Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

August 14, 2025

Japanese Steppe origins: Breaking precious mirrors as a burial ritual

Before getting into the main topic, I'll just link to some observations I made in the comments to the previous post -- about a Korean royal clan claiming descent from the Xiongnu. This establishes that my parallel investigation of the Steppe, and specifically Xiongnu, origins of their Japanese neighbors is already on solid ground in Southeastern Korea.

The clan that united the kingdom of Silla, which then went on to unify all of Korea, was the Kim clan from Gyeongju. Their legend of their origins is that they descend from a Xiongnu prince, who the Chinese call Jin Midi, but who they themselves call Kim Al-chi. I immediately noticed that "alchi" is one of the variant names of the Alat tribe -- the one whose name means "piebald horse" in Turkic, and who were the ruling clan of the Xiongnu confederation.

Did the unifying clan of Korea really descend from Xiongnu rulers? Well, they made this claim themselves, it's not somebody like me 2000 years later attributing it to them. And Korean scholars note how similar the grave goods are for Silla and the eastern Xiongnu.

I think the Japanese chose to make their Xiongnu origins cryptic due to the rivalry between Wa / Yamato and Silla. Yamato was on the losing side of the Tang-Goguryeo War of the 7th C, whereas Silla was on the winning side (allying with Tang China). They wouldn't try to invade Korea for many centuries after that, and wanted to distance themselves from their geopolitical rivals. Since the Xiongnu origins of the Kim clan were well known back then, the Yamato decided not to make the same claim, lest they be seen as copying Silla, or engaging in sibling rivalry.

But all the signs are there if you look.

* * *


Which brings us to the main topic of this post -- the burial rituals of the Xiongnu and other Steppe cultures of that time, as well as the early Wa culture in Japan. (And Silla, too, of course, but I'm not focusing on that.)

To reiterate an ongoing theme, we have to try to avoid using examples of convergent evolution when linking two groups together. What causes two groups to converge on the same outcome is some kind of utilitarian, economic, materially motivated force -- like getting more calories in your diet.

Group A drinks milk, and group B drinks milk -- are they descended from a common ancestor? Maybe, but maybe not -- maybe they each independently took up pastoralism, and began consuming the dairy products of their livestock. Both of them drinking milk doesn't mean they share an ancestor, it may mean that pastoralists will end up consuming dairy products, whether they share an ancestor or not.

Likewise, quite a few pastoralist groups from the Steppe practice horse sacrifice and horse burials, including Indo-European cultures from the West and Altaic cultures from the East. But that doesn't mean they share a cultural ancestor -- it may just reflect that fact that both have adopted horses, which makes horses very important, and so, what greater sacrifice could they make than sacrificing a horse?

We want to look for examples that are not steered by a cold, clinical Darwinian, economic, utilitarian incentive -- things that are more like a shibboleth. I say "po-TAY-to", you say "po-TAH-to" -- and that proves we belong to two separate cultures, whatever else we might share. Pronouncing the word either way does not help you communicate the meaning more efficiently, it is simply a random inconsequential arbitrary coin-flip that we have constructed in order to distinguish the members of group A vs. group B.

When I get to clothing and jewelry styles, we'll really see this idea take off -- what does it matter if you close your robe left-over-right or right-over-left? The robe closes just the same. But in ancient East Asia, this seemingly meaningless distinction made all the difference between who was civilized (left-over-right) and who was barbarian (right-over-left).

And yes, people in Japan at that time, and up until the Nara period (around 700 AD), were firmly committed to wearing their robes in the Northern barbarian style, just like the Xiongnu. So were the Tocharians, an Eastern Steppe group who adopted an Indo-Euro language (the only known Eastern culture to do so), but remained true to their origins in dress.

Similarly, superstitions may have a utilitarian logic to them -- in which case, it means nothing if two groups share a superstition. I was looking up Japanese superstitions, and one of them is to not whistle indoors -- it turns out, almost every culture in the world shares this superstition. Probably because everyone perceives it as rude, as though you're trying to be a band-leader in an impromptu concert that nobody asked for. So it's frowned on all over the world, and it cannot be used to prove that Russians and Japanese descend from a common ancestral culture where this superstition was born. It was born in multiple places and at various times, independently of each other. It's convergent evolution.

So when we turn to burials -- the main material trace that is left in the archaeological record for us to study in the present about cultures from the past -- we have to look for examples that look like shibboleths, not practices that many cultures could come up with on their own.

E.g., "monumental size of the grave to reflect the elite status of those buried there" -- yeah, no shit, what else are they going to do, make tiny graves for the elite and mega-tombs for the commoners?

We also have to take into account the notion of "degrees of freedom" from statistics, or how much room for variation there is. You might think, Well, mega-size doesn't show that two cultures share an ancestor, but maybe the particular shape of their mega-tombs could play the role of a shibboleth.

Only problem is -- how many 3D shapes are there to choose from for a tomb? You've got your box-like shape, your rounded mound shape, a pyramid shape, and that's about it, for a single structure. There are far, far fewer possible shapes to build a tomb in, than there are possible sound sequences to convey the meaning of "father". If two languages share a word for "father", that's highly suggestive of shared ancestry. If they both build mounded tombs, that's only slightly suggestive.

So although mounded tombs were popular throughout the Steppe in ancient times, from the West to the East, and although the most famous tombs in all of Japanese history are indeed gigantic mounds (Kofun, giving their name to the period in which they were built, roughly 300-600 AD), that is only slightly suggestive of Japan's Steppe origins.

It certainly doesn't *contradict* the claim that Japanese culture has a Steppe component -- it's in line with the claim, but it's a weaker piece of confirming evidence than some example where there's lots more room for variation and more of a shibboleth nature to it.

* * *


Enter one of the most bizarre and distinctive burial rituals in world history -- the deliberate breaking of finely crafted, highly valuable, aesthetically adorned, built-to-last mirrors. Not just putting a crack in them with a little whack from a hammer, but breaking them into at least 4 separate fragments on average. That's no accident -- especially when mirrors in the old days were made of (polished) bronze, which is much harder to fragment than glass. And these were fairly large mirrors, around 8 inches in diameter, not a little hand mirror -- something that impressive, you'd figure they would want to preserve in order to show off as a status symbol.

This is a great example because we can rule out utilitarian, Darwinian, etc. incentives for two cultures sharing this ritual. It's breaking something useful, functional, and valuable -- it's going against the utilitarian motive. Even in the figurative sense, where the grave goods are not meant to be used by the living, but by the dead in the Otherworld, breaking the mirror deprives the deceased of its use or exchange value in the afterlife.

Imagine waking up on The Other Side, surrounded by mirror fragments -- "Gee, thanks a lot for making them worth a lot less, in case I wanted to trade them for something that's only available in the Otherworld, which you couldn't provide me with during the burial. Or in case I wanted to see what I look like dead, or if I wanted to reflect light for some reason. Whose idea was it to break them into pieces?!"

A superstition about not breaking a mirror, could arise independently through convergent evolution. Mirrors are functional, utilitarian, valuable things -- don't break them, or else bad things will follow. Breaking them on purpose is the opposite -- that must be due to some unclearly motivated shared tradition.

BTW, as for the modern American superstition about "break a mirror, and you'll get 7 years of bad luck", this is claimed with absolutely no evidence to stem from "ancient Greece and Rome" -- always a telltale sign of bullshitting. We don't come from Greco or Roman cultures, even distantly. No one can point to an author of the ancient world saying it's bad luck to break a mirror, cuz you'll get 7 years of bad luck. Or some other number of years of bad luck. Or even explicitly saying that breaking a mirror is unlucky.

So the "breaking a mirror is unlucky" superstition is likely much more modern than that, from the era when mirrors became commonplace and the targets of superstitions. At that point, multiple cultures could independently come up with a superstition against breaking mirrors, in America or wherever else.

Back to the ancient Steppe -- other cultures did in fact bury their dead with the same Chinese bronze mirrors (or imitations), but without the widespread practice of breaking them. That does *not* suggest a common origin for them -- functional, valuable, finely crafted things will be sought after as grave goods no matter who they are.

As it turns out, both the Western Steppe and Han China included bronze mirrors in their grave goods, but nobody thinks they share an ancestor. They both independently figured out that these things were valuable and impressive feats of craftsmanship, so why not include them with all the other goodies in the grave?

It was only the Eastern Steppe groups that fragmented the Chinese bronze mirrors as part of their burial rituals. See this review article of the broken bronze mirror phenomenon, which surveys the Western Steppe as well as the East.

It began with the Pazyryk culture from the Altai Mountain region during the mid-1st millennium BC. They are misleadingly called "Scythian" as though they were Indo-Euro-phone, culturally Iranian, or primarily Western Steppe, none of which is true -- they seem to be proto-Turkic if anything, the western frontier of the Eastern Steppe.

This practice continued, most famously, among the Xiongnu, around the turn of the millennium...

And as fate would have it, among the Kofun burials in Glorious Nippon, in the early 1st millennium AD (and in Silla). As with the Pazyryk and Xiongnu, not all of the Chinese bronze mirrors are broken in Kofun burials, but a large number of them are -- perhaps dozens of mirrors each broken into 3 or 4 fragments on average, within a single site. And this practice was not just one fluke site, but dozens of locations all around Japan.

Nor was it done only in peripheral or culturally deviant regions of the nascent Japanese nation -- if anything, it was done in abundance at the very heart of the soon-to-be Yamato state, around Nara. See this discovery of over 100 mirrors broken into nearly 400 fragments, from the Sakurai Chausuyama Kofun near Nara, dating from the 3rd C and belonging to a very elite individual, possibly the legendary Queen Pimiko herself.

This early date is also helpful to establish that these Steppe influences of Japanese culture did not only arrive during the course of the Kofun era -- they were there before 300 AD. And it is helpful to show that these influences are not "Korean," as though they were confined only to Korea and Japan. Rather, both of them are extensions of a broader Eastern Steppe tradition, brought by Steppe people who crossed the mountains into the Korean peninsula, the first wave going further into Japan, and a second wave remaining in Korea (the Koreanic speakers).

* * *


These bronze mirrors, and mirrors in general, are so important in Japanese culture that one of the three imperial regalia -- the special material items that legitimize each emperor, which are passed on to each new holder of that office -- is an ancient bronze mirror, the Yata no Kagami. (We'll get to the Steppe origins of another of the three, the magatama or curved jade jewel-bead, in the next post.)

