Whip It: Mighty Jill Off
Written by Kieron Gillen on September 17, 2008 at 12:58 am.

Andrew Smee asks us why we haven’t written anything about Mighty Jill Off. Because I hadn’t got around to playing it, Mr Smee. Like, obv. But I sorted that out this afternoon, and by doing so managed to make myself late for popping into Introversion’s office to see Multiwinia. You can take that as a recommendation, I suspect. Mighty Jill Off is the S&M themed Bomb Jack remix from the Gamer Quarter’s associate editor, general games theorist and the S-in-the-S&M, Ancil Anthropy. Or, at least, on the latter, I have to presume so.
Because it strikes me that the game is a fairly interesting examination of the master/slave relationship, with her in the domme position. Yeah, I’m reaching into art wank, which is part of the point. I’ll get around to justifications eventually.
This is a hyper pure platform game. The character’s movements are lifted entirely from Bomb Jack - high jumps plus a hammering the button to hover and thus zip around - and inserted into an upward scrolling platform game, which reminds me of Rainbow Islands, though I suspect that’s probably just because of the directional sense of play and that there’s always seemed to be a sex-based subtext to Rainbow Islands. The plot revolves around Jill Off and her mistress, with Jill trying to earn the right to lick her boots. What’s in her way is a series of regimented, artfully constructed progressive platforming puzzles which tend towards the punishing. Infinite lives, but a single mistake and you’re lobbed back to the part of the problem.

The point being obvious: we often say - primarily as an insult - that to like a certain game you have to be masochistic. Mighty Jill Off notes that’s true of any of these old-skool games, and that striving to complete something for no other reason than your master has told you to do is deeply ingrained in gaming’s core genes. In other words, the characters in the games are all masochists and we are too.
But there’s more to it than the obvious gag (And, yeah, about forty cheap jokes come to mind when I mention the word “gag”). It’s not a game which is about games as pain in a simple dumb sense. There’s been dozens of “impossible” highly punishing games - they’re not very interesting. Hell, there’s many commercial games which are far more punishing than what Mighty Jill Off asks you to overcome - but the point isn’t about just that “games players are masochists”. It’s that “games designers are sadists”, in the sense of a Master/Slave relationship. In that, it’s a question of trying to punish your slave in a way which makes it a relationship. True sadism would just involve offing the little shit. The point is to make them suffer in a way which they can endure and - by tickling those desires - enjoy. And equally, because of the way you’re wired, you enjoy doing. It’s a reciprocal relationship, and totally necessary for games of this sort to work.

That’s my take anyway. It’s also a slick little indie platformer, and terribly cute in a - to quote artist-friend Laurenn McCubbin - “Disney’s “The Story of O”, with like, singing birds and shit” manner. Get it from here.
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Tags: Ancil Anthropy, free, Gamers Quater, indie, S&M
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Chex Quest I can actually sort of understand, primarily because that wasn’t borne of indie development, but as a marketing experiment given away with American cereal. Since the people behind RPS are British, and most of the reader-base seem to be too, and just European in general, most won’t know what a Chex actually is. Unless they’re really informed about American cereal brands.
So a post about that might be a little awkward. I imagine it would go something about this: Errr… we have this game we wanted to show you, but it was created to market cereal at you. American cereal. No, wait, come back! It’s not that bad. You won’t know any of the characters involved in the shooter, thus you’ll have no kind of nostalgic connection, but the shooter itself is sort of fun, if you like Doom remakes. It’s better than it sounds, honest!
It’d be a hard pitch.
September 17th, 2008 at 1:08 am
True sadism would just involve offing the little shit.
Well, hm, no. That would just be offing the little shit. Where’s the hurt and torture?
Either way, it’s a good title and one that I enjoy replaying on occasion.
September 17th, 2008 at 1:09 am
Kieron Gillen says:
And as if we’re ever up for Breakfast.
And offing the little shit EVENTUALLY.
I’ve read my DeSade.
KG
September 17th, 2008 at 1:10 am
Esha: You can’t have played Doom and not at least know what Chex Quest is.
Point is, after a dozen years of waiting, the final episode is out: http://chexquest.org/index.php?topic=918.0
September 17th, 2008 at 1:10 am
@KG
I cannot believe you made the DeSade reference.
I’m going to have a certain Jack of all Trades episode stuck in my head all day, now.
