Waggish

David Auerbach on literature, tech, film, etc.

Tag: technology (page 2 of 3)

The Binding of Isaac and the Binding of Symbols

In The Stupidity of Computers, I discussed how computers require rigidly defined ontologies, which are then enforced on us. What happens in the collision between slippery life and a fixed ontology? Here is a case study. Here the fixed ontology is that of video games, and the “life” is the Christian religion.

The Binding of Isaac is an indie game by Edmund McMillen (art and design) and Florian Himsl (programming) about a boy, Isaac, with an insane fundamentalist Christian mother. When she hears the voice of God telling her to kill Isaac (as seen in the opening cutscene), Isaac flees into the basement and fights the terrible creatures therein, going deeper and deeper into the basement until confronting Mom herself (and, later in the game, Satan). You, as Isaac, shoot tears at the enemies to kill them. The enemies, which include all manner of biological horrors (fistulae, fetuses, pinworms, blastocysts, and lots of bugs), all try to kill you.

Bosses include Mom, Satan, Pin, Chub, Fistula, Blastocyst, the Blighted Ovum, Scolex, Loki, the Seven Deadly Sins, and the Four Horsemen of the Apocalypse (image c/o Binding of Isaac Wiki)

The game itself is firmly neo-classicist. It is a top-down 2D action game that will look familiar to people who played Legend of Zelda. The basic mechanics are the same: you control a character moving from room to room in a maze and killing enemies. There are multiple levels, with difficult bosses at the end of each level.  You pick up power-up items that increase your character’s skills in one way or another: speed, damage, health, etc. (Some items hurt you, some are a mixed bag.)

The game is extraordinarily difficult, requiring way more coordination and reflexes than I possess, and it is unforgiving: death sets you back to the beginning every time. But for the dextrous it is prodigious, and because of the randomly generated levels and a plethora of unlockable items, secrets, and endings, the game has picked up a well-deserved diehard following. While traditional, the game is far more elaborate and skillful than the norm–McMillen clearly has spent a great deal of time thinking about gameplay construction and balance. (McMillen did the similarly neo-classical Super Meat Boy, a punishing platformer requiring utterly precise split-second timing.)

But the story and the symbols are what concern me, and specifically the mapping of the game’s symbols to the game’s functional roles.

Courtesy of the Binding of Isaac Wiki, which has an exhaustive list of items, enemies, and everything else in the game, consider a few game items (that is to say, symbols) and their functional roles in the game :

ItemEffectInfo
Wire Coat Hanger

Wire Coat Hanger.png

Increases Tears by 2.

Found in the Boss Room.

Isaac gets a coat hanger through his head.
Wire Coat Hanger Isaac.jpg
Stem Cells

Stem Cells.png

+1 heart container. It also heals a half heart.Isaac Stem Cells.png

A fetus grows on the side of Isaac’s face.

Wooden Spoon

Wooden Spoon hq.png

Increases speed by 2.

Found in the Boss Room.

Spoon Isaac.jpg

Isaac has beat marks from a spoon.

These power-up items have perfectly traditional functions, making Isaac faster, giving him more health points, or increasing his tear firepower. What’s left for the player to infer is why the items have the functional effects they do. This knowledge is irrelevant to the game’s function but contributes to the underlying “story.” So the Wooden Spoon, as well as another item, the Belt, increase speed because Isaac was beaten and he runs from them. Stem cells are both anti-Christian and associated with health. The Wire Coat Hanger, a reminder of abortion, would make a good Christian boy cry.

(Sometime the notable inferences are not between symbol and functional role but between name and image. Breakfast, Lunch, Dinner, and Dessert all increase health, but the item images are of dog food and spoiled milk.)

But some links are left vague or underdetermined. Why does the Wire Coat Hanger go through Isaac’s head after you pick it up? Maybe just for gross-out purposes, or maybe because Isaac’s mother wanted to abort him? Very little exposition is explicitly given in the brief story cut-scenes, leaving ambiguous the extent to which all these horrible things actually happened to Isaac.

Also, the symbolism does not seem to be especially organized: Judeo-Christianity is the dominant note, but bits and pieces appear from other mythologies such as an ankh, a tarot deck, Polyphemus, the Necronomicon, and many references to other games. In addition to Isaac, you can play as Judas, Cain, Eve, Magdalene, or Samson. (References to Jesus in the game, however, are exceedingly rare.) These characters are ultimately just Isaac’s alter ego, with Eve and Magdalene contributing to a strong implication that Isaac likes to cross-dress.