Mirrors have always been important in the rituals of Shinto, as symbols of the sun. It seems like the Eastern Steppe cultures view mirrors as solar symbols -- miniature suns that you can wield with your own two hands, throwing bright beams of light wherever you please, like a demi-solar-god all by yourself. The Western Steppe cultures view them more in terms of reflecting the physical likeness of a person, not as pre-industrial spotlights.

And wouldn't you know it? While browsing the Wikipedia article on "mirrors in Shinto," I nearly fell out of my chair looking at how the mirror is displayed in a typical Shinto ritual. See the center top of this image, where the mirror lies between the 4 animal statues. The mirror itself is a disc, and it's resting on a stand that is curved very much like a crescent moon

There's that distinctly Xiongnu visual shibboleth again! A solar disc, with a crescent moon underneath, opening up to the sun, which remains in use on the national flag of Mongolia. We'll see that in Kofun-era earrings, in the post on clothing styles.

Do an image search for "Shinto mirror," and you'll see all sorts of variations on this theme, but they all involve a stand that is crescent and opening up to the solar disc. I can't determine when this combination of items began, but it has endured right up through the present.

Somewhere along the way, the Steppe fixation on the "sun and moon" duo was downplayed, and the crescent shape was carved in the shape of clouds or sea waves or some abstract thing. But who ever depicts clouds as forming a shape whose border is an upward-opening crescent? Or sea-waves depicted with that same border shape? It's obviously a crescent moon, and that border shape has been preserved -- even though its interior has been (re-)decorated to distract from its moon-focused origins.

I wonder if this Shinto mirror-and-stand configuration goes back to the Xiongnu, and the smaller golden "disc with crescent" items that are found among the Xiongnu, or the identical Kofun-era earrings, are just jewelry representations of their sun-and-moon religious rituals, which would have involved one of those large bronze mirrors as the solar disc, supported by a stand in the shape of an upward-opening crescent moon. IDK, something to think about / look into.

* * *


Like many ancient facets of Japanese culture, they have been preserved or served as inspiration for even the most hi-tech and futuristic domains of contemporary Japanese culture -- like video games. In The Legend of Zelda: Twilight Princess, there's a crucial item called the mirror of twilight, and it is in the shape and color of an ancient Chinese bronze mirror -- and it also lies in 4 fragments, which must be re-assembled in order to use it as a massive light-reflector.

In an earlier game in the series, Ocarina of Time, the player uses a mirror shield to reflect beams of light in order to trigger doors opening and such. However, it doesn't resemble the ancient bronze Chinese mirrors, and does not lie in fragments. Even earlier, in A Link to the Past, the mirror shield doesn't bounce rays of light, but absorbs them. And even earlier, in The Adventure of Link, the protagonist helps a townswoman find her lost mirror and is rewarded for it -- it's not shown at all, though, let alone in an ancient Chinese form, or lying in fragments, or reflecting light rays. But these are all still part of the enduring Japanese fascination with mirrors.

* * *


Finally, what the hell *was* the reason for breaking the mirrors back then? It doesn't matter for the purposes of linking various cultures together that share the practice. But just to try to get inside their heads...

I actually came up with a similar concept as the Twilight Princess video game, before even reading about it. None of the other grave goods, whether highly valuable or not-so-valuable, are deliberately broken. They're intact, in good working order, and meant to aid the deceased in some way.

Mirrors left intact would be the same -- an aid to the deceased.

But the ones that were broken -- could have been a reflection of the corpse itself. Something that used to be a finely crafted, highly valuable, built-to-last creation -- but that now finds itself at the end of its use, decaying into pieces, losing its order and structure, never to be used again...

Until some fateful event in the future, where the dead are brought back to life, and where these mirror fragments would be supernaturally placed back together, without the awkward glue or whatever means that a person would use, but actually restored to their original state and in their original working order -- with no cracks, glue, or anything else like that to be seen.

Until that day comes, both the corpse and the mirrors will lie in their fragmented, decaying state, unable to function as they were originally created.

Maybe they didn't have the apocalyptic revival of the dead and restoration of the mirrors, as though Humpty Dumpty had been miraculously put back together again. At the very least, they could have intended the broken mirrors to stand for the broken body, broken family, broken social hierarchy, now that this elite individual has been retired from their role.

Since they viewed mirrors mainly as sun symbols, i.e. projectors of light, then a broken mirror is tantamount to a snuffed-out candle for some other culture where candles represent light projection and mini-suns.

Such an important person dying is like the sun and moon themselves going dark in the sky.

We know that ancient Altaic people used to view the sun and moon as mirrors-in-the-sky -- see the earlier post on their creation myth, which is mainly about churning the primordial sea with a divine staff in order to make land-masses out of the resulting sea-foam on the surface. One of them also mentions that during the age of creation, two mirrors were placed in the sky, which brought light to the universe -- the sun and the moon.

So, far from being a sign of disrespect toward the dead, the broken mirror was the ultimate material expression of grief from the mourners.

July 28, 2025

Japanese steppe culture: Ruling clans with the piebald horse as totem animal, and ritual horse sacrifice

Following the previous post, we'll look at another sort of "creation" myth from Japan -- the origin myth of ritual impurity, and therefore, of ritual purification measures to counter-act it (the basis of Shinto practices). This myth provides 2 links to horse culture from the Eastern Steppe. It's from the Nihon Shoki, though not the Kojiki, from the earliest writings in Japanese (early 8th C AD).

The god responsible for introducing ritual impurity into the world is Susanoo, the impetuous storm god. The target of his ire in this story is his sister, the sun goddess Amaterasu. He takes the Heavenly Piebald Colt (Ame no Fuchikoma), and flays it alive -- starting with its back end, and working toward the head. The text uses a specific term to emphasize that this is a "backwards flaying" ("sakahagi"), not a standard flaying that starts at the head and works its way toward the tail.

This is a form of ritual impurity, since he has not killed the colt first (e.g., by slitting its throat), and since he's removing the skin in backwards order.

He then hurls the colt in through a hole in the roof of Amaterasu's weaving hall, where one of her maidens is so startled by the desecration that she runs into the spinning shuttle at her loom, which hits her in the genitals, causing her to begin bleeding from there. This is the origin of menstrual bleeding, another form of ritual impurity. Amaterasu then goes into hiding in the Heavenly Rock-Cave Door (Ame no Iwayato), in a form of menstrual seclusion. Susanoo also defecates in her palace, another form of ritual impurity.

This story reveals that the myth-makers of Japan were intimately familiar with horse sacrifices -- how they were supposed to be performed, and therefore, which actions would constitute desecration, defilement, and impurity.

I don't know about every culture that practiced horse sacrifice, but the Cheremis people (AKA Mari) began flaying the horse from the head, then ending at the tail. Of course its throat was slit first, not flayed alive. And it was a colt, not an adult horse (the Japanese term "koma" means specifically "colt," combining the words for "child" and "horse").

The whole ordeal is described in grisly detail in the Finno-Ugric portion of The Mythology of All Races, which I referred to in the previous post. Incidentally, from my reading of their myth and ritual, the Cheremis seem to be mostly Indo-European culturally, despite speaking a Uralic language -- much like the Hungarians, Estonians, and Finns. They live along the Volga River in Russia, a little ways north of the Steppe.

How would the creators of the Nihon Shoki know so much about horse sacrifice, and why would they want to use that as such a crucial example of Susanoo's causing ritual impurity? He also destroys Amaterasu's rice fields, but it's not described in cruel gut-wrenching detail like flaying a horse backwards while still alive. They really wanted to emphasize the importance of horses, and of horse sacrifices, in their culture.

A mainly agrarian culture would not care so much about defiling the horse sacrifice ritual -- and probably would not even refer to such a ritual, since there was never any such thing in their culture. It occupies center stage in the Japanese narrative because they hailed from a nomadic horse-centric culture before arriving in Korea and Japan -- which in that part of the world, means the Eastern Steppe.

Its similarity to the Cheremis horse sacrifice ritual suggests a common ritual all across the Steppe, whether the practitioners were Indo-European, Uralic, Altaic, or otherwise.

* * *


However, the Japanese myth's emphasis on the piebald / skewbald / spotted / etc. color pattern of the horse, narrows down which range of the Steppe they originated from.

First, tribes or clans or chiefdoms being associated with particular color patterns of their horses is mainly an Eastern Steppe phenomenon, from the Turkic tribes all the way to Glorious Nippon. It makes their favored breed of horse into a totem animal for the social unit.

Amaterasu is not just any ol' goddess in the foundational texts of Japanese culture -- she is the deity through whom the Japanese imperial family traces their bloodline. So this means that the piebald horse is a totem animal for the ruling clan of Japan.

Where else is the piebald horse the totem animal for a ruling clan? Why, where else, and when else? -- in the Xiongnu confederation during the late 1st millennium BC, and several of its off-shoots after its break-up.

And not just any ol' clan within the Xiongnu, but their ruling clan, the Luandi, whose name likely derives from "piebald horse".

Then there was the Alat tribe, whose name also likely means "piebald horse", a Turkic tribe who also belonged to the Xiongnu, and were either related to the Luandi, or identical to them, or perhaps they coincidentally shared the same totem animal due to there only being so many color patterns to choose from, and due to every clan preferring a horse rather than some other species for their totem animal.

The same situation must have been true for the ruling tribe or clan among the Yayoi-like people who arrived in southern Korea and then Japan. Their totem animal was also the piebald horse, whether their clan was related to the Luandi or Alat by lineage, or just sharing a totem animal by happenstance. In either case, it places the continental component of the future Japanese culture among the Xiongnu confederation during the 1st millennium BC -- not Southeast Asia, not the far Arctic north, not during the 1st millennium AD, etc.

As with the horse sacrifice portion of the myth, specifying the color pattern of the heavenly horse reveals that the myth-makers of Japan were intimately familiar with Eastern Steppe practices for choosing a totem animal, like including its color pattern instead of a broadly defined breed or species name alone.

I don't think the Alat tribe being Turkic means that the ruling clan of the Yayoi-like people were Turkic. They could have been Mongolic or Tungusic. Making the horse your totem animal, and emphasizing its color pattern, was common among all of those Altaic speech communities.