@Dracko
When Doom was first released, it was back in the days of the BBS, when most people didn’t have the Internet. And the popularity of Doom waned before the Internet was big enough for people to care about in the UK. As I remember, the first big Internet game in the UK was Quake, and people were racking up huge phone-bills just to play it.
Considering that Chex Quest is still primarily an American thing, I’m not sure how you can make that distinction. Sure, if you’re American and you’ve played Doom, then Chex Quest will seem subjectively like something that everyone’s going to know about. But I, myself, did not encounter it first until about 1999-2001 or thereabouts on The Underdogs. At which point my reaction was “Eh, they marketed a Doom mod?”, and that was that.
So I still think that only Americans would really get what the Chex Quest thing is all about. I still don’t even really get what the Chex Quest thing is all about. I know it’s some kind of cereal, and kids go nuts over cereal… but by and large, I’m in the dark.
September 17th, 2008 at 1:17 am
Nota bene; I’m not an American.
And I don’t recall this blog being UK-centric.
September 17th, 2008 at 1:19 am
Esha: You can’t have played Doom and not at least know what Chex Quest is
I’ve played Doom - hell I even bought the shareware - SHAREWARE - version of it in Virgin Megastores for 3 quid - but I’ve never even heard of it before now, let alone know what it is
September 17th, 2008 at 1:21 am
Noc says:
Lesson we can learn from this game:
If you’re trying to get across a subtext, make it a subtext, and make the game good.
It’s such a shame the game crashes when I try and run it.
September 17th, 2008 at 1:22 am
Kieron Gillen says:
Dracko: When we post it, I’m going to insert a poll asking people if they’re aware of it or not (And if so, how aware). I suspect it’ll make interesting reading.
KG
September 17th, 2008 at 1:30 am
Noc: So you haven’t actually played it, then?
And what on Earth do you mean? What’s inherently wrong with a cartoon BDSM setting, whether you intend it as a discussion of player/developer relationships or not?
September 17th, 2008 at 1:34 am
Noc says:
Dracko, you took my point as the exact opposite of what I meant. Probably my fault, though.
What I meant was that I’ve read about this game multiple times on several places throughout the internet. They tend to mention two things. One is the premise, and the other is the fact that it’s a very good example of pacing and difficulty balance/curving. Since the latter is usually the complaint I hear about other 2D platforming games, I’m concluding that the game is probably pretty good. But no, I haven’t played it. Because I can’t, because of the crashing.
The subtext I mentioned is what Kieron was talking about in the article. I.E. the metaphor of “Gamers as Masochists.” And it IS a subtext. At least, as far as I’m aware, that direct comparison doesn’t ever come up with the game. The master/slave thing is a premise, and there’s a game in the middle, but the connection between the two is made on the player’s side.
So this game has, for an indie little platformer, had a decent amount of exposure. Because people play it, like it, and pass it on. Then the Internet helps. It’s therefore managed to convey it’s subtext, successfully, to a respectable number of people.
Compare this, then, to Issue Games, where the game is bringing up an issue and wrapping a sort of half-assed game around it. The goal of these sorts of games is to convey this idea to the player, but they don’t do it very successfully. I’m presenting Mighty Jill Off as an example of how to so such a thing more successfully. Because a) the game is good enough to stand on its own, and b) it’s subtext is presented tangentially, instead of directly whacking the player over the head with the “point.”
September 17th, 2008 at 1:53 am
Kieron Gillen says:
Dracko: I think Noc’s doing the opposite of what you’re assuming he is. He’s taking the way I describe the game as true, and saying that’s the way to get a “message” into a game and saying it’s a shame it doesn’t work on his machine.
EDIT: Too late.
KG
September 17th, 2008 at 1:54 am
Robin says:
The only fly in the ointment being that the game isn’t fun or interestingly crafted. After a couple of obnoxious restart points I reached for ESC. I guess I’d be a shit masochist.
Is there an umbrella term for games like this, You Have To Burn The Rope, and that one with the-guy-getting-executed who-is-then-dead-permanently-oh-no-you-monster? Games whose primary purpose seems to be getting blogged about.
September 17th, 2008 at 2:19 am
“Games whose primary purpose seems to be getting blogged about.”
This. The mind boggles at the pretentiousness.