So the mappings from symbol to functional role are fairly piecemeal, constructed with an eye toward gameplay rather than a perfectly coherent story per se. For example, Isaac is able to use “holy” and “Satanic” items alike and in combination with little incident:

ItemEffectInfo
The Bible

The Bible.png

Transforms the player into an angel, allowing him or her to fly over obstacles for the current room only.

Isaac Fate.png

Instantly kills Mom, Mom’s Heart, and It Lives.

Satan or Isaac will instantly kill you for using it, even after death (unless you have The Wafer).

The Book Of Belial

Bookofbelial.png

Doubles damage until you exit the room, just like The Devil tarot card. It also gives Isaac an angry face with empty eye sockets with blood running down his face until he exits the room.

Belialisaac.jpg

Unlocked by beating the full game. Can rarely be found in secret rooms and the devil room. Judas starts the game with this item.
Rosary

Rosary.png

Increases Faith by adding 3 Soul Hearts and increases the chance for a Bible to appear in the subsequent levels of the playthrough.

Found in Item Room and Shop.

Rosary Isaac.jpg

Isaac has a cross amulet.

The Pact

Thepact.png

Increases Damage by 1 and rate of fire by 2. The player also gains 2 soul hearts.

If you have Transcendence when you pick up The Pact, you will have a body again, but with demon wings like the Lord of the Pit item grants.

Available by defeating ‘The Fallen‘ or traded in a Devil Room.

The Pact Isaac.jpg

Turns the player’s body black, gives him small horns, and makes him seem more aggressive.

While using the Bible on Satan (or the final final boss, who is Isaac him/yourself) will kill you, this is more the exception than the rule. I’m not sure to what extent it was intended that possessing the Wafer prevents you from dying if you use the Bible to fight Satan, or even what the symbolic import of it is. There are so many items that the interactions between them (such as Transcendence and The Pact, another baffling combination) were probably determined ad hoc, especially as many items were added in several updates after the game’s initial release.

I don’t mean to say that the symbolism is a meaningless mishmash. The story and content are deeply significant to McMillen: in an interview he discussed his oppressive born-again upbringing, as well as the disappointment he felt upon realizing that the entire world of the Bible was not real. The links between games and religion are very real to him: “I think Catholicism is quite interesting. It’s very close to D&D.”

But I’m not sure that aside from memorably grotesque dark humor, the specific symbol set has contributed that much to the game’s popularity. When you are dodging 15 enemies while shooting explosive projectiles at them, it doesn’t matter whether the enemies are spaceships or aborted fetuses, or whether the projectiles are missiles or your own vomit/tears/urine.

ItemEffectInfo
Number One

Shape3061.png

Sets the player’s tears to their maximum rate of fire and minimum range.

Combining Number One with Technology causes the fire rate to increase significantly and turns the beam yellow.

Bug: Collecting The Mark (and maybe other tear-changing items) before collecting Number One increases your rate of fire to max, but doesn’t decrease your range.

Number one!.jpg

Isaac stops crying and smiles while yellow colored projectiles (urine) come from his lower body rather than his face.

YellowTears.jpg

Ipecac

IPECAC1.png

Green projectiles fired from the mouth causing poison/explosive damage. Shots are fired in an arc, so they will fly over enemies unless extremely close (close enough to take damage from the explosion).Isaac Ipecac.png

Isaac gets very sick and he spits his projectiles.

The symbolism is not irrelevant to the gameplay, however. Seemingly incidental details make a difference to how various pieces of the game interact functionally. For example: Cain only has one eye, so if you play as Cain and he picks up the weapon Technology (an eye laser), he can no longer shoot tears out of his other eye. The other characters still can. Here the symbol dictated part of the functional role.

But the symbolism only inconsistently has such functional impact. One can make deals with the Devil himself (before fighting him later in the game), and while you won’t be able to purchase holy items from him, items like Guppy’s Head and A Quarter lack a certain Satanic elan possessed by other Deal with the Devil items like the Pact, Lord of the Pit, and Whore of Babylon.