And perhaps the Yayoi-like population was not ethnically homogeneous -- there could have been Turkic, Mongolic, Tungusic, Uralic, or other groups among them. All sorts of people mixed with each other on the Eastern Steppe. Perhaps they only homogenized when they landed in Japan and were defined by a new ethnic opposition, between the various continental arrivals and the native Emishi / Ainu.

* * *


Over the past 10 years in Japan, there has been an insanely popular media franchise called Uma Musume ("Horse Girl") Pretty Derby, mostly based on an anime series and related video games, which revolve around a group of horse-human girls training to compete in horse-girl races. Yes, like in a traditional horse-racing track. They look mostly human, with horse ears, and as a side project devote themselves to singing and dancing on stage as idols.

This is yet another case of the horse-centric origins of Japanese culture re-asserting themselves in the modern age, after having lied dormant or secondary for many centuries.

But by now, horse racing is a very popular sport in Japan, and has been for decades. It's so popular that Lui, a vtuber from Hololive, hosts regular watching parties / informal betting streams as the major Japanese horse races are being broadcast. She can't re-broadcast the sound and image of the race on her own stream, due to copyright, but even just as a watching party, she gets close to 10K live viewers, judging from the one she held a few days ago (pretty good numbers for livestreams).

And as the very beginnings of Japanese literature show, their fascination with horses is neither new nor imported from the West. And far from viewing them as only a neat form of entertainment, they hold them to be one of the most sacred animals in creation, a testament to their origins in the Eastern Steppe, and the OG badass nomadic steppe empire in particular, the Xiongnu.

March 30, 2025

Further failures of AI slop "art", wannabe Ghibli edition

Gonna post the comment thread from the previous post into a standalone post, to get a new ball rolling, and start some more aesthetics posting in the comments, putting the 50-year civil cohesion cycle on the back burner for a few days (although I have plenty more to say already).

* * *


Well, if no one else is gonna spell out why the Ghibli-fied AI slop doesn't actually look like Ghibli, I guess I will. I already wrote a more expansive post about AI slop in general. This'll just be a couple comments since it's more focused and won't be wide-ranging.

I'll skip the typical midwit crap that no one cares about, but that generates all the buzz in the media -- no one cares about copyright, it's fake.

Employment for artists does not depend on how they perform vs. AI, it's solely a matter of the patrons' willingness to give up their money for something great, or cool. If they're unwilling, the artists don't get hired -- whether this is rationalized as "no one does good art anymore" or "AI does an equal or better job than human artists" or "artists are Democrats and I'm a Republican".

So AI is not going to eliminate jobs for artists that would have been there, if not for the AI. "AI" is just an excuse for slashing jobs that were going to be slashed no matter what.

The American Empire is collapsing, so there's less wealth to spread around, and the elites are greedier than ever. *That* is why there are hardly any jobs for artists, compared to the good ol' days.

At the heart of the matter is "does the Ghibli-fied AI slop even resemble Studio Ghibli works?" And the answer is -- no. It's just a re-skin of an image, usually a digital photo but perhaps another piece of AI slop.

And the aspects of the image that it re-skins are the most superficial -- mainly the facial features on human faces, giving them the standard in-house proportions, lines, and shapes, and as a result the expressions, of Ghibli characters.

It also re-skins the use of line / line art into a more illustrated look, and blocks in the color as in an illustration, with minor use of sculptural shading.

However, just cover up the facial expressions, and ask how Ghibli it looks -- it doesn't, it looks like any ol' Photoshop filter that makes a photo look like an illustration instead. E.g. the ubiquitous Photoshop rotoscoping of the 2000s, which detects the outlines of major shapes and gives them dark bold outlines, and then you can fill in the interior with whatever color block you want.

Someone went further to make an entire movie out of digitally rotoscoped film footage (i.e., the alterations were done by computer programs, not by a hand moving a pencil or pen over tracing paper on top of a lightbox with a film still being projected up through it).

That was the 2006 movie adaptation of Philip K. Dick's iconic novel A Scanner Darkly -- it was such a snooze that I literally fell asleep in the theater. I didn't go out to the movies much after the '90s, when they all started sucking. But I did venture out for that one, and I wrote it off as just boring.

After reading the novel some years later, it really struck me how terribly they butchered it in the movie, and the visuals were a key part of that. There was nothing in the novel to suggest visualizing it as taking place in a '90s virtual reality aesthetic. It looks so stupid.

So, the Ghibli AI slop is just a reheated Photoshop rotoscope filter. Depending on which illustration style you're telling it to emulate -- Ghibli, 1940s Disney, or whatever else -- it renders its rotoscoped trace-over lines in the intended line art style. And then it fills in the color blocks in the same style, with or without sculptural shading depending on the intended style.

It really is mind-blowing how technologically retarded, and aesthetically blind, everyone has become by now. It's just a Photoshop filter, belonging to an existing class (rotoscoping), that requires a full input image to operate on, then spits out the output. This slop is literally 20-25 years old, not cutting-edge at all. I don't mean that Studio Ghibli's signature style is old, which it is, I mean the tech used to "make my image look like Ghibli" is old.

It doesn't qualify as AI either -- no more than "Photoshop" counts as an AI image-generator. When AI generates images from verbal prompts alone, is where the real slop comes in, and I already covered that in the standalone post from a few months ago. When it's just transforming an existing fully rendered image file, it doesn't even count as "generating" the output -- it's just an alteration or re-skin or transformation, a la Photoshop.

Putting aside the datedness rather than cutting-edgy-ness of the tech being used, how good is it at emulating a certain coherent style, e.g. "Studio Ghibli" or whatever else you prompt it to emulate?

Not good at all. As mentioned, 95% of the dum-dums' "gee wowzers!" reaction is due to the human facial expressions alone, which does not count as an entire aesthetic or style.

Damningly, the AI gets the Ghibli *animal* expressions completely backwards. I image-searched "Ghibli AI cat" to see representative examples, and the cats all look very naturalistic in line, shape, proportion, and expression -- with some basic line art and color-blocking to make them look like drawings rather than photos.

But Ghibli never renders animals that way -- their signature, distinctive in-house style is to make animals look caricatured, from the mundane ones like Kiki's black cat or the fantastical Totoro. Their animals always look unusual, exaggerated, even surrealistic, compared to the human beings from the exact same movie, who look much more naturalistic -- just with a little line art and color-blocking. But the people are rarely caricatured visually.

As I said in the previous standalone post, AI slop is biased toward photorealism rather than stylization. Even when you specifically tell it to emulate an illustrated / animated style, and where the animals have a distinctly stylized and caricatured look, it can't help but portray them naturalistically, by illustration standards, rather than the caricatures that are truly and already present in the training set data.

So, even if you were as lenient as possible, "OK, let's just grade it on how Ghibli-esque the faces or bodies look," it fails. It does well with people's faces, although Ghibli doesn't have very distinctive human body shapes (unlike, say, The Simpsons, South Park, Peanuts, Garfield, etc.), so the fact that the AI slop matches the original on body shapes is no proof of its intelligence or accuracy.

But it fails completely for animals -- and in order to achieve a Studio Ghibli aesthetic, how the hell can you ignore animals? They're central to every single one of their works -- sometimes they're the main characters, like in Pom Poko! It's like with Disney, an imaginary world filled with animals who have more personality than ordinary persons.

The line art and color blocking and minor sculptural shading is the remaining 5% of the "gee wowzers!" reaction. It does all right, but that's cuz Ghibli doesn't have very distinctive line art and color blocking -- that's just a generic illustrated or animated look, not specifically Ghibli.

The programmers would get more credit if they tackled a more distinctive target, like Disney's Aladdin, which has very specific line art, itself derived / inspired by the illustrator Al Hirschfeld. *That* movie, hand-drawn from 1992, is impressive -- matching the line art to the original inspiration's style, and doing it throughout an animated movie rather than still illustrations.

So far we've only tackled aspects of (Florentine) disegno, not (Venetian) colorito. And as any art appreciator knows, disegno is basic or irrelevant, and colorito is where all the artful liveliness... well, comes alive!

The reheated Photoshop rotoscoping filter does fill in the interior of outlines with color blocks, but which colors does it choose? And which color combinations? And in what lighting conditions -- evenly lit bright, evenly lit dark, evenly lit hazy twilight, chiaroscuro?

It makes no decisions on these central facets of the image's aesthetic. It blindly copies them over from the input image. It flattens a range of colors into a color block, and likewise for lighting variations getting flattened into a "shaded color region," like animation.

But the range of colors it's choosing from, and brightness or darkness conditions it's choosing from, is what is already present in the image.

If a person is wearing a brown shirt in a photo, there are in fact a zillion different shades of brown present at the pixel level. The filter chooses from within that range of browns, and expands that one shade of brown throughout the entire region of the image.

But the filter didn't choose the person to be wearing a brown shirt, rather than a red, blue, yellow, or purple shirt.

Ditto for the lighting conditions -- copied over, and simplified, from the input image. Not over-writing them or second-guessing them, like making a relatively bright region dark, or making a high-contrast image into an evenly lit one, or whatever.

Therefore, the distinctive Ghibli-ness of the output image is entirely dependent upon the input image already possessing the distinctive colors, color combinations, and lighting conditions, of a Ghibli image. Whether deliberately or coincidentally -- but given that this filter showed up after the photos were taken, we can assume any resemblance of the input image to Ghibli is purely coincidental.

That is, because the input photos were NOT made to look Ghibli-esque to begin with, regarding colors and lighting, the output of the Ghibli filter will look no more Ghibli-esque. It adds no value, passively copying over the original choices, simplifying them somewhat to look illustrated rather than photographed.

No wonder none of those Ghibli AI slop images look like they were taken from a Ghibli movie -- where are the rich blue skies, the verdant green grass or foliage, the pale buttery creamy yellows to contrast against the saturated blues and greens, billowy white clouds, and all the other fixtures of a characteristic Ghibli image?

Where are the brightly lit exteriors and landscapes? Where are the chiaroscuro interiors, or outdoor interiors like a clearing in a forest? Where is the connection to the ukiyo-e woodblock prints, which all iconic Japanese art afterward derives from? Something as basic as the background of Super Mario Bros looks more Ghibli-esque and ukiyo-e derived, regarding color and light, than the latest dud of a Photoshop filter that purports to be oh-so-much smarter and cutting edge. It looks dumb and dated.