September 17th, 2008 at 3:17 am
daphny says:
“he S-in-the-S&M, Ancil Anthropy. Or, at least, on the latter, I have to presume so.”
YOUR PRESUMPTION IS CORRECT
September 17th, 2008 at 5:26 am
I’d advise against playing this game in a room full of prudes.
September 17th, 2008 at 6:55 am
Ben Abraham says:
This game is making me angry and sad all at the same time. Why must I wait so long to respawn after I die?
September 17th, 2008 at 7:12 am
Ben Abraham says:
Sorry for double post, edit time ran out.
Finished! My time 25:51.
September 17th, 2008 at 7:30 am
22:50 and I just might play it again.
Not that I’m in any way masochistic, it’s just that… sheesh, I’m not fooling anyone, am I?
(I also find the edit countdown oddly tempting. There’s no fighting the urge, I must edit while I still can!)
September 17th, 2008 at 7:59 am
Kieron Gillen says:
James: I almost actually put a gag about you brutally editing my Wikipedia page in my article but decided that people would just take it seriously, no matter how I wrote it. Good work on this, man. As your blog essays say, it’s an interesting challenge in terms of character designs which you nailed.
KG
September 17th, 2008 at 9:25 am
19:25
The last section with the stationary spiders was really good.
The perfect type of hard
September 17th, 2008 at 9:29 am
I loved this game. It introduces elements one at a time, lets you learn how to deal with them, and then starts lobbing them at you with twists, or in combination. The mileage it gets out of the dingle, simple enemy type is a testament to this approach.
It’s always fresh because there’s minimal repetition during the actual challenging areas. It’s a skill test. You’ve proven that you can do X in situation Y so it doesn’t insult you by pretending that having to do it ten more times is a fun challenge. Instead you get little flashbacks to the easiest sections to give you a breather at the end of particularly nasty bits.
Also liked the use of background colour to give the impression of progress and to tell you where the checkpoints are.
Good stuff.
September 17th, 2008 at 1:47 pm
12:5 \o/
I wonder what is the fastest possible time? Around ten minutes, I presume.
Is anyone else trying to speed-run this?
Also: this isn’t really masochism. This might be in fact the most player-friendly game I’ve played that is still actually challenging. (Hell, I’ve felt more lost with Portal - or, for chrissakes, You Have To Burn The Rope - and both of them had to hold my hand and basically walk me through themselves.) There were no tutorials nor any help text in-game and the readme just tells you the jump/float key, yet the only trace of ambiguity was in the “final boss” room and even then I managed to figure it out before dying.
And I totally love how you’re allowed to see those two long fiery pits in their entirety and without rush before jumping down into them. And how the checkpoints are so reasonably placed. And a dozen other perfectly executed little things.
<3
September 17th, 2008 at 3:13 pm
Crashes on my machine too, with an utterly useless error message. Shame.
September 17th, 2008 at 4:24 pm
It’s almost too simple and easy a game to support the premise, but it works well enough.
Your analysis seems fair. As a game designer I know I find it a lot of (innocent) fun to draw people into a world I’ve created and watch them struggle - with the odd hint here, a helping hand there, and a few teasing glimpses of reward along the way. It’s a different way of thinking about the ideal designer/player relationship and probably closer to the mark than most :p
September 17th, 2008 at 7:34 pm
Andrew says:
I enjoyed it when I played a while back, although alt-tabbing out meant I got a time of around 30 minutes, hehe. I’m not even a platformer fan, the game was just quite well made and not too insanely hard that I gave up (unlike you, Mr. New Super Mario
). I don’t know if the game is really masochism as such, since it is actually so well designed with every “level” introducing gradually more complicated ideas - I got through some bits really easily, and some other bits which required more pixel-perfect jump timing I did even after a good few deaths. There are some games which aim to really, really kill the player (I Wanna Be The Guy, for instance, now there’s a game you might want to post about being masochistic), but this isn’t, I think, one of them funnily enough. Sorry Kerion, I don’t quite agree
- Kevlmess explains some good points about the game too.
Shame it crashes on some machines, it’s made with some game making tool and that can cause problems.
I also think “Games whose primary purpose seems to be getting blogged about.” is a very pretentious thing to say. Egad, I just can’t think how wrong you are, you’re that wrong.
