Friday, October 30, 2026

12 laborers of Hercules

The twelve labors of Heracles were a series of arduous tasks imposed upon him by King Eurystheus as penance for killing his family during a fit of madness induced by the goddess Hera. While initially commissioned as ten labors, the king rejected two of them, ultimately requiring the hero to complete a total of twelve to earn his absolution.


---


| Labor | Task |

| :--- | :--- |

| 1 | Slaying the Nemean Lion |

| 2 | Slaying the nine-headed Lernaean Hydra |

| 3 | Capturing the Ceryneian Hind |

| 4 | Capturing the Erymanthian Boar |

| 5 | Cleaning the Augean stables in one day |

| 6 | Slaying the Stymphalian birds |

| 7 | Capturing the Cretan Bull |

| 8 | Capturing the man-eating mares of Diomedes |

| 9 | Obtaining the belt of Hippolyta, queen of the Amazons |

| 10 | Seizing the cattle of the giant Geryon |

| 11 | Obtaining the golden apples of the Hesperides |

| 12 | Capturing and bringing back Cerberus |


#### 🏛️ The Peloponnesian Labors

The first six labors took place within the Peloponnese, serving as the opening phase of the hero's penance.


- **Nemean Lion** — Heracles strangled the beast with his bare hands because its golden fur was impenetrable to his arrows, eventually skinning it to create his own cloak.

- **Lernaean Hydra** — He defeated the multi-headed creature with the help of his nephew Iolaus, who cauterized the stumps to prevent the heads from growing back.

- **Ceryneian Hind** — The hero was tasked with capturing the elusive, sacred deer of Arcadia.

- **Erymanthian Boar** — He successfully ensnared this terrifying, man-eating wild boar using a giant net.

- **Augean Stables** — Heracles cleaned the massive amount of manure from these stables in a single day by ingeniously diverting two local rivers to flood the barn.

- **Stymphalian Birds** — He shot down the monstrous, man-eating birds that terrorized the marshes with the aid of Athena.


These initial challenges demonstrated the hero's strength and ingenuity in subduing magical creatures and impossible environmental threats.


#### 🌍 The Far-Reaching Labors

The remaining six tasks required Heracles to travel to distant lands, many of which were considered strongholds of Hera or gateways to the Underworld.


- **Cretan Bull** — Heracles traveled to Crete to capture the rampaging bull, which he then drove back to King Eurystheus.

- **Mares of Diomedes** — He captured the four man-eating horses owned by the Thracian king Diomedes and brought them to the Mycenaean court.

- **Girdle of Hippolyta** — The hero seized the belt belonging to the queen of the Amazons.

- **Cattle of Geryon** — He journeyed to the far west to steal the red cattle belonging to the three-bodied giant Geryon.

- **Apples of the Hesperides** — Heracles obtained the golden apples kept at the world’s end, an endeavor that famously involved Atlas.

- **Cerberus** — The final and most difficult labor required him to enter the Underworld, guided by Hermes, to capture the three-headed dog guarding the gates of Hades.


Completing these difficult trials eventually freed Heracles from his servitude and secured his path toward immortality.

Levi-Strauss and Video Games

 Claude LĂ©vi-Strauss, one of the founders of structural anthropology, argued that myths can be understood by examining the binary oppositions they contain. Human beings, he believed, naturally organize thought through pairs of contrasting concepts such as:

  • Nature / Culture
  • Life / Death
  • Male / Female
  • Human / Animal
  • Raw / Cooked
  • Order / Chaos
  • good/evil

For Lévi-Strauss, myths are not primarily stories about historical events. Instead, they are symbolic systems that help cultures think through fundamental contradictions in human experience.

 

How Myths Mediate Oppositions

A key idea in Lévi-Strauss's theory is that myths do not simply present opposites. They attempt to mediate or reconcile them.

For example:

Opposition Mediating Figure
Nature / Culture Trickster
Human / Animal Hero with animal traits
Life / Death Underworld traveler
Order / Chaos Culture hero or king

The myth often introduces a character who exists between two categories and helps bridge the contradiction.

Example: The Trickster

Lévi-Strauss famously discussed trickster figures found in many indigenous American myths.

The trickster:

  • Creates order and disorder.
  • Helps and harms people.
  • Is clever and foolish.
  • Crosses boundaries.

Because the trickster occupies an in-between position, the figure helps cultures think about the tension between order and chaos.

Applying the Idea to Video Games

Since you're working with critical game studies, students can use Lévi-Strauss's approach to analyze games.