Then there's composition, or the arrangement of the separate objects in relation to one another to yield a single coherent scene. Since Japanese animation is heavily influenced by photography, regarding composition, this implies things like "camera placement," "camera angle," and so on.

As with colors and lighting, the reheated Photoshop rotoscoping filter does not make any decisions about camera placement -- height off the ground, angle in any direction, proximity to subjects, blurry vs. sharp focus, and so on. Just blindly carried over from the input image.

Therefore, any resemblance to Ghibli images is coincidental, and due to the creator of the input image, not to the AI programmer.

And of course, very damn few of those photo-snappers were going for a Ghibli look, meaning they largely do NOT look Ghibli-esque. If Ghibli had totally naturalistic camera placement, angle, etc., then perhaps a fair share of ordinary candid photos would resemble it.

But they go for more stylized camera placement, like very high or very low angles (especially in those iconic landscapes, a low-angle camera somewhat close-up, showing the people or animals appearing to tower right up into those rich blue skies and billowy white clouds).

Most ordinary photo-snappers don't opt for off-center compositions, cropping, or really consider composition at all. That's why none of them looks like a still from an anime, where such concerns are central to every scene.

They look exactly like a typical candid photo shot by someone with no aesthetic concern while pressing the button -- cuz that wasn't the point, it was just to record a memory or event in visual form, not to be artistic, let alone to emulate a certain aesthetic like Ghibli or whoever else.

The fact that line art and color blocking is slapped on top of these totally ordinary compositions, ordinary colors, and ordinary lighting, does not change the fact that the original images -- and therefore, the superficially re-skinned outputs -- do not look like anime, of any studio's style (Ghibli or otherwise).

Final meta-observation, about the state of commentary or criticism in both art and technology. I see no evidence that anyone commenting on these topics majored in art history, or is self-taught in it.

Maybe some of the practicing artists, who all uniformly hate AI slop -- but then the dum-dums just write that off as professional jealousy against their computer program job market rivals, rather than taking their opinion more seriously since they have demonstrated some level of "having a good eye" through their art.

Otherwise the terms I used would be standard in tHe DiScOUrSe about this AI slop. Again, perhaps the practicing artists have, but I don't think so. They just say, "Wow, this looks like shit". Fair enough -- they're artists, not commentators or critics. But anyone else should have a basic toolkit of terms, and the visual and perceptual skills needed to analyze images, along with practice from studying art history.

As I said in the previous post, though, all the AI slop cheerleaders are wordcels, not visual people. Forget artist vs. critic -- the more important difference is wordcel vs. shape-rotator or color-perceiver.

Again, their choice of words and their arguments are never about the visual nature of what they're bla-bla-bla-ing about. It's too vibe-y or meta-, like does this represent the human spirit or not?

Who cares about what you think represents the human spirit? -- just tell me what you're looking at. You can't build an argument about art without first knowing what it is you're seeing. And these wordcels can't tell you what's staring them right in the face. They're just not visual-brained. They can analyze narratives and dialog and word choice, but they can't talk about visual art at all. It's beyond their ken.

Nor have they written a computer program of their own -- OK, that's forgivable, like not being a practicing artist. Do you at least know what programs do, have you used them before? Maybe you could be a decent critic of the tech, despite not being a practicing computer coder. How many hours did you spend Photoshopping digital photos during the 2000s?

These dumbos can't even recognize a Photoshop rotoscoping filter when it's staring them in the face -- and the output of that filter was ubiquitous, not a niche thing. How about the program itself -- Photoshop?

Their only awareness of that seminal piece of tech is in their verbal wordcel meme-world, where "haters will say it's photoshopped" was verbally altered into "haters will say it's AI". They view that as a mere verbal riff, updating an older and semi-outdated joke -- or so they think. What if this use of so-called AI is functionally identical to a Photoshop filter? Well then, there's no need to update the joke.

In fact, the datedness of the tech's functionality needs to be called out, and the pretense of it being cutting-edge / the future must be cut down to size. It's not progressing and cutting-edge when it's 20-25 years old -- eons, in computer tech lifespans.

As I said before, these AI slop-slurpers are just gadget-diddlers, they don't know any math or computer science. Jesus, they don't even remember what Photoshop already did 25 years ago! And they're not visual people either. They are the last people to ask about the matter of "AI art".

They just really get a dopamine rush from playing around with gadgets and devices, and the AI prompt is just another gadget for them to diddle and feel dopamine hits from.

Some of them are paid to hawk this slop, some are just really obsessive about their favorite gadgets and shill them for free.

Either way, it's a sign of our collapsing culture that the legacy and Millennial media outlets won't track down, let alone pay, someone who can do what is necessary to comment on these matters.

But then, that's why you keep returning to these ruins of the blogosphere, to ask the cliff-dwelling sage what he thinks about all this crap. ^_^

"This'll just be a couple comments since it's more focused and won't be wide-ranging."

Famous not-so-last words that I never, ever stick to... but you've probably picked up on this quirk of mine by now. I just can't help it, and I'm like that with in-person presentations too, not just online / in writing.

But it's worth it, you wouldn't want some crisp, terse, just-the-facts bullet-point slideshow, if you're trekking up the Cliffs of Wisdom. You can get that from any ol' talker. My meandering is always coherent, on a zoomed-out-enough perspective, not pointless. ^_^

All for now.

March 5, 2025

Treehouses, and friends entering your 2nd-story room through the window, as tropes from the rising-harmony phase of the 50-year civil stability cycle

While preparing a post on friends vs. frenemies during the rising-harmony vs. rising-strife phases of Turchin's 50-year cycle in civic cohesion vs. breakdown, I came across one of the fondest memories that late Gen X-ers have of the peak of social harmony circa the mid-'90s -- friends entering each other's rooms through the bedroom window, rather than going through the usual doors on the ground floor.

To clarify, this rarely happened in real life and is mainly a trope from pop culture. And yet, even as a pop culture trope, it didn't exist long before the '90s, and ceased afterwards. Pop culture is dynamic, not static, and it reflects the broader zeitgeist -- not only within the cultural domains, but in the IRL social domains like families, friends, communities, and so on.

In order to pay proper homage to this cultural phenomenon, and to understand it properly, and to trace its origins or spiritual ancestors, I'm putting together this standalone post instead of relegating it to the comment thread.

First, as a summary for those who remember or as a whirlwind tour for those poor unfortunate souls who weren't part of that world, here is a compilation video of the trope from Slate's YouTube channel. It's not meant to be exhaustive, and I will add more examples below and in the comments as I come across them.

We have to clearly delineate what the trope is -- it's not the very broad definition from TV Tropes or IMDB, where it's merely entering the home through a window. That covers criminals breaking & entering, or spies and snoops, frenemies trying to sabotage each other, etc.

But more importantly, this *does not* cover an existing romantic couple, or between two people where there's already romantic tension or sexual intent -- that trope is already fairly well established. For example, Romeo observing Juliet on her balcony, serenades in the same spatial position, princes scaling the walls of a tower to reach the princess' window a la Rapunzel, and many other fairly old and pre-American examples.

The distinctly all-American 20th-century trope covers friends, acquaintances, peers, and similar relationships. They might escalate into romantic relationships, or they might not, that's not crucial. And since it's about friendship and camaraderie, it is not restricted to an opposite-sex pair -- it could be two guy friends, or two girl friends, or a mixed-sex pair.

A few further examples:

Here is a short compilation just from Clarissa Explains It All (1991-'94), to emphasize how frequently this trope appeared in that show -- just about every episode, often multiple times per episode. Whenever Sam meets up with Clarissa at her home, there's a thud of the ladder against the window, Clarissa says "Hi Sam," a leitmotif guitar chord strums, and he enters.

Here is an example from a '95 episode of Boy Meets World, where friends Cory and Topanga start to declare their romantic feelings for each other. At other times in the show, guy friends Cory and Shawn enter through the window. It's not just for mixed-sex or potentially romantic partners.

Here is an example from a '94 episode of Married with Children, where Bud is paid a visit by an acquaintance, the niece of his next-door neighbor, and things escalate from there. (In the same clip, one of Kelly's bf du jour guys accidentally climbs up the same ladder, thinking it's her room, before being told it's the next window over.)

Here is a pic from Doogie Howser (unknown year, but '89 or the early '90s) showing Doogie's best friend Vinnie entering through the window. Another guy friend example.

Unfortunately, the show that probably started, but at the very least was the first popularizer of this trope -- Saved by the Bell -- doesn't have any video clips or images of the many times that friends entered through the bedroom window. But it was common, for both same-sex friends like Zack and Screech, and mixed-sex friends like Zack and Jessie.

Doogie Howser is the other contender for first example, since it and Saved by the Bell both began airing in the fall of '89, a couple years ahead of Clarissa and Boy Meets World. I'd have to start watching my Saved by the Bell DVDs to see when the first instance was, but there's a 1st season clip of Screech being pushed out the open window by Zack in a panic. So I'm guessing the trope began in its 1st season. IDK about Doogie Howser, and won't watch episodes just to see.

In any case, Saved by the Bell was by far the more popular and influential of the two, not just among teen shows of the time, but their legacy ever since. So for the time being, I'm going to declare it the originator of this trope. Earlier examples of "entering through the window" from the '80s involved romantic couples, like A Nightmare on Elm Street and Heathers. Maybe those could be considered proto-examples.

Saved by the Bell, in fact, might be the originator of so-called postmodern TV comedy shows, with frequent and lengthy addresses to the audience (breaking the 4th wall), cut-away imagination sequences, cut-away homages / pastiches of classic and contempo pop culture, and other self-aware / meta-commentary techniques that would come to define comedy shows of the '90s and even the 21st century.

How long did the trope last? Not really beyond the '90s, except as a target for send-up and pastiche as in Kickass (2010), or as a callback to the original show during a sequel show (like Girl Meets World from the mid-2010s). The last major show to do it was Dawson's Creek from the late '90s -- the examples were frequent, involving various friends, not necessarily romantic in tone, and still participating in the trend itself, without being a self-aware reference or allusion. And that was a popular / influential teen show.