September 17th, 2008 at 7:38 pm
@Andrew:
No, it really isn’t. There are many games that exist just to get blogged about. It’s fairly typical among the “art game” set.
September 17th, 2008 at 9:35 pm
Andrew says:
Whatever you say, you still come off as someone who would say that about almost everything (after all, almost anything can be put on a blog. This is a PC game blog. This is a PC game, thus it can be blogged about). It’s ironic, you posting a comment on said blog posting about it too, haha.
I’d much rather this be covered then many of the other mainstream games going around. This won’t get mentioned on IGN, Gamespot or whatever - go and read those sites if you don’t want to see “bloggable games” “that exist just to get blogged about” in the “”art game” set” and save us your comments on them all. Sigh.
September 17th, 2008 at 9:49 pm
Yeesh, nevermind, dude. Every game/subject ever discussed on RPS is really cool and deeply thoughtful and intellectually stimulating. Happy?
If nothing else, I could do without your aloof “sigh”ing.
I guess what really puts me off about this one is the air of Freudian “everything is related to sex” bullshit, in it’s apparent need to compare game designers to sadists. Because I fragging hate Freud. And I stand firm that considering that the game is utterly unremarkable, yet it’s still getting blogged about quite a bit, that it is using the S&M kick to get noticed. Too gimmicky.
September 18th, 2008 at 6:58 am
I guess what I want to say in summation is that if they’re trying to compare the role of the game designer to that of a sadist, then I don’t see why it’s such a stretch for me to compare the role of these particular game designers, who specifically set out to make such an intentionally offbeat game that they knew would grab people’s attention, and whose game has almost no merit when you take away it’s kinky intro and end story art, to that of the attention whore.
September 18th, 2008 at 7:11 am
Kieron Gillen says:
Cedge: So what you’re saying is that you don’t like Developers trying to make games about anything?
KG
September 18th, 2008 at 10:33 am
James Edwards says:
Through my super Dolemite-esque stealth recon of BDSM sex, I’ve made a few observations of the difference between sadomasochistic fucking and playing Mighty Jill Off -
1) When you partake in BDSM you’re probably going to have an orgasm after the punishment. When you partake in Mighty Jill Off you’re probably not going to get an orgasm.
2) BDSM sex involves touching a naked person, or being touched by a naked person. Mighty Jill off is a tepid shareware title.
3) When you have BDSM sex it probably isn’t plagarising the mechanics of some other BDSM sex from the 1980s.
Most of the games that have strict, difficult mechanics - I’m thinking Robotron, Alien Soldier and bullet hell shooters - manage to provide the kind of breathless exilaration that while it probably doesn’t feel like post-coital elation at least vaugely resembles a damn good handjob. They’re harsh mistresses for sure, but the pacing and skill required to get the better of them for a while will inevitably give the player a sense of release when a boss explodes or a wave falls. Mighty Jill Off has the wrapper (in the sense a touched up Bomberman sprite looks a bit like a gimp if you squint and try not to think of Batman) but it doesn’t have the sense of urgency, nor the pacing. There’s nothing sexy or vital about checkpoint respawns - Halo 3 on legendary uses them to keep you in the action, I suppose, but there’s actually some thrill to be had just beyond.
Gillen, you should start a blog called “Give Us Attention! Please!”
September 18th, 2008 at 3:39 pm
Kieron Gillen says:
James: I think you’ve missed RPS’ special subtext.
KG
September 18th, 2008 at 3:55 pm
Andrew says:
Cedge; Kieron basically sums up my response. Man, you awfully hate designers. All designs are usually intentionally something, but saying this is meant to just be attention grabbing for the sake of it is really a poor view
I also sighed because I knew, if you responded at all, I’d not convince you of anything, heh.
September 18th, 2008 at 6:10 pm
I don’t hate designers. But just because their game is “about something,” I don’t think that should be a shield from criticism.
As James so well explained, this game completely and utterly misses it’s mark, in the way it tried to play the player/designer = masochist/sadist card. Their game is shallow both as a game, and as a statement. They only just barely scratched the surface of this idea, and ultimately, their representation of it is shallow, and amounts to little other than “this game is difficult, making us sadists and you masochists; here’s some art to make that stupidly obvious,” instead of coming up with a better way to get the idea across in the gameplay itself.