ItemEffectInfo
Guppy’s Head

Guppyshead 1.png

Spawns 2-4 Blue Flies to damage enemies. Flies won’t spawn if entering a door while using it.Found in Devil Room for 2 hearts, Red Chests, Challenge Room or as a drop from fight with The Fallen.

If you collect any three of the Guppy’s items (Guppy’s Head, Guppy’s Tail, Guppy’s Paw, Dead Cat), Isaac will becomes Guppy. If it’s Guppy’s Paw or Guppy’s Head, you only need to use it once (you can drop it afterward) to make the game counts you as “carrying” the item.

Whore of Babylon

Whore-of-babylon.png

If you have half a heart, a message reading “What a horrible night to have a curse…” appears on the screen and the player becomes the Whore of Babylon. This increases their damage by 3 and speed by 2 and they will stay in that form until leaving a room with more than half a heart.Eve starts the game with this item.

Found in the Devil Room, Item Room or after defeating The Fallen. Might appear in the shop for 2 hearts or 15 coins as well.

When activated while the player has Fate, the Holy Grail, or the Bible activated, the wings turn black.

Whore of Babylon Isaac.jpg

Isaac becomes a spawn of Satan.

The Mark

The mark.png

Increases Damage by 2 and adds one soul heart.

Will kill you if you have 2 or less hearts when you make the devil deal despite giving you one soul heart.

Available by defeating The Fallen or traded in a Devil Room.

The Mark Isaac.jpg

Isaac sports three 6’s in a circular pattern.

We are very close, then, to a world of allegory, except that in relation to Christian allegory, the terms have been reversed. Instead of mapping a world of secular symbols onto a common and uniform religious conceptual scheme, religious symbols are mapped, somewhat haphazardly, onto the firmly fixed conceptual vocabulary of a video game.

Allegory is only possible (and popular) within a community in which there is a shared conceptual vocabulary to allegorize. Religion is ideal for this purpose, providing such an overarching unity of conceptual arrangement that most members of that religious community stand a good chance of decoding the allegory. Mapping the plot and symbols of William Langland’s medieval allegory Piers Plowman onto Christian concepts may not be blatantly obvious, but it is a process firmly enmeshed in the dominant religious conceptual arrangement of the period.

In the absence of a complex religious vocabulary, certain cultural universals like beauty, sex, and death are also manageable for allegorical purposes, but anything more specific, such as politics, poses a problem. If the reader does not feel the allegorical basis of the story, the allegory may just appear empty and contrived, or even incomprehensible.

In a restricted conceptual vocabulary, such as that of a top down 2D game, the problem of a lack of shared vocabulary disappears. Every player knows the conceptual vocabulary of health, shots, power ups, enemies, and bosses. Their significance within the game is indisputable: they amount to how you play and win the game. They form the ontology of a video game.

As for decoding the allegory, the symbolic mapping is made explicit, even if the meaning of the mapping is not. The Belt and the Wooden Spoon increase Isaac’s speed, but one must then infer that they do so because Isaac has been beaten with them. Having the Whore of Babylon item gives you far more firepower, but only if you’re very low on health. And so players begin to use a Judeo-Christian symbology in a very particular and peculiar way because The Binding of Isaac makes use of them in a rigidly allegorical context.

McMillen clearly feels this allegory quite deeply. But what about players, to whom these symbols may have much less powerful associations? The game must have an influence, however small, on how players will think of those symbols. The computer doesn’t care whether the damaging projectiles are bullets, tears, or urine, but because these terms are used in other contexts, their binding to the conceptual realm of the video game has some impact.

This impact was not calculated, nor is it easily grasped. The symbology is based on the Judeo-Christian mythos while not being beholden to it. The Binding of Isaac is striking because it is such an extreme case and uses a symbology that has rarely (if ever) been put to such use in a video game before. But in participating in a mapping from symbols to an ontology, we participate in the mutation of the meaning of those symbols. The individual functional roles of video games bleed into the symbols they use and stay with us every time we see a wafer, a fistula, or a Bible thereafter.

A Retrospective of the Work of Christiane Paul: “Cory Arcangel: Pro Tools”

Here I present a tribute to the work of Christiane Paul currently on display in the Whitney Museum in her exhibit “Cory Arcangel: Pro Tools.”