Ask:

  1. What represents order in the game?
  2. What represents chaos?
  3. Who or what mediates between them?
  4. Does the game ultimately favor one side?
  5. What values are associated with order and chaos?

Example: The Legend of Zelda

  • Order: Hyrule, monarchy, social harmony.
  • Chaos: Ganon, monsters, corruption.
  • Mediator: Link, who moves between civilized and wild spaces.
  • Resolution: Restoration of order.

Example: Dark Souls

  • Order: The Age of Fire.
  • Chaos: Darkness and entropy.
  • The game complicates the opposition by asking whether preserving order is actually desirable.

Example: Civilization

  • Order: Organized states, technology, law.
  • Chaos: Barbarians, undeveloped territory, instability.
  • The game largely rewards the expansion of ordered civilization.

A Useful Classroom Question

You might ask students:

According to Lévi-Strauss, myths help cultures think through oppositions such as order and chaos. In your chosen video game, what represents order and what represents chaos? How does the game's story or mechanics attempt to reconcile these opposing forces?

This question encourages students to move beyond plot summary and toward structural analysis, which is exactly what Lévi-Strauss hoped to achieve in his study of myth.

Mark Fisher and Video Games

 Mark Fisher’s cultural theory intersects deeply with video games, primarily through how contemporary critics, scholars, and game developers apply his concepts to analyze the medium. While Fisher wrote extensively about music, film, and literature on his k-punk blog and in books like Capitalist Realism, his theories provide a powerful framework for understanding modern gaming.

The primary ways his work connects to video games include:
1. Hauntology and "The Slow Cancellation of the Future"
Fisher popularized the concept of hauntology (originally from Jacques Derrida) to describe a culture haunted by lost, alternative futures that never arrived, resulting in an endless recycling of old styles and forms.
  • The Nostalgia Loop: Critics use Fisher’s work to explain the gaming industry's heavy reliance on remakes, remasters, and pixel-art retro throwbacks. This loop signals an inability to imagine fundamentally new aesthetic futures.
  • Kentucky Route Zero: This game is widely considered the ultimate "Fisherian" video game. It directly wrestles with hauntology, debt, economic displacement, and the ghosts of a forgotten America, capturing the exact melancholy Fisher described in his essay collection The Weird and the Eerie.
  • The "Boomer Shooter" and Synthwave Aesthetics: The deliberate revival of 1990s FPS mechanics and 1980s neon-dystopian aesthetics are frequently analyzed through Fisher's lens as cultural melancholia—yearning for eras when the future still felt open.
2. Capitalist Realism in Game Design
Fisher defined capitalist realism as the widespread sense that capitalism is the only viable political and economic system, making it impossible to even imagine an alternative. Video games frequently internalize and reinforce this framework:
  • The Economy of Play: In most RPGs, open-world games, and simulators, the underlying mechanics require infinite accumulation, resource extraction, commodification, and labor optimization. Players are trained to view progress strictly through market logic and productivity metrics.
  • Dystopian Cynicism: Games like Cyberpunk 2077 or the Fallout series depict horrific corporate dystopias, yet the gameplay loop relies on participating in those very capitalist structures (buying, selling, upgrading, mercenary labor) without offering structural alternatives. As Fisher famously echoed, "It is easier to imagine the end of the world than the end of capitalism."
3. Gamerpsychoanalysis and Boredom
In his essay Good for Nothing, Fisher wrote about how modern capitalism breeds a unique mixture of anxiety, depression, and depressive hedonism—the inability to do anything except pursue pleasure.
  • The "Checklist" Game: Critics apply this to the modern AAA open-world design (like Ubisoft-style maps). Players experience a state of "wired boredom," where they compulsively clear icons off a map not because they are experiencing genuine joy, but as a form of repetitive, low-stakes digital labor to numb anxiety.
4. Direct Tributes in Game Development
Because Fisher's writing deeply affected a generation of creative minds before his passing in 2017, game developers have begun embedding direct nods to him in their work:

Monday, October 26, 2026

Wristwatches as Mythological Artifacts

  

Watches as Mythological Artifacts

In Greek mythology, heroes often possess symbolic objects that connect them to a role:

  • Achilles has his divine armor.
  • Odysseus has his bow.
  • Perseus has winged sandals and magical gifts.
  • Athena carries her aegis.

These objects are not merely equipment. They signal identity.

Likewise, modern watches often serve less as practical timekeeping devices and more as symbols of participation in a larger narrative.