This game tried to be about something, failed miserably, and fell back on “ooh look I have a kinky plot concept that tries to cheaply relate to the gameplay” to make the blog rounds. And I call that attention whoring. Hence, my criticism.
If you were trying to “convince” me that this game has any legitimate gameplay or intellectual merits, well, I regard that as your problem, good sir.
September 18th, 2008 at 6:48 pm
Andrew says:
Since I disagree with the opinion that link of masochist/sadist to player/designer as point of the game, since the game itself isn’t of the ilk (or maybe that’s the point? a BSMD game which isn’t a pain to play?), I can’t really see your point obviously.
I don’t agree with the RPS analysis, but there we go, if you do then that’s your opinion. If you think that makes it valid criticism, well, you’re entitled to your opinions. I can’t fathom it since it’s built on what I see as a incorrect perception of the game though, so I can I guess do nothing but just shrug and say “fair enough”.
Obviously if you didn’t enjoy the game, then whatever, I can’t make you enjoy it or like it.
Perhaps I just don’t read into the damn thing enough! I’ve not exactly interviewed the designer of it and asked her specifically what she had in mind or why it was “too easy” and “not orgasimic enough” or “not naked enough”, or even on the story/gameplay segrgation or the allegory for the player/designer relationship in Jill/the queen. You don’t need to go all out in any kind of game design to make it exactly like something else. Making something that fits a BSDM subtext (and only a subtext, not the point of the game as a whole, which frankly would be not a game but something else entirely if James is anything to go by) is enough to satisfy the point and not drill it into your head like some crap Disney film moral or over the top song and dance number explaining the point of it all. I don’t think the game personally takes the designer/player BSDM route too much, since the game is frankly a lot easier then many mario platformers. Maybe that is the jab, that it is a lot easier then most. Frankly, I’m not in the mood to care any more.
September 18th, 2008 at 7:03 pm
As a point - if this was a hard game then it’d simply be saying that there’s an element of sadism in making an extremely hard or punishing game, and likewise masochism in playing one.
There’s nothing insightful or new about that statement.
The juxtaposition of S&M subtext and easy game suggests that players and designers of all games work a bit like this, and that’s what I find interesting.
September 18th, 2008 at 11:47 pm
James Edwards says:
Well, it isn’t subtext, is it? Batman and Robin have homosexual subtext until the very second Robin gets a hummer behind the Batmobile - everything after that is full blown, overt.
There’s a difference between boredom, sadism and masochism in gaming. For example, playing Shadow The Hedgehog requires masochism and produces boredom, but there’s no overt sadistic intent, bless. Likewise Eugene Jarvis designed Robotron to be hard but also to be an awesome, rewarding experience. You don’t suffer to play Robotron.
One of the real problems with getting S&M into games beyond an aesthetic choice (Killer 7, Thrill Kill, Dungeon Master) is that the reasons you’d fancy a videogame and the reasons you’d fancy a shag are completely different, and what’s enjoyable while you’re getting one up the jacksie isn’t enjoyable while you’re playing Street Fighter II (unless you like to give nipple twisters when you win a match, which just isn’t sporting). You’re going to fuck for erotic excitement and you’re going to game to engage your brain on some level. Even the most intellectual fucking will involve that distinct frission.
(Games_designed_for_wanking_to are a little bit distinct, of course, but I’m not sure I’d care to factor in the Battle Raper fanbase into any discussion, ever)
At the end of the day games and fucking both involve performance, timing and points of release, but there’s different glands involved, unless you jerk off to anime people or unless you’ve got a fetish for Gamecubes. Saying “games are kind of like [my very important and totally unique and amazingly interesting sexual fetish LOOK AT ME LOOK AT ME]” isn’t really interesting or accurate, and a badly paced game is a badly paced game. This is a unique form that relies on mechanical integrity: if you just want to make a statement, go to the police.
September 19th, 2008 at 3:12 am
Ain’t no point to tha game, you jus run around jumpin on shit.
September 19th, 2008 at 10:57 am
Kieron Gillen says:
James: Minor thing you’re missing, which I mention to try and prod your thinking in a different direction. I was talking primarily about Slave/Master relationships. You’re talking about S&M Sex.
They’re not the same thing.