Continue reading

Rod Humble and the Marriage: Not Labels, Not Pointers, but Live Fragments

A few years ago, Rod Humble wrote a short, abstract game called The Marriage. The action consists of trying to get two squares not to shrink or fade out while circles drift around them. You control the blue circle. The pink circle is not under your direct control.

But the game interests me less than the rhetoric of Humble’s explanation for the game. I really am not picking on Humble here, who seems like a reasonable person. It’s just worth observing how utterly foreign his analogical mindset is from that of the best writers.

He wrote the game in an attempt to get away from concrete, visual representation of ideas and concepts, yet what resulted was something conceptually very concrete.

Here is his interpretation that guided the game’s construction:

The game is my expression of how a marriage feels. The blue and pink squares represent the masculine and feminine of a marriage. They have differing rules which must be balanced to keep the marriage going.

The circles represent outside elements entering the marriage. This can be anything. Work, family, ideas, each marriage is unique and the players response should be individual.

The size of each square represents the amount of space that person is taking up within the marriage. So for example we often say that one person’s ego is dominating a marriage or perhaps a large personality. In the game this would be one square being so large that the other one simply is trapped within the space of it unable to get to circles and more importantly unable to “kiss” edge to edge.

The transparency of the squares represents how engaged that person is in the marriage. When one person fades out of the marriage and becomes emotionally distant then the marriage is over.

Your controls reveal the agency of the game. You are only capable of making the squares move towards each other at the same time or removing a circle by sacrificing the size of the pink square. You are playing the agency of Love trying to make the system of the marriage work. Not only does this mean that the mechanics of attraction and sacrifice communicate love but also the physical way the game is controlled, I wanted a gentle almost stroking like feel to playing the game, that’s why clicking or rapid motion was not appropriate.

The backdrop’s colour has meaning. It starts off blue representing the world of the masculine. The club scene perhaps or adventures and exuberant experimentation. It then over time transitions to purple a mix of blue and pink representing the beginnings of a more permanent relationship. Then to pink as we enter fully the world of the feminine such as a home made together or emotionally the relationship becoming more kind. Next onto green colour of life and renewal, this represents a giving back to the world by the marriage, perhaps creatively, perhaps by having children or caring for others. Finally it becomes black symbolizing that at the end of the marriage when life is done there is nothing but each other. The only break in the blackness is at the bottom, where the strip of light representing memories of the marriage has been built up.

The game mechanics are designed such that the game is fragile. Its easy to break. This is deliberate as marriages are fragile and they feel fragile, I wanted to get this across.

The final part of the game comes if the marriage ends while the backdrop is black. At every point the two squares have kissed during the game a pair of tiny squares is created and drift off the screen, as the last one leaves the game ends.

Now, without getting into heavy analysis, some points should already be clear.

  1. The incredible literalness of the mapping from game elements to concepts.
  2. The stripped-down simplicity of the conceptual vocabulary in order to allow for such a literal mapping.
  3. The received nature of the concepts, taking stereotypical notions like the blue masculine and the pink feminine in order to obtain an easily-grasped mapping.

(In 1910 pink was considered a very masculine color, so the symbols are culturally relative, but some relatively common symbol set within a community must always exist, and is probably always trite by its very nature.)

None of these are inherently bad tendencies. In many ways, they are necessary ones for making playable games. But the risks and problems of applying such an ambiguous conceptual vocabulary onto a literal representation should be apparent as well. It encourages a fallback onto the most common of common knowledge in order to make such a mapping comprehensible. Subjective metonymy within a simple framework (the “stroking feel” being linked to love, the various meanings of all the colors) is the key dynamic at work.

But it’s not even the particular symbols used (pink feminine, blue masculine), so much as the need for such a simple framework itself. Let’s say we need two things in a game to represent the male and the female. Is there anything satisfactory that isn’t either reductive or opaque?

  • The Mars and Venus gender symbols
  • Sword and pillow
  • Square and circle
  • Drum and cymbal
  • Hot dog and donut

The use of pink and blue didn’t produce a more sophisticated set of symbols, just a less blatant set. The metonymy was at the same concrete level as any of the duos above. And it applies to metonyms like the transparency equating to engagement.

It is the mindset of a Gene Wolfe, then, where every element, no matter how obscure, has a single definite meaning, rather than the mindset of a James Joyce, where the embrace of ambiguity and contradiction on lexical, semantic, and structural levels yields greater riches than a single postulated meaning.