The most notable later example is not a TV show or movie at all, but the iconic music video for "You Belong with Me" by Taylor Swift from 2008. Admittedly, the two mixed-sex neighbors don't enter each other's rooms, but they do socially interact, emotionally connect, and play supportive roles in each other's lives, across the narrow gap between their homes. They start out not romantically involved, "just friends," although it does eventually escalate to romance, after the girl-next-door gets rid of her mean-girl rival (his current, then ex-gf).

I appreciate the honesty of this video for acknowledging that the peak of social harmony was over by the 2000s, so it would've been inauthentic to LARP as teens from 1993 and directly enter each other's rooms through the window. The interaction across the gap while still in their separate rooms conveys the same spirit, albeit at a lower intensity since friends, and the sexes, are no longer as close as they used to be back in the '90s. And it is still their personal rooms where they're connecting -- not their living rooms, kitchens, rec rooms, etc., so the intimacy and just-the-two-of-us-ness is preserved.

Cute. ^_^

Also worth noting that she takes the initiative in their relationship: she's the first to start communicating through notes between their windows, at the dance she tracks him down, and most importantly she is the first one to show him her note that says "I love you", and he only shows his note saying the same thing after she has already done so. Very '90s vibe -- the song could easily make a good soundtrack for a "Pete and Ellen" compilation video using scenes from The Adventures of Pete and Pete.

* * *


This is a very '90s trope, and it's no coincidence that appeared and spread around the peak of social harmony. How did it channel the harmonious social mood?

It's mainly about the directness of the friends' interactions -- they don't have to knock at the front door, then wait in the living room, then hang out for a snack in the kitchen, and then ultimately wind up in the privacy of the person's personal room. It's not as though those various checkpoints along the way always led toward a hanging-out session in the personal room -- they're all various places where the guest can be turned away.

Knocking on the front door? Maybe they'll be ignored by someone pretending not to be home, or they'll be greeted at the door, but not invited in -- "I'm kinda busy right now..." Or maybe defused by hanging out on the front porch / patio for a bit, and once the convo is over, time to head on back home, without even stepping foot inside.

Hanging out in the living room, perhaps while watching some TV? Well, that's a great big time-suck and energy-exhauster right there. You can while away hours vegging out on the living room couch in front of the TV. After getting your fill of that activity, it's time to head on back home, without going to the personal room.

Sitting down at the kitchen table for a little snack or maybe doing some homework together? Well, you can have a brief little chat there, and after the homework is done, and the meal is starting to fill your belly, might as well head on home, without going to the personal room.

Ditto for a trip to the basement rec room, gamer station, or dad's den / man cave. It diverts the social energy into an activity like playing games, and after you've spent an hour or so doing that, you're feeling a little exhausted, might as well head on home.

There's just something about hanging out in the personal room that you can't get from those other spaces -- especially those that don't even let you inside, like chatting on the front porch, shooting hoops in the driveway, and so on.

It's more intimate, more private, the door is closed and it's just the best buds in their own little world, whereas the rest of the household may show up in the other non-personal spaces in the home, like the living room, kitchen, or basement rec room. Hell, if it's an outside space, the general public might show up unannounced!

Nothing is cozier, socially and spatially defended against outside forces and surveillance, than hanging out in the personal room. There's not even a distinct and dedicated material thing there to define your activity, like the couch or TV in the living room, or the fridge and table in the kitchen, or the video game console or pool table in the rec room. It's just the person's bed -- which as friends you won't be sharing -- and their closet and clothing-related furniture, and various personal thingies strewn about.

And that's just it -- it lacks any other material purpose that could divert your attention away from just hanging out, having a convo, sharing secrets, giving advice, venting frustrations, coming up with plans, and in general opening up to and supporting each other. No distractions.

The material things that are present, heighten the sense of intimacy and personal closeness -- that's the bed the person sleeps in, that's the closet where their clothes are stored, that's their book collection they browse while bored-in-their-room-alone, and so on. The person is opening themselves up just by letting you be around these personal things, more so than by merely inviting you inside their home while remaining in a non-private room with distractions that could divert the interaction away from interpersonal bonding.

So, by entering the personal room directly via the window to the outside, all these other non-private spaces are avoided, and none of the social energy is dissipated by the room-specific material focal objects. And there is virtually no chance of just being sent away, unlike at the other checkpoints -- the visitor is taking a literal physical risk of falling and injuring themselves or dying, by appearing at the second-story window -- you can't send such a vulnerable person away!

Oh, forgot to mention -- the window is always above the ground floor! That introduces the physical risk, and what makes it a costly and therefore honest signal, of the visitor's need to come in, preventing any chance of rejection. A visitor who isn't a close friend isn't going to take those physical risks, only to appear rude and presumptuous to the resident -- so the only person who ever makes these trips is a close and trusted friend.

Aside from saving all the social energy for the close bonding space, it also clears away any sense of the two friends playing petty and pointless games with each other, to assert dominance or put the other in their place, etc. The entrance to the personal room is direct, immediate, and unquestioned. No need to jump through any hoops (other than climbing up there, of course), pass inspections, receive permission slips, or other manner of checking off boxes on an application form, as though you were being hired for a job rather than invited to hang out by a friend.

I deny the claim that it's related to doing an end-run around parental supervision -- often enough, the parents aren't even home at the time, nor are any other siblings or household members. But if you're just watching TV in the living room, supposedly all alone, those parents or siblings could show up at any moment and spoil the intimacy, given how close the living room is to the doors, and given its expectation as a non-private space, so whoever shows up won't think anything about going right to the living room where you're already hanging out on the couch. Ditto for doing homework or having a snack at the kitchen table.

If you entered an otherwise empty home through those rooms, your privacy could be interrupted before you get to the personal room. By heading straight to the personal room, you're not bypassing an existing third party in the home -- you're removing even the potential future interruption, by not slow-rolling your presence through various non-private rooms in the home, even when no one else is home for the time being.

In these various ways, it's intensifying or elevating the guest-host relationship, where guests are never turned away, but hosts are never put upon or betrayed by those guests. But it's a small number involved -- just those two, not multiple guests coming over for dinner or having a place to sleep. It's the two friends, with the rest of the world kept outside (even if they're inside the same home -- outside of the personal room, at any rate).

It's camaraderie, but also intimacy, not the bonds among a large team of people (which may be shown in other ways in the TV show).

The roles are complimentary rather than identical -- a guest, and a host. And although seemingly setting up a dominance hierarchy with a requester at the mercy of the space-controller, the unquestioned and unconditional access levels this potential hierarchy, and emphasizes the egalitarian nature of social relations when harmony rather than strife and competition is the norm. Roles are complimentary, but egalitarian.

* * *


So far, so good -- but remember, there's a cycle at work here. It's not enough to show how the social mood and pop culture were related during the most recent peak of social harmony -- ideally, we'd observe a similar match from the peak before that one (roughly the second half of the '20s through the mid-'40s). And even more ideally, a similar decline in the trope during the previous rising-strife phase (roughly the late '40s through the early '70s, tied together by the strands of second-wave feminism, African-American civil rights, and students vs. the school authorities).

Well, there's no 100% match to the Radio Days environment -- no pop culture trope of friends entering each other's personal rooms through the window. But there was a closely related one, so closely related, in fact, that the '90s trope incorporated a key element of it that was not needed for the purposes of "friends entering a 2nd-story window" -- but *was* necessary to signal its spiritual origins in the earlier trope born in the '30s and '40s.

I tried to think of what other scenarios and architectural forms the "friends entering through the window" trope resembled, so I could check their origins and cyclic popularity. At first I was misled by the "scaling the castle / tower walls" scenario -- again, that's mainly in the context of a princess and her suitor, not friends. And it also relies on the external walls being a defensive obstruction, and bypassing parental supervision, and the personal room being a prison cell rather than a sanctuary, and so on.

Then it hit me -- the rooms from the '90s were like treehouses! Then it all fell into place. But before analyzing the similarities, let's note one similarity that is not necessary structurally, and only serves as a reference to the earlier example.

Quite often, including the most iconic examples like Clarissa Explains It All and Saved by the Bell, outside the window is a huge tree, visible through the window, lying no more than 10 feet away. In the '90s trope, the tree is not typically used as the means of ascending the walls -- usually it's a ladder, as in Clarissa. Why is this huge tree trunk and large branches and abundant foliage taking up most of the view through the window to the outside?

They could have left the space blank -- blue skies, sunsets, warm sunlight, etc. could be pouring in. They could have put some remote natural landscape, like rolling hills and mountains, as is typical for California where these shows tend to be filmed. They could have made the view of the neighboring house (a la the Taylor Swift video).

Even if there was a tree in view, they don't have to make it so massive and place it so close to the window -- why, it's like the room practically sits within the tree itself. But that's just it! They're making the room look like a treehouse, and none of the other choices for "what's outside the window" would have given it a treehouse vibe.

The ladder that the visitor climbs up to the window is not a scheming mechanism used to counteract a defensive obstacle in warfare or imprisonment -- it's just this trope's version of an entry staircase that leads to a door on the ground floor, or an even grander exterior staircase that leads to a 2nd-story door. Or more to the point, like the ladder used to enter a treehouse -- and it usually was a ladder, not a climbing rope or a spiral staircase around the tree trunk or whatever else.

Climbing a ladder, 5 feet away from a massive tree trunk, to enter a residential sanctuary among close friends -- that's a treehouse. The only twist in the '90s version is that the treehouse is not attached to the outdoor tree, but belongs to the indoor section of the house. It's an internal treehouse, or a home within the home. After all, this room has its own entrance to the outside world, its own staircase of sorts connecting the ground to the entrance -- it's a smaller home, nested within a larger home.

The personal mini-home may not have a stove, sink, shower, TV set, laundry machines, and other things that are necessary to consider it a full home. Then again, neither does a treehouse. But this room is also a home of its own in its spatial and social relation to the outside world and to people who live outside the household.

Also, both a treehouse and the '90s teen room hit on the theme of social harmony in assuming a lack of paranoia by the dwellers, regarding the general public. Couldn't some random stranger, perhaps one with malicious motives, just plop the ladder against the wall, and barge through the unlocked / open window? There's no security guard or other checkpoint to ensure that this doesn't happen.