KG
September 19th, 2008 at 11:11 am
Daaang, so much hate for the game, the designer, the blogs that talk about it…
It’s just a quick Mighty Bombjack clone (nobody ever play that on the NES?) wrapped in the theme of a sweet (am I the only one who went ‘Awww’ at the ending?… anyone?) yet very non-standard relationship - one that I gather is much like the one the developer is currently in.
Of all the things on the internet that could bring out the Angry Internet Men, this really doesn’t seem fit to earn any of their ire. It’s just too damn cute, and pretty fun.
September 19th, 2008 at 1:04 pm
daphny says:
1) When you partake in BDSM you’re probably going to have an orgasm after the punishment.
nope, i mean you COULD but orgasms dont really have to have anything to do with it
2) BDSM sex involves touching a naked person, or being touched by a naked person.
are you talking about BDSM or are you talking about sex?
September 19th, 2008 at 9:47 pm
Andrew says:
Dominic; I was going to comment that at some point, but I see my points defending the game at all are not getting across, but yes, I found it adorable to be honest, with a funny ending ![]()
September 19th, 2008 at 11:05 pm
James Edwards says:
I’m talking about consensual sexual intercourse with a bondage/sadism element - lifestyle submissiveness is a whole other thing, which I’d be inclined to say is way, way less healthy (with the extreme being those Gor dudes).
If you’re not fucking for orgasms I’m not sure what you’d fuck for (unless you were a semen farmer? I dunno).
Gilloid:
“”triving to complete something for no other reason than your master has told you to do is deeply ingrained in gaming’s core genes”
This, frankly, is absolute bollocks, and I’d dare you to substantiate it one tiny bit. The earliest games were sports - do you play football because your master demands it, or because you like playing football? Vidcons are extercises in masturbation, sometimes mutual, sometimes alone, but there’s an undeniable and sometimes even transferable skillset being developed, and there’s a motivation beyond pain and duty (except the time I beat Shadow The Hedgehog, Sega’s own version of mortification of the flesh). We play games because they’re fun and they provide pleasure - who hasn’t got shits and giggles out of totally epic virtual suicides, or blowing all the little dudes in Defender II: Stargate? RPG fans are the obvious exception, but their poor taste disqualifies them from anything, ever.
September 20th, 2008 at 1:44 am
Kieron Gillen says:
James: Side-stepping Pong and the first sports games, the original single player games* were nothing other than game designers telling you what to do to win. Why are you doing this task? Fundamentally, because i) you enjoy it ii) they’ve, through their design, told you to do it.
Lots of other fun things you can do in games have been built on top of that, but it’s central and its absolutely undeniable. For all the things you mention, unless you’ve never completed a single level in a videogame, it’s true of you. It was especially true of mid-eighties videogames.
That’s relationship of the points that Mighty Jill Off makes in its cute and funny manner. Which is what I wrote in the article, and your problems seem to be based on trying to push the metaphor further than it was meant to go, as well as dragging om many of your preconceptions of what “S&M” means. You are mainly arguing with stuff inside your own head rather than stuff anyone had said.
Which is less polite than I was last time, but you’re being increasingly foot-stompy and should chill, man.
KG
*I actually used to argue - I don’t any more - that videogames as a cultural form were only interesting with the development of true single player. Multiplayer games are just traditional games via new technology. Single player games, fundamentally, were something entirely new to the late 20th century. The leap in a SP game between what was possible before and after the microchip is the difference between a limmerick and a novel.
I don’t argue that as hard anymore - I’m more interested in games as a long line stretching back and the permutations thereof, but I still think there’s a point there.
September 21st, 2008 at 11:25 am
James Edwards says:
Jamie do I have to use similes for everything
I think you’ve mistaken burning vigour for rage, so my apologies.
[b]James: Side-stepping Pong and the first sports games, the original single player games* were nothing other than game designers telling you what to do to win. Why are you doing this task? Fundamentally, because i) you enjoy it ii) they’ve, through their design, told you to do it.[/b]
And this, fundimentally, is quite different from slavery. Master/slave relationships tend to involve emotional abuse, removal of self-determination, etc. Videogames are absolutely a matter of choice. Someone who orders soup of the day in a cafe is not a slave to the soup chief. They chose to eat soup. Someone who watches a movie isn’t a slave to watching the movie. The movie is usually a choice.