My contention is that this sort of Platonic, atomistic thinking goes hat in hand with the sort of thinking used in constructing and utilizing scientific models of the world, as opposed to the messier business of human language and human relationships where a far greater degree of ambiguity is both acceptable and accommodated. This ambiguity inevitably leads to misunderstanding, sometimes destructively (say, in a marriage). The question is whether sufficient clarity can be achieved without adopting such a reductive, game-like model. Otherwise, you’ve adopted a view of the world (or of love, or of a marriage) that could easily fail you.

Ironically, this is the sort of analysis often performed in literary criticism. Thomas Karshan’s recent article on Nabokov in the TLS quoted this scabrous response from Nabokov in response to W. W. Rowe’s finding sexual innuendos in Pale Fire such as “wick” in “wickedly folding moth”:

The various words that Mr. Rowe mistakes for the “symbols” of academic jargon, supposedly planted by an idiotically sly novelist to keep schoolmen busy, are not labels, not pointers, and certainly not the garbage cans of a Viennese tenement, but live fragments of specific description, rudiments of metaphor, and echoes of creative emotion. The fatal flaw in Mr. Rowe’s treatment of recurrent words, such as “garden” or “water”, is his regarding them as abstractions, and not realizing that the sound of a bath being filled, say, in the world of Laughter in the Dark, is as different from the limes rustling in the rain of Speak, Memory as the Garden of Delights in Ada is from the lawns in Lolita.

Vladimir Nabokov

Nabokov appeals to a hermeneutic holism that defeats such easy metonymic models. It’s not that the richer worlds of which he speaks cannot be quantified as such, just that the vocabulary required is so dauntingly extensive as to require lived human experience. No such sophisticated symbolic model for this experience yet exists, and I don’t see one coming any time soon. A model cannot capture the live fragments of which Nabokov speaks. When rendering such fragments in a game, the abandonment of complexity disguises itself by using a sufficiently obscure model, so that the model does not seem banal.

Nabokov hated Freud and psychoanalysis (hence the veiled reference to Vienna), and indeed, this sort of atomistic symbolism makes me think of something Ernest Gellner said about psychoanalysis in The Cunning of Unreason: the psychoanalytic model had to walk the line between scientific precision and mythical ambiguity so as not to seem banal or spurious.

A purely hermeneutic psychoanalysis would not sound like science, confer no power, and few men would turn to it in distress; a purely physicalist or biological psychoanalysis would have been too much like a science, and no fun. But the plausible-sounding fusion of both is very different, and most attractive.

Ernest Gellner, The Cunning of Unreason

And weaker writers rely on exactly this careful navigation between the Scylla of simplistic allegory and the Charybdis of pointless ambiguity, so that they may seem profound when they really are not. I am thinking her of Alberto Moravia’s endless rationalism, where there is a neatly placed psychological explanation for every character trait and every movement proceeds from the careful arrangement of forces logically arrayed. (See The Conformist.) Moravia does it so well that the ultimate weakness of construction is a shame. (Removing the explanations, as was done in the wonderful movie of L’Ennui, can produce amazing results.)

L'Ennui: "I could tell you what I'm thinking but it would make the movie less interesting."

I know: The Marriage is just a game. Humble did not mean to make any sweeping statement about marriage in general, and the game is clearly so personal to him that I feel a little bad using it to exemplify a certain type of thinking. But speaking just personally, if my partner wrote this game and explained the game to me in that way, I would be frightened out of my wits.

Update: Rod Humble has responded kindly in the comments, and I appreciate his openness to discussion and critique. I also wanted to point out Derek Badman’s essay on Lewis Trondheim’s Bleu, since comics rely on the sort of abstracted narrative visual representation that games do as well. Bleu “tells” of the interaction of a green blob with two stars and two dots. To the best of my knowledge, there is no “key” to the abstraction. Yet the similarity is striking!

a page from Lewis Trondheim's Bleu

Cultural Illogic: David Golumbia and The Cultural Logic of Computation

David Golumbia does not like computers. Toward the end of The Cultural Logic of Computation, after lumping computers and the atom bomb into a single “Pandora’s Box” of doom, he observes:

The Germans relied on early computers and computational methods provided by IBM and some of its predecessor companies to expedite their extermination program; while there is no doubt that genocide, racial and otherwise, can be carried out in the absence of computers, it is nevertheless provocative that one of our history’s most potent programs for genocide was also a locus for an intensification of computing power.