So the tropes are clearly saying that the dwellers do not expect such anti-social behavior to be common or even existent at all. Once the trope starts to fade from popularity, that is therefore a signal of the fraying trust among strangers or community members or neighbors. Suddenly, the mood becomes, "You never know who might climb that ladder into your window".

That is not connected to the crime rate, BTW, since the late '80s and early '90s were the peak of the homicide rate in America, right when this trope was born and spread like crazy. Also right around the origin of helicopter parenting. The previous trope, of treehouses, was born during a falling-crime period (the mid-to-late '30s, as discussed below). So there's no similarity between the two trope's relation to the crime rate.

And just as in the '90s teen room, the treehouse has a primary dweller or owner, and everyone else is a visitor -- potentially setting up a hierarchy, but entry into the treehouse is unquestioned, and the owner does not lord it over the requester. It's physically risky to climb up the ladder, lest you fall and injure yourself, so there's the same honest signal of need to enter.

There's a similar level of seclusion and intimacy, at least for treehouses that have a roof / ceiling and walls enclosing all the space between the floor and the ceiling. A few examples, mainly from circa 1960, are *not* houses in that sense, but more like a perch with only a floor and some low guard-rails (more on that later).

In addition to their physical / architectural seclusion, there's the presumption of social seclusion in that parents and other members of the household or the general public don't have an open invitation to just barge on in and interrupt the hanging-out session. At most, they can knock on the door, give a quick message like "dinner's in 15 minutes," and then leave them alone again.

Last but not least, the relationship among those who frequent the space is friends, peers, acquaintances, etc., perhaps same-sex and perhaps mixed-sex, not the obligatory mixed-sex pair for a "scaling the castle walls to the princess' room" trope. Even if there's a mixed-sex pair in the treehouse, it implies nothing about their romantic or sexual interaction -- only that they're close friends, acquaintances, etc., which may -- or may not -- lead to something more. It's a sanctuary for friends, not a makeshift motel for lovers -- exactly like the '90s teen room.

* * *


Having established not only the analogy between the '90s teen room and the treehouse, but the additional and unnecessary element of the massive tree right outside the window, which clearly makes the '90s teen room a revival of the treehouse concept, let's explore the origins and changing popularity of the treehouse trope.

As hard as it may be to believe about an architectural form, there is almost no history of treehouses, at least not easily available over the internet. Not even online references to books that are relevant.

In true midwit fashion, most "histories" of the treehouse lie that the treehouse has been a constant presence in human dwellings from ancient, even prehistoric times, up to the present, and universally present in every culture around the world.

That's obvious BS -- otherwise they would fill in all the gaps between "21st century America" and "Ancient Egypt" or whatever other remote example they point to. Did America have treehouses in the 19th C, 18th, 17th, 16th? Nobody will say.

Well, I will say it -- there don't seem to be treehouses in America until the early 20th C, right as we're undergoing our ethnogenesis into a new and distinct culture from our Euro forefathers, after wrapping up our integrative civil war (as always).

As for IRL structures, I can't find any references to when it began, although presumably there are off-hand mentions of them in newspapers from the 1910s or '20s or so. Unlike detached houses or apartment buildings or schools or churches, backyard treehouses were not pre-fab and did not involve architectural firms and contracted construction crews. So they were not big business, and left less of a money trail and paper trail. They were a labor of love by the father, maybe some other male relatives or neighbors.

That leaves us with pop culture portrayals of treehouses. I had a hunch that these would go back to the Midcentury or earlier, so I didn't bother with TV Tropes, which has poor coverage of that period. Instead, I went to IMDb and searched for TV shows and movies that have been tagged with "treehouse", which gives this list.

This relies on someone tagging the entry with this particular tag, so there are false negatives -- examples with a treehouse that have not been tagged with that term on their IMDb entry. But these taggers are pretty obsessive, and their range is pretty broad across time. So this'll have to be the best overview of the history of the trope in pop culture.

There are no examples whatsoever before the '30s. The first one, Our Blushing Brides, has a very elaborate full home in the treetops, for an adult bachelor courting an adult woman -- not this trope. The next one, So This Is Africa, is set on safari -- treehouse as the primitive residence of jungle-dwellers, not a modern American sanctuary for friends.

But then we hit the jackpot -- a short film in the "Our Gang" series (later known as Little Rascals), called "Hi, Neighbor!" from 1934. You can watch the full episode here. Around 1:40, several friends are rounding up their peers, and pay a visit to one who is inside his treehouse. And this has 99% of the elements that the later mature form would have.

It has a roof and walls, not just a floor and guard rails, it has a clear entrance opening to separate interior from exterior, not to mention some other openings with shades of a sort (animal hides). It's mostly made from wood planks, but animal hides as well. It's located up in a tree, with a means of getting up and down (a rope, not a ladder), and this tree is located in the yard of his house in a typical suburban residential neighborhood.

The only minor differences are the use of the rope instead of ladder to climb up, and the wooden planks of the walls being stacked vertically instead of laid horizontally. The mature form would take the "horizontal wooden slabs" inspiration from log cabins, another distinctive American building type, and equally rugged and home-made and down-to-earth (and yet up in the air), rather than pre-fab or urban or sophisticated.

The social relations are the same as in later examples -- there's a primary dweller or owner of the treehouse, but anyone is free to visit him at any time, if they're a friend. This example doesn't show the other friends climbing up there with the owner, but given their ongoing bonds of friendship, and the others' familiarity with this spot to call on their friend, it is implied that they sometimes hang out in his treehouse, without having to show it on camera.

And it fits the theme of the series overall, which follows a group of friends or peers or neighborhood kids, who feel part of a single collective social unit that is not related to each other -- "Our Gang".

Moreover, there are early hints at what other aspects of American identity the treehouse was channeling -- the owner has a pet monkey hanging out with him in the treehouse, there are animal hides as window coverings and doors / curtains, and he lets out a primitive nonsense call to announce his descent...

Much like Tarzan! That's right, the treehouse stems directly from Tarzan and the grandfather of American mythology, Edgar Rice Burroughs. American identity is that we are part caveman, and part spaceman -- perhaps cavemen traveling to outer space, or perhaps cavemen who were visited and guided by an outer space civilization. But cavemen, at any rate, and Tarzan is one of the earliest avatars of this facet of our identity.

Interestingly, though, early film portrayals of Tarzan do not show him living in what we now consider a prototypical treehouse. See this review of the changing nature of his treehouse in film portrayals. The first novel in the Tarzan series came out in 1912, but as late as the first two movies where he's played by Johnny Weismuller, from '32 and '34, his tree "house" is more of a perch or platform in the treetops, without a clear roof or walls or door. It's not until Tarzan Escapes from '36 that it becomes a proper house in the treetops.

Also, Tarzan's treehouse is not shown as the gathering-place or social sanctuary for a group of friends, peers, and acquaintances -- but his domestic space with his mate, Jane. So it's in the romantic vein rather than friendship vein. And if anything, it post-dates the "treehouse for friends," which debuted in the 1934 short from Our Gang.

Nevertheless, the parallels are clear -- the neighborhood friends, whether male or female, are a bunch of little Tarzans and Janes, so their living space must also be in the trees, and requires a roof and walls and entrances just like any house. So the makers of Our Gang were not directly imitating a treehouse from Tarzan-related pop culture, since that came a few years later in Tarzan-world. But they were channeling the Tarzan lifestyle and identity, then applying it to contemporary suburban America -- with the primitive roots being only half-obscured by modernity, and the other half proudly displayed in full view!

Wow, it all traces back to Our Gang -- why didn't I think of that to begin with?! I'm just not that immersed in pre-WWII culture, I guess. At least it clicked once I saw it, but I should've suspected it would trace back to them.

After a questionable example in the Disney animated short "Orphans' Picnic," where the house is more the tree trunk itself, with a hole bored into it and a little wooden plank platform outside, the next major example of a proper house built in the treetops -- and set in contempo America -- is also an animated short. In the Mighty Mouse series, "Wolf! Wolf!" from 1944 shows Mighty Mouse's main home being a treehouse, although we don't know if it's the focus of a peer group.

I can't find a video clip or still image, but in the live-action movie The Yearling from 1946, there's a treehouse that the protag sleeps in overnight. IDK if it's the focus for a peer group, though.

In the final major example from the '40s, and rounding out the maturation of the trope, is the Disney animated short "Donald's Happy Birthday" from 1949, with all the elements of what we now consider a treehouse. The only wrinkle is that its owners are three brothers (Huey, Dewey, and Louie), and it's shown as their own sanctuary, not necessarily one for a broader friend circle. But given that these brothers are also each others' closest friends, it doubles as a friend-based building too.

From there, the trope begins to fade in prominence, until the next major example of the TV show Dennis the Menace, which ran from '59 to '63. I used to watch that all the time on Nickelodeon in the '80s, when they still showed classic Midcentury shows. And I do remember him having a treehouse, or at least that fitting in with his world.

But it's not exactly a house anymore -- see this pic. It does have a floor, and low walls that only go up to waist height on children, but not walls that go over the kids' heads, and no ceiling or roof. It's a fairly open structure, more like a stand or perch or nest. And so, the door is more of a part of the low wall that swings open, like the gate of a residential fence, not an opening in a wall that separates an enclosed space from the outside world. It is built in a treetop and does use a ladder for climbing up. And it does involve friends (same-sex) -- that's his pal Tommy up there with him.

Still, you can see how less of a secluded sanctuary it is compared to the examples from the '30s and '40s. But then, that's only to be expected, giving the rising levels of social strife during the '50s and '60s, even somewhat beginning in the late '40s. Just cuz 1960 wasn't at the explosive peak of chaos of 10 years later, doesn't mean it was a harmonious stress-free kumbayah circle. I'll be revisiting this fact for other domains of society later. Suffice it to say that it was less socially harmonious than the '30s and '40s.

There's even an entire episode from 1960 about his tree house ("Dennis' Tree House"), which makes it into a social obstacle instead of a source of harmony. The treehouse is built right on the boundary with the yard of his neighbor, Mr. Wilson, who is upset that it might scare the birds away and he won't be able to enjoy his hobby of bird-watching. Things work out in the end, but it's part of a trend of the rising-strife phase that portrayed treehouses as sources of problems rather than unalloyed wholesomeness.