A desk-bound office worker wearing a dive watch is rarely preparing for a 300-meter underwater expedition. A professor wearing a pilot watch is unlikely to navigate a Spitfire through a storm. Yet the watch still carries meaning because it grants symbolic access to an archetype.


The Diver as Archetype

The Diver archetype is fundamentally about descent into the unknown.

In mythology, this resembles the hero's journey into dangerous realms:

  • Odysseus entering the underworld.
  • Theseus descending into the Labyrinth.
  • Heracles undertaking impossible labors.

Psychologically, the diver explores what Carl Jung would call the unconscious. The diver enters darkness, confronts uncertainty, and returns with knowledge.

The classic dive watch embodies this:

  • rugged construction
  • resistance to pressure
  • reliability in hostile environments
  • independence and self-sufficiency

The fantasy is not "I can tell time underwater."

The fantasy is:

I can survive where others cannot.

This closely resembles the role of various RPG classes:

  • Ranger
  • Explorer
  • Survivalist
  • Scout

The diver is a frontier hero.


The Pilot as Archetype

The Pilot archetype is different.

Rather than descending, the pilot ascends.

The pilot occupies a symbolic position between earth and heaven.

In Greek myth this evokes:

  • Daedalus
  • Icarus
  • Bellerophon riding Pegasus

These figures transcend normal human limitations.

The pilot watch reflects values such as:

  • navigation
  • precision
  • calculation
  • situational awareness

The pilot does not conquer through brute force.

The pilot masters complexity.

In RPG terms, the pilot resembles:

  • tactician
  • commander
  • engineer
  • navigator

The watch becomes a symbol of rational control amid chaos.


Diver and Pilot as Opposing Heroic Modes

What's especially interesting is that these archetypes form a kind of binary.

Diver Pilot
Below Above
Depth Height
Darkness Light
Pressure Open Space
Exploration Navigation
Survival Mastery
Instinct Calculation
Ocean Sky

This resembles many mythological oppositions:

  • Poseidon versus Zeus
  • Sea versus Sky
  • Underworld journey versus celestial ascent

Yet both are heroic paths.

 


Watches as Narrative Interfaces

What fascinates collectors is often not the specifications themselves but the stories.

The owner may never dive.

The owner may never fly.

Yet the object invites imaginative participation.

The diver says:

Imagine yourself confronting the unknown.

The pilot says:

Imagine yourself mastering the impossible.

This is remarkably similar to what fantasy literature, mythology, tabletop RPGs, and video games all accomplish.

They provide symbolic frameworks through which people explore possible selves.


A Greek Mythology Interpretation

If I were building a mythology lesson around this idea, I might frame it this way:

The Diver Watch is Odyssean.

  • exploration
  • endurance
  • survival
  • confrontation with mystery

The Pilot Watch is Daedalian.

  • ingenuity
  • craftsmanship
  • navigation
  • transcendence of limits

Both watches tell stories about what kind of hero the wearer imagines becoming.

That's why they remain culturally powerful even in an age when a phone keeps better time. Their true function is not chronological. It is mythological.

And that may explain why enthusiasts can spend hours discussing bezels, crowns, lume, and complications. On the surface they are discussing objects. At a deeper level, they are discussing identities, aspirations, and archetypes. The watch is simply the artifact that carries the myth.

Friday, October 23, 2026

Decision Space in Video Games

 Decision space is the range of meaningful choices available to a player at any given moment in a game.

In simple terms:

The larger the decision space, the more options a player can consider and the more they must think about the consequences of their choices.

Example: Small Decision Space

In Flappy Bird, the player essentially has one decision:

  • Tap
  • Don't tap

The game can be difficult, but the decision space is very small because there are very few choices.

Example: Large Decision Space

In Civilization, a player must constantly decide:

  • What technology to research
  • Where to settle cities
  • Which units to build
  • Who to ally with
  • When to go to war
  • How to manage resources

Each choice affects future possibilities, creating a huge decision space.


Decision Space vs. Complexity

A common design goal is to create a large decision space from simple rules.

For example, Chess has only a few basic movement rules, but those rules combine to create an enormous number of possible decisions.

Game designers often praise systems that provide:

  • Easy-to-understand rules
  • Many meaningful choices
  • Different viable strategies

Good Decision Space

A decision space is strongest when choices are:

Meaningful

Different options lead to different outcomes.

Example:

  • Attack now
  • Defend
  • Retreat

Each has advantages and risks.

Legible

Players can understand the consequences of their choices.

Example:

  • A weapon deals 50 damage but attacks slowly.
  • Another deals 20 damage but attacks quickly.

The trade-off is visible.