This sort of guilt by association is typical of The Cultural Logic of Computation. The book is so problematic and so wrong-headed as to be shocking, and as philosophical and cultural excursions into technological analysis are still comparatively rare, the book merits what programmers would term a postmortem.

Throughout the book, Golumbia, an English and Media Studies professor who worked for ten years as a product manager in software at Dow Jones, insists that computers are creating and enforcing a socio-political hegemony that reduces human beings to servile automatons. They aren’t just the tools of oppression, they oppress by their very nature. Golumbia attacks the encroachment by “computation” on human life. He defines “computation” as the rationalist, symbolic approach of computers and logic.

Or at least he seems to sometimes. Other times “computation” stands in for an amorphous mass of cultural issues that just happen to involve computers. Much of the the book focuses on political issues that don’t bear on “computation” in the least, such as a tired attack on Thomas Friedman and globalization that adds nothing new to Friedman’s already-long rap sheet. Golumbia spends ten pages criticizing real-time strategy games like Age of Empires, complaining:

There is no question of representing the Mongolian minority that exists in the non-Mongolian part of China, or of politically problematic minorities such as Tibetans and Uyghurs, or of the other non-Han Chinese minorities (e.g., Li, Yi, Miao).

A true Hobbesian Prince, the user of Age of Empires allows his subjects no interiority whatsoever, and has no sympathy for their blood sacrifices or their endless toil; the only sympathy is for the affairs of state, the accumulation of wealth and of property, and the growth of his or her power.

The critique could apply just as easily to Monopoly, Diplomacy, Stratego, or chess.

Golumbia gives away the game, so to speak, when he implies that connectionism (a non-symbolic artificial intelligence approach used in neural networks) is somehow less politically suspect than the symbolic AI approaches he attacks. In fact, non-symbolic approaches like Bayes networks and neural networks are themselves used ubiquitously in the data mining he (rightly) worries about. Golumbia has confused science with scientism, and computers’ uses with their structure.

Without a critique of the technical side of computers, Golumbia’s book would be just another tired retread of Chomsky, Hardt/Negri, Spivak, Thomas Frank, and the like. Unfortunately, his actual excursions into technical issues are woefully uninformed. A surreal attack on XML as a “top-down” standard ends with him praising Microsoft Word as an alternative, confusing platform and application. He hates object-oriented programming because…well, I’m honestly not quite sure.

Because the computer is so focused on “objective” reality—meaning the world of objects that can be precisely defined—it seemed a natural development for programmers to orient their tools exactly toward the manipulation of objects. Today, OOP is the dominant mode in programming, for reasons that have much more to do with engineering presumptions and ideologies than with computational efficiency (some OOP languages like Java have historically performed less well than other languages, but are preferred by engineers because of how closely they mirror the engineering idealization about how the world is put together).

The lack of citation, pervasive throughout the book, makes it impossible even to pinpoint what this objection means. I’d be curious as to how he feels about functional languages like Lisp, ML, and Haskell, but Golumbia shows no signs of even having heard of them. Unfortunately, XML and object-oriented programming are pretty much his two main points of technical attack, which indicates a lack of technical depth.

Yet Golumbia’s greatest anger is reserved for Noam Chomsky. Golumbia devotes a quarter of the book to him, with Jerry Fodor serving as assistant villain. Somehow, Chomsky’s computational linguistics become far more than just a synecdoche for modern corporatism and materialism; Chomsky is actually one of the main culprits.

To Golumbia, Chomsky is “fundamentally libertarian”; he is a Ayn Randian “primal conservative” who accepted military funding. He has “authoritarian” institutional politics which require strict adherence to his “religious” doctrine:

Chomsky’s institutional politics are often described exactly as authoritarian.

[His work] tends to attract white men (and also men from notably imperial cultures, such as those of Korea or Japan).

The scholars who pursue Chomskyanism and Chomsky himself with near-religious fervor are, almost without exception, straight white men who might be taken by nonlinguists to be ‘computer geeks.’

Golumbia is evidently fond of the ad hominem. Golumbia also associates “geeks” with “straight, white men,” insulting 19th century programmer Ada Lovelace, gay theoretician Alan Turing, and the vast population of queer and non-white programmers, linguists, and geeks that exists today (many not even Korean or Japanese).