In a 1956 episode of Lassie ("The Tree House"), two friends Jeff and Porky get excited about building a treehouse and becoming blood-brothers -- seemingly off to a good start on the whole "treehouse as sanctuary for friends" theme. It's built in Jeff's yard with the help of his family. Unlike in Dennis the Menace, this is a proper treehouse with a roof, walls, doors, ladder, etc.

But then when they both spend the night in it, they bring their dogs along, and Porky's dog won't stop howling, keeping Jeff awake all night and making him so angry that he kicks out both the dog and his supposed blood-brother and guest Porky. When Jeff goes to apologize the next day for being a poor host / blood-brother, he finds the interior of the treehouse has been trashed, and assumes Porky did it as revenge -- more anti-social paranoia and suspiciousness and bad faith.

Later, there's a loud noise coming from the treehouse, and when Jeff goes to investigate -- there's a bear inside trashing the place even more. So that's what trashed the place before, not Porky -- but still, setting up the treehouse as a space that's vulnerable to roaming nomadic outsiders, including animals. Jeff's mom says no more treehouse. But it turns out the bear was escaped from the circus, not a wild one, so the mom says it's OK again. That makes no sense, there could still be wild bears or other troublesome animals roaming around that could climb up the ladder -- but the paranoid point has already been made. Beware! Caution! Risk!

The last of these problematizing examples is from 1970, from The Brady Bunch ("What Goes Up..."). In it, there's another proper treehouse, but it is still portrayed as a source of danger -- Bobby tries to climb up into it, but falls and sprains his ankle, leading him to develop a fear of heights on top of it.

What happened to treehouses just being wholesome sanctuaries for friends? Well, '56, '60, and '70 were all part of the rising-strife phase of the cycle. It wasn't the harmonious '30s and '40s anymore. So anything that might bring people together socially, like a treehouse sanctuary, had to be cast in a more negative and threatening light, as though it might introduce more strife than it would relieve. Not just physically, like scaring away the birds or posing a risk of falling injuries, but sowing the seeds of suspicion and resentment despite the promise of bringing camaraderie and appreciation, like driving a wedge between supposed blood-brothers.

* * *


It wasn't until after the peak of social chaos circa 1970 that that wary attitude began to wane, and treehouses regained their wholesome innocent pro-social connotations. Only a few years after the Brady Bunch episode, there was a renaissance of rural-themed TV shows, epitomized by The Waltons and Little House on the Prairie.

In a first-season episode of The Waltons (from '73), their treehouse makes its debut and would become a familiar fixture in their environment for years. It's a proper treehouse, not problematized, and since the show is set in the Depression, it revives the original wave of treehouse-mania from the '30s and '40s.

Our Gang was renamed Little Rascals, and given an animated format in 1982, which not only included a treehouse as a gathering spot for the friend circle, it was emphasized by being included in the intro sequence, to set the premise and sense of place and tone.

And from there, treehouses began to explode in popularity, although more so in movies that were set in the past, like Stand by Me and The Sandlot. Both of those are set in the early '60s, and so a proper treehouse and thriving friend circle would've been anachronistic for that time -- it would've been more appropriate for a movie set in the '30s or '40s. But still, by that time they were starting to swirl together all sorts of "pre-1968" periods of 20th-century America. A little bit of the '30s, a little bit of the late '50s or early '60s, always an unintended dash of the year in which it was made, it's all good.

Dennis the Menace was made into a movie in 1993, and it upgraded the treehouse to a proper one, again unlike the era in which the original TV show was made. Little Rascals was made into a movie the next year, although without a prominent treehouse.

The Simpsons had a treehouse in their backyard as a gathering spot for friends, and although I don't know when its first appearance was, the "Treehouse of Horror" series for Halloween began in 1990. The only episode from '89 was the very first one, so unless it's in that episode, it first appeared sometime in '90.

The revival of the wholesome and non-threatening treehouse trope during the '80s and '90s reflected the rising-harmony phase of the cycle, before merging with or enhancing the new trope of "teen's room as treehouse within the home itself".

After the '90s, the treehouse trope begins to fade once again, not to mention picking up the connotation of danger and threats, right back to Lassie and Dennis the Menace and The Brady Bunch. But that's only natural, as the social mood swung away from harmony and toward strife once again, and anything that would cement social bonds among friends would have to come under suspicion and then get eliminated altogether.

However, now that the pendulum is finally swinging back toward harmony, as of the past couple years, maybe treehouses, teen's room as a treehouse within the home, or some new variation on this perennial American theme will emerge -- assuming we still had a thriving pop culture production sector, which we do not at all. American culture -- meaning, all-American, appealing to and paid attention to by all -- has been extinct since 2020.

But in whatever fragmented niche-demo remains of American-ish culture that remain going forward, we're likely to see a gradual revival of this theme, likely peaking in the early 2040s.

Maybe in video games? Minecraft is still thriving, despite coming out in 2010, so perhaps treehouses will become the hot new thing to build. Mumei made a cozy little one for herself a couple years ago, Fauna made the huge sun-obscuring World Tree during that time (which was not just a tree, but had home-like architecture at the top), so... maybe it's the start of a new trend?

It'll probably be more visible in new games, where there's a prominent treehouse built into it, but it'll be some niche indie thing that not the whole world knows about, or something. But the urge to hang out with friends in treehouses -- or their present-day descendants, perhaps in a form not yet invented -- will become overpowering in the next two decades. Plenty of time for it to find some kind of realization in the cultural realm.

Look forward to seeing what it is, while still knowing in advance it won't top, as it were, the examples from the '30s and '40s or the '80s and '90s. ^_^

October 9, 2024

Halloween mega-post / thread: horror movies, music, video games, sublime aesthetics, vtuber recommendations, ancient Indo-European origins of trick-or-treating, etc.

Let's just get the Halloween season ball rolling by thanking Holo honey Raora for hosting a watchalong for a classic horror movie, The Thing! (The canonical 1982 version.) Irys also did a watchalong for it last year...

So does that mean that Raora is a daddy's girl like Irys? It's rare for girls to have cool tastes, usually only guys do. Ame also watched a lot of classic "guy's movies," but she's a bit on the tomboy side, whereas Irys and Raora are very girly.

So where do they get their preference for cool-guy culture? From wanting to bond with their dad! Their dad is a guy, and has guy tastes, so if they want to bond with him, they'll have to develop a taste for guy movies, guy music, and so on. Raora has fondly mentioned her dad quite a bit, more so than her mom or her sister, so I think she might be a daddy's girl -- very rare, and very appreciated! ^_^

On the Holo JP side, I'm pretty sure that the Koronator is a daddy's girl -- she's mentioned the two of them bonding over classic video games while she was growing up. Marine must be a daddy's girl -- she has fondly mentioned him quite a bit on stream (he thinks Choco is pretty, he has some rules for marrying Marine, etc.). And it sounds like Lui is closer to her dad than to her mom (who is more like Lui's brother), so I think she's a daddy's girl too. And they all have cool tastes! And they're not tomboys, so they found an interest in cool things so that they'd have something to bond with their dad over. ^_^

And those are only the ones I know about -- perhaps there are others, but I just haven't seen clips or heard them talk about their families on stream before. It seems like there are a lot more daddy's girls in Glorious Nippon than in other countries. And Japanese girls *do* have cooler tastes than girls from other countries.

Probably because their men are cooler -- descendants of samurai, ninjas, pirates, and warrior-monks (yes, Japanese Buddhist monks could marry and have children). In China and Korea, the dominant classes were scholar-bureaucrats and literally castrated eunuchs, along with the military. Girls are more likely to want to bond with their dad when he has an exciting personality, which comes from leading an exciting lifestyle (not the life of a scholar-bureaucrat).

Even among the non-warriors, Japanese men were more likely to be hunters and fishermen than the Chinese and Koreans were, because Japan is so mountainous that arable land is relatively less common, so intensive agriculture is not as common as it is in China and Korea. And fishing is just another form of hunting -- more adventurous, setting off into the unknown, having to fight against hostile natural forces.

If the fish are migratory like salmon, then fishing is more like pastoralism, and the fishermen are tending to a herd of underwater livestock, much like the Pacific Northwest Indian tribes -- which makes them a lot cooler, resembling pastoralists (risk-taking, badass, culture of honor) instead of intensive agriculturalists (boring, predictable, hardscrabble).

Mongolian girls also have cool tastes, like practicing horse-mounted archery for fun! Your daughters would be cool, too, if they looked up to their fathers as the descendants of Genghis Khan! Hehe.

I'll be posting more post-length comments in the comments section shortly, just wanted to get the ball rolling...

January 23, 2024

Wide-ranging thread on shoot 'em up video games, vidya in general, and Japanese vs. American aesthetics

Might as well put a new post marker here, since the comments section for the last is getting a bit long. I'll be adding post-length-comments to this post, to make an ongoing thread.

The basic topic is shoot 'em up video games, inspired by watching Fuwamoco play a 2000s Touhou "bullet hell" game the other night. It is rare for non-Japanese people to play video games, rather than simulators, so I take notice and appreciate it every time it happens! But then, they're turbo-weebs, and you can't integrate yourself into Japanese culture without playing video games (created by the Japanese, with an illustrated, not photorealistic, style).

Below is the first "post in the comments" that kicked it off, which I'm putting here to get the ball rolling. More to follow in this post's comment section...

* * *


Frogger was the original "bullet hell" game -- not even appropriate to call the genre a "shooter" or "shoot 'em up" etc.

*You* are the one getting shot at, like crazy, and you don't shoot back -- you can only navigate your way through the moving geometric minefield of bullets, much like the frog navigates his way through the geometric formations of moving hazards, i.e. the vehicles that make up the several lanes of traffic moving in opposite directions, the alligator teeth in the river section, etc.

In "bullet hell" games, you shooting the enemies is only 5% of the gameplay, and it's like shooting fish in a barrel, after the difficult other 95% of gameplay has been performed -- i.e., dodging the bullet waves.

Frogger is only missing that 5%, but it would be trivial to program it in -- right before you land on the safe space at the end, you have to lash out your tongue to hit a dragonfly that's sitting in the way of the lilypad you're trying to land on.

Surprisingly, no one has drawn this clear parallel before. However, the wiki on Frogger says that it was created explicitly to tap into the female demographic, as opposed to the highly popular shooter genre which girls were not very into (e.g., Space Invaders, Galaga, etc.). And they succeeded.