Interesting

There is no obvious "best" answer in every situation.

If one option is always superior, the decision space effectively shrinks.


Poor Decision Space

False Choices

Options appear different but produce the same result.

Example:

  • Three dialogue options that all lead to the identical response.

Dominant Strategies

One option is so strong that it overwhelms all others.

Example:

  • One weapon is better than every other weapon in damage, speed, and cost.

Players stop considering alternatives, narrowing the decision space.


Connection to Gameplay Loops and Value Chains

Since you're studying gameplay loops and value chains, decision space connects directly to both.

A gameplay loop answers:

"What does the player repeatedly do?"

Decision space answers:

"How many meaningful ways can the player do it?"

For example, in a farming game:

Small decision space

  • Harvest crop
  • Sell crop

Larger decision space

  • Sell crop
  • Cook crop
  • Craft with crop
  • Gift crop to NPCs
  • Use crop for quests

This is very similar to what Daniel Cook discusses in his value-chain essay. A resource becomes more valuable when it participates in many future possibilities. More possibilities generally create a larger decision space for the player.

A useful classroom definition

Decision space: The set of meaningful choices available to a player at a particular point in a game, along with the strategic consequences that result from those choices.

For your game design students, a good discussion question is:

"When does increasing decision space make a game deeper, and when does it simply make a game more complicated?"

That distinction often separates elegant design from overwhelming design.

Wednesday, October 21, 2026

HG Wells, the Time Machine

 from page 1:

“ Filby became pensive. “Clearly,” the Time Traveller proceeded, “any real body must have extension in four directions: it must have Length, Breadth, Thickness, and—Duration. But through a natural infirmity of the flesh, which I will explain to you in a moment, we incline to overlook this fact. There are really four dimensions, three which we call the three planes of Space, and a fourth, Time. There is, however, a tendency to draw an unreal distinction between the former three dimensions and the latter, because it happens that our consciousness moves intermittently in one direction along the latter from the beginning to the end of our lives.”

So, here is four dimensional spacetime in 1895.

https://www.gutenberg.org/cache/epub/35/pg35-images.html


Saturday, October 17, 2026

Vices in Ancient Greek Mythology

 For an Ancient Greek mythology class, it can be useful to pair virtues with their opposite vices. The Greeks did not have a single official list of vices, but many moral failings appear repeatedly in mythology, tragedy, and philosophy.

Major Greek Vices

  • Hubris (᜕ÎČρÎčς) – Excessive pride, arrogance, or defiance of the gods.
    • Examples: Niobe, Arachne, and King Xerxes.
    • Often considered the most dangerous vice in Greek mythology.
  • Greed (Pleonexia) – Wanting more than one's fair share.
    • Examples: King Midas and many tyrants in Greek stories.
  • Cowardice (Deilia) – Failure to act courageously when duty requires it.
    • Opposite of courage.
  • Injustice (Adikia) – Unfairness, lawlessness, or denying others what they deserve.
    • Opposite of justice.
  • Intemperance (Akrasia) – Lack of self-control; being ruled by appetites and passions.
    • Examples: Excessive drinking, lust, gluttony, rage.
    • Opposite of temperance.
  • Foolishness or Ignorance (Amathia) – Refusal to seek wisdom or learn the truth.
    • Socrates regarded ignorance as the root of many moral failures.
  • Envy (Phthonos) – Resentment of another's success or happiness.
    • Frequently motivates conflict among gods and mortals.
  • Wrath (Orgē) – Uncontrolled anger leading to destructive actions.
    • Example: Achilles' rage in the Iliad.
  • Impiety (Asebeia) – Disrespect toward the gods, sacred customs, or religious duties.
    • A common cause of divine punishment.
  • Deceit (Dolos) – Dishonesty and treachery.
    • While clever trickery could sometimes be admired, deceit that harmed others was often condemned.

A Useful Classroom Pairing

Virtue

Vice

Wisdom

Ignorance / Foolishness

Courage

Cowardice

Temperance

Intemperance / Excess

Justice

Injustice

Humility

Hubris

Piety

Impiety

Generosity

Greed

Self-Control

Wrath

Mythology's Repeating Pattern

Many Greek myths follow the same moral arc:

Hubris → Ate (delusion/blindness) → Nemesis (divine retribution) → Downfall

For example:

  • Arachne's pride leads her to challenge Athena.
  • Niobe boasts that she is superior to Leto.
  • Icarus ignores warnings and flies too close to the sun.

This cycle makes hubris arguably the central vice in Greek mythology.