Slavery involves domination, and genuine slavery involves misery - it sounds very fancy to say that going through predetermined levels is akin to enslavement but honestly, it’s a consenting relationship. Remember that kid who could play Asteroids for hours by abusing the fuck out of the engine? He’s no slave (he’s a bit too in love with tedium for his own good, but that’s a side issue). The player is not being forced to work plantations. Later 80s stuff is bound by the restrictions of the hardware, but it’s usually still got room for a player to be expressive or fuck about a bit.
With the move into sandbox games like GTA, or even micro-sandboxes like Psi-Ops, you’re starting to see games that actually let the player explore and interact with sets of rules on their own terms - self-expression. That’s extremely conter-Master/Slave (that said, GTA IV pushes the slave to tedium angle a bit too far).
I don’t think Mighty Jill Off is setting out to make much of a point at all - it’s a bit of author-insertion self-fic retrofitted around an extant concept from the 1980s - you know, a bit like Phonogram ![]()
September 22nd, 2008 at 9:13 pm
Kieron Gillen says:
James: The slave in S&M is - at a fundamental level - a voluntary slave. To be honest, even in the most self-annihilatory permanent relationship, it’s a voluntary position. They do it because they like it. And the ability of a master to tickle that “like” is what makes them a better master - or, level designer, in the case of what I said. That’s the entire point, man.
I haven’t said anything in the comments I didn’t said in the original post. You, however, are changing yours every time you have your knowledge of S&M and whatever corrected. Last time, you said there was no way to substantiate it. This time, you fall back to noting the a strand of modern games don’t work in the axis I described in the original post. In other words, even you admit I’m right for a big chunk of gaming history. But you just don’t say it.
The emoticon attached to the Phonogram dig doesn’t actually do anything to take it as final confirmation of my initial take on you - that you’re trolling, which I pretty much assumed when you asked me to argue back. In other words, you’re just trying to annoy.
Well done, man. It’s worked.
KG
September 22nd, 2008 at 10:52 pm
James Edwards says:
I have a motherfucker of a headache right now, Kieron, and it’s kind of hard to follow some of your stuff, but I am genuinely trying to engage you in this. Of course you disagree with me, but I’m not doing it to enrage - or if I am, it’s purely a side product of my desire to express my honest and reasoned opinion.
First off the bat, as Dracko pointed out, “offing the little shit” isn’t sadism, it’s murder. You can’t be sadistic to a corpse. So… perhaps it isn’t me that needs to reassess BDSM relationships?
Secondly, the analogy falls down by the fact that some people are extremely adept at extremely punishing games. An Alien Soldier superplay, for example, would be the kinked equivilent of a submissive busting out of their binds and pegging the mistress senseless while calling her a dirty fucking whore. Complete role reversal. The role between chastised and chastee is simply too fluid. Admittedly, most high level games like this are either bullet hell shooters or vs fighters, which completely throws the analogy slightly out of whack. But very, very few games these days are that tough.
The other thing to consider - what’s in it for the developers? Do they want to fuck with you, accomidate you, or just construct their own elaborate systems of things? How do they observe the player being whipped by digitals?
Consider Gears of War: is the designer seeking to punish me, or let me roleplay my more base machinegun fantasies?
This is neblous stuff, of course. But I’d say that the flow of game design could be better understood as the relationship between architect and inhabitant, stage director and audience - even, perhaps, between someone writing a proper banging synth build for a trance track.
As for the last bit - it’s always struck me that Phonogram takes the base of Hellblazer, gives John Constantine your face and replaces the magic with your taste in music. Take that how you will, I just think it’s fairly similar to how MJO takes bombjack and transplants a lot of the developer’s sense of self to it (and a bit because I find self-insertion in fiction fascinating* and I’ve never seen anyone say “hang on - Dave Khol looks exactly like the author!” while discussing it)
*from Gonterman to Grant Morrison
September 22nd, 2008 at 11:17 pm
Kieron Gillen says:
It wasn’t the nature of the observation* - it was the timing of the observation. You spend a thread arguing that MBJ is worthless and then argue my comic is like it. That doesn’t exactly come across well.
And get off the internet, man. You’ve got a headache!
KG
*There’s several interviewers that have asked me about it, at least. And a load of people in person.
September 22nd, 2008 at 11:35 pm






And no one talks about the release of Chex Quest 3 here either.
What happened to the love?
September 17th, 2008 at 1:02 am