Yet Golumbia finds time to praise Wikipedia, founded and run by fundamentally libertarian Ayn Rand acolyte Jimmy Wales. It’s strange for Golumbia to call Wikipedia a salutary effort to demote expert opinion when Wales himself says it should not be cited in academic papers. And strange for Golumbia to see Wikipedia as progressive when many of its entries still come from that well-known bastion of hegemonic opinion, the 1911 Encyclopedia Britannica. (The explicitly racist ones have been scrubbed.)

Beyond the technological confusions, Golumbia’s philosophical background is notably defective. The book is plagued by factual errors; Voltaire is bizarrely labeled a “counter-Enlightenment” thinker, while logicians Bertrand Russell and Gottlob Frege somehow end up on opposite sides: Russell is a good anti-rationalist (despite having written “Why I Am a Rationalist”), Frege is a bad rationalist. (He also enlists Quine and Wittgenstein to his leftist cause, which I suspect neither would have appreciated.) He thinks Leibniz preceded Descartes. He misappropriates Kant’s ideas of the noumenal and mere reason.

Here is a typically confused passage, revealing Golumbia’s fondness for incoherent Manicheistic dichotomies:

In Western intellectual history at its most overt, mechanist views typically cluster on one side of political history to which we have usually attached the term conservative. In some historical epochs it is clear who tends to endorse such views and who tends to emphasize other aspects of human existence in whatever the theoretical realm. There are strong intellectual and social associations between Hobbes’s theories and those of Machiavelli and Descartes, especially when seen from the state perspective. These philosophers and their views have often been invoked by conservative leaders at times of consolidation of power in iconic or imperial leaders, who will use such doctrines overtly as a policy base.

This contrasts with ascendant liberal power and its philosophy, whose conceptual and political tendencies follow different lines altogether: Hume, Kant, Nietzsche, Heidegger, Dewey, James, etc. These are two profoundly different views of what the State itself means, what the citizen’s engagement with the State is, and where State power itself arises. Resistance to the view that the mind is mechanical is often found in philosophers we associate with liberal or radical views—Locke, Hume, Nietzsche, Marx.

So it is not simply the technological material that is the problem. The quality of even the academic, philosophical portions of the book is dismaying, and the general lack of evidence and citation is egregious. Harvard University Press, who published the book, have a fine track record in the general areas that Golumbia inhabits. I am not certain how The Cultural Logic of Computation slipped through, nor how many of its blatant errors were not caught. It is an embarrassment and will only confirm the prejudices of those who feel that the humanities have nothing to offer the sciences but spite and ignorance.

For contrast, Samir Chopra’s Decoding Liberation: The Promise of Free and Open Source Software (Routledge) is an excellent and rigorous examination of some of the political and social issues around software and software development, strong on both the technical and philosophical fronts. I would urge anyone looking at Golumbia’s book to read it instead.

Franzen Again

The New York Times wouldn’t print Birdwatching is an Alternative to Love, but they did print a shorter response to Jonathan Franzen’s op-ed bemoaning the loss of love and pain in the modern world of gadgets:

Technology and Love

To the Editor:

I am puzzled by Jonathan Franzen’s essay “Liking Is for Cowards. Go for What Hurts” (Op-Ed, May 29).

I am significantly younger than Mr. Franzen and so experienced very little of the vibrant pre-technological world of love and pain he describes before the onslaught of the Internet.

In searching for archaeological evidence of this now-lost world, I expected older American literature to be chock-full of the Sturm und Drang whose loss he bemoans.

Yet in reading John Cheever and John Updike and Joseph Heller and Richard Yates and Raymond Carver and Sinclair Lewis and John Dos Passos and Frank Norris and Theodore Dreiser and Sherwood Anderson, I saw the same repressed, numbing malaise of “liking” Mr. Franzen bemoans, frequently portrayed in more acute terms than in any of Mr. Franzen’s novels.

Shouldn’t contemporary writing reflect a far more loveless and lifeless and superficial world than those books written before the age of the BlackBerry, when such distractions from love and pain were not available? It frightens me to think that techno-consumerism may not be the key nefarious influence at work, and that therefore bird-watching may not be the solution.

DAVID AUERBACH
Brooklyn, June 1, 2011

 

And now back to the embargo on Franzen over here.

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