

<p>&ldquo;We even have a &lsquo;Town Council&rsquo; for members who want to talk with other members, or discuss concerns and feedback for the sub itself,&rdquo; Devuluh says.</p>

<p>Mostly, though, HaveWeMet lets users play with the rules of online identity itself. There aren&rsquo;t many anonymous spaces left on the internet, and where they&rsquo;ve survived, communities are always on the lookout for impostors accounts. On most of the internet, creating a sock-puppet account will get you banned &mdash; but HaveWeMet embraces it.</p>

<p>Visitors seem to thrive on the offbeat creativity of the setup. &ldquo;I like posting because it&rsquo;s essentially a massive exercise in improvisation,&rdquo; said one user, who posts as local librarian Colin Thesaurus. He compared it to <em>Welcome to Night Vale</em> &mdash; the popular Lovecraftian podcast &mdash; but it&rsquo;s collectively authored, one thread at a time. &ldquo;It&rsquo;s a tone I love, and something that keeps bringing me back to the subreddit.&rdquo;&nbsp;</p>

<p>Like improv, the riffs tend to be self-reinforcing. When the sub realized you could role-play as animals, users went all-in: <a href="https://www.reddit.com/r/HaveWeMet/wiki/townhallmuseum#wiki_mayor_ulysses_2017">Ulysses the alpaca</a> (an actual person) was elected mayor, then replaced by none other than <a href="https://www.reddit.com/r/HaveWeMet/comments/9tnnou/bruce_the_moose_wins_the_mayoral_elections_of_2018">Bruce the Moose</a>. Others start <a href="https://www.reddit.com/r/HaveWeMet/comments/cj91uy/goats_needed_for_goat_choir/">goat choirs</a> alongside <a href="https://www.reddit.com/r/HaveWeMet/comments/cj5tfj/town_census/">salamander breeders and literal ducks</a>.</p>

<p>The chaos seems to bring people together. Weatherman John Levee, one of the most prominent posters in the sub, said he&rsquo;s drawn to the sense of camaraderie in the town. &ldquo;The community is lovely, all of this free-form, unrestricted posting,&rdquo; they said. &ldquo;It&rsquo;s interesting to see how people interact when you aren&rsquo;t given a backstory, or a character, only the post, and the knowledge that it&rsquo;s happening in a small town where everybody knows everybody.&rdquo;</p>

<p>That community can be a rare thing. Levee compares it to listening to community radio as a child in the UK, getting broadcasts from a tiny town in the Midwestern US. &ldquo;I live in the UK, where the idea of having a radio station for a single town was strange,&rdquo; he told me. &ldquo;Although I never visited this town, the quirky small-town-ish-ness of the place was something I enjoyed. Odd folks who all lived in the same place, where everybody seemed to know everybody.&rdquo;</p>

<p class="has-end-mark"><strong>Correction:</strong> <em>An earlier version of this piece referred to the fictional town as Lake Duck Pond. In fact, its name is Lower Duck Pond. The Verge regrets the error.</em></p>
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