This may explain why "bullet hell" games are at least semi-common among female streamers -- Fuwamoco just played Touhou: Mountain of Faith, and Marine is a huge Touhou player and fan. They're more about fine-scale motion, not large-scale swerving and zigging / zagging, slow speed, not racing all around the screen, defensive rather than offensive, hide-and-seek rather than being aggressive and chasing down the enemies.

They still take a lot of spatial skill, so they're not very common among female players -- but if she does have spatial skill, this defensive and cautious style of playing is better suited to her personality, as opposed to an offensive and risky style that characterizes "shoot 'em ups" proper, which are for guys with spatial skill.

Then there are the bona fide "gamer girls" (not just empty branding) like Korone, who take on Salamander (Life Force in America), which is not only a shoot 'em up, but one of the hardest ones ever made! Much respect. ^_^

And yet even "bullet hell" games have lots of male fans -- it's part of the broader trend in video games towards taking away your offensive abilities, and making you passively hide-and-seek from an all-powerful enemy. Same time-frame as the survival horror genre, which largely robbed you of weapons and ammo (mid-'90s through IDK), and then took them away altogether (from IDK through the 2010s and '20s).

A Euro-LARP-ing pseud would use a fake & gay term like "slave morality," i.e. glamorizing the behavior of slaves. Gamer nerds call it "masocore", a more straightforward term. They're not slaves, they're just downers or masochists or hide-and-seekers, rather than aggressive, offensive, and active. It's a reflection of the broader end of our imperial expansion (and ditto for Japan's failed imperial ambitions), and with it, the end of the heroic age of our culture (and those in our orbit, like Japan).

October 3, 2023

Why are puzzle video games most immune to the cult of ugliness & crappiness? And horror the most susceptible? And why are there puzzles in horror games?

There's a puzzle game that's trending among Japanese streamers, in the same rough family as Tetris, with very kawaii graphics (fruit pieces with emoji faces). It's currently only available in Japan, and was created there.

(I can't easily find pictures of it because "suika game" and "watermelon game" bring up older unrelated games of the same name. But search YouTube for "suika game" and you'll find not only pictures, but videos of how it's played.)

A cutesy-looking game being made and going viral in Japan is no surprise -- aside from the late '90s and early 2000s, they have largely been immune to the cult of ugliness and crappiness that is plaguing the West during the declining phase of the American Empire (torture porn movies of the 2000s, related video games of the 2010s, and so on).

Mumei and Mori have streamed the game on the English-speaking side of Hololive, but we'll have to see if it catches on as popularly as it has in Japan.

I was trying to think of an alternative game that *would* go viral in the empire-collapsing West, due to its ugly and crappy nature... but not only could I not think of anything recent, I don't think there is a single game in the entire history of the puzzle genre that is ugly, disgusting, off-putting, uncomfortable, debasing toward the player or toward a streamer's audience, deliberately made to look and play like crap.

They all look nice -- some are on the cutesy side (like today's suika game), some have a more refined look (like the Japanese-made Columns from 1990), but none of them look bad, ugly, crappy, let alone on purpose as part of some self-aware meme appeal.

The worst you can find is one that looks bland and clinical and bordering on a sensory-deprivation chamber, like Portal from 2007 (created in America). But it's still not ugly and crappily made. That game is not pure puzzle, though -- it's also in the "dark sci-fi" genre, and as we'll see, the closer to horror, the more susceptible it is to ugliness and crappiness.

It's not just the visuals that are pleasant in puzzle games, though -- they also have pleasing, sometimes catchy background music and sound-effects. While the arcade release of Lode Runner in 1984 did have primitive background music, the ancestors of the trend for background music in puzzle games are both from 1989 -- Tetris on the Game Boy and the Nintendo (created in Russia), and the Adventures of Lolo series for the Nintendo (created in Japan). Both of those remain some of my favorite games, and I occasionally play them despite hardly playing games at all after my 20s.

Speaking of the refined and glossy look of Columns, it reinforces this in its soundtrack, whose composer created not 1, not 2, but count 'em, 3 pieces to choose from, inspired by Baroque / Classical music.

Pretty much every puzzle game has a soundtrack, including today's suika game, which is light, inoffensive elevator music. To be a great puzzle game, it would need a musical update with something catchy and melodic like Tetris or Columns.

The only puzzle games without soundtracks were made for home computers, where the creators might have thought the user wouldn't have a sophisticated enough set-up to play melodic music, or not enough memory on the disk to hold a musical score (in the '80s). Or where the point was to create a mindless diversion -- respectful of office-space noise levels -- instead of a well-rounded aesthetic experience (like Minesweeper or Solitaire or Taipei / Mahjong from the '90s Windows days).

The sound effects and audio levels in puzzle games are also pleasing, not an anti-aesthetic "ear rape" that is rampant in horror games. That term is very appropriate, since it highlights the reliance on disgust, debasement, and humiliation rather than fear, danger, and violence as the basic emotion and tone in the horror genre across all media since the 2000s.

In fact, as many streams as I've seen from the series of Amnesia, Outlast, Dead by Daylight, and Phasmophobia, along with the lesser single-entry horror games of the 2010s and '20s, I can't remember the music at all. Their Wikipedia pages do list composers, but don't mention the music in the body of the article, unlike Tetris or Columns, which are games you can still remember from the music alone, without the graphics.

Horror movies also used to have memorable soundtracks, even in the West -- before the decline and collapse of the American Empire. Halloween, A Nightmare on Elm Street, The Exorcist, The Omen, the Argento thrillers, you name it.

Horror video games used to as well, whether Western ones like Doom / Doom II or Japanese ones like Clock Tower (the 1995 JP-only game).

Portal is one of the few puzzle games without a true soundtrack, but vague non-musical atmospheric sounds instead, not very detectable at the time or memorable after. It has that dark sci-fi / horror influence, which resulted in the non-soundtrack that it has, compared to every other puzzle game.

* * *


So why are puzzle games so immune to the cult of ugliness? And why are horror and other dArK sPoOkY genres so susceptible to it? Puzzles appeal mostly to our sense of reason, not any of the various emotions.

And since the cult of ugliness relies so heavily on disgust, an emotion, it is completely at odds with the puzzle genre, which doesn't allow any of the emotions to enter into it. Well, other than the occasional bout of anger, but that is incidental, not fundamental -- puzzle games are not designed to piss you off throughout the game and elevate your rage levels as a necessary part of the experience.

Why horror among the non-puzzle genres? Because there is a natural entry-point for disgust in horror, namely gore. Horror is fundamentally about violence, danger, and fear, but the outcome of such threats may incidentally lead to gore and disgusting things. On the non-gory side are the thrillers, where disgust has little room to get its foot in the door. Thrillers can be slick, glamorous, seductive things, even if there is an occasional fleeting bit of gore, like the giallos from Italy in the '70s and '80s, or Basic Instinct from pre-collapse America.

But when horror gets ugly, gory, and disgusting, it prevents itself from becoming slick, glamorous, or seductive. It will also not have a great soundtrack, if gore is the main point. It is choosing to wallow in debasing crappiness, across all aspects of its production.

And if the horror genre becomes dominated by disgusting rather than frightening things, as it has since the 2000s, it will automatically become part of the cult of ugliness. Things that are dangerous and violent are not necessarily debasing, corrupting, and humiliating -- but things that are disgusting are. Ugly / crappy and disgusting / humiliating are a natural fit for each other.

* * *


There's a reason why horror is so over-represented among the B-movies, "worst movies ever made," etc., and why a more cerebral / rational genre like police-procedural or mystery are not. In fact, comedies and romances are not common among worst-ever movies either. They do have an emotional appeal, but it's to positive rather than negative emotions, so disgust has no way to worm its way into the work.

I don't just mean "movies that fall flat," but as in crappy and shoddy production values and technical processes. Rom-coms are never made that terribly, whether naively or on purpose for brown-nosing points with the irony crew. Their makers want to make something uplifting, and the audience wants to be lifted up -- the opposite of tolerating or preferring to wallow in shoddy ugliness.

I reject the claims by the cult of ugliness that one appeal of such garbage is feeling superior to the makers, the schadenfreude or point-and-laugh appeal. First of all, that would be admitting to being a midwit, having to punch down on a midget and thereby confessing to being tiny yourself. While some members of the cult may be midwits, others are not, and nobody would want to brag about being a midwit anyway.

The main reason is all of the fall-flat rom-coms out there that they could point and laugh at. They could sneer at the sappiness, make fun of the corny dialog, point out how illogical some of the plot devices are that put these two in the same place at the same time, ridicule the implausible mismatch between the homely looks of the female protag and the wealthy / desirable status of the male love interest, and so on and so forth.

Somehow, though, the cult of ugliness avoids the rom-com genre like the plague. It's because on a technical level, they're competently made, at worst bland and inoffensive. But they're never ugly, and never shoddily made.

Therefore, it's the ugliness and the crappiness that the cult members truly fixate on and demand -- not a sense of aesthetic superiority. If they enjoy pointing and laughing at ugly crap, it can only be because they see themselves in that, they do not like themselves, and they are externalizing their self-loathing by pointing and laughing at someone else's ugly crap. They are kindred spirits with the makers of ugly crap, not hostile enemies or disdainful superiors.

* * *


One of the most bizarre developments in video games that I've noticed from watching streams is the intrusion of "puzzles" into horror games. Puzzles are cerebral, horror is visceral and emotional -- they contradict each other, right?

Well, sometimes they can operate independently of each other, neither interfering with the other. This approach was used in Twin Peaks, where there is a standard by-the-book criminal investigation, along with a paralogical style like throwing rocks at bottles while reading out suspects' names or heeding the messages of characters from one's dreams. The two styles work in tandem, creating a richer and beyond-the-ordinary experience.

But in horror video games, typically the cerebral component interferes with the emotional horror component, e.g. the player cannot progress away from the villain without solving a math problem first. Forget tripping over your shoelaces while fleeing through the woods, or trying to start a car engine that doesn't want to turn over -- the main obstacle in today's horror is a balancing an equation!

This has been true at least since Amnesia: the Dark Descent in 2010, and the less influential Penumbra series by the same makers from 2007. It borrows directly from Myst (American, early '90s), but that was not supposed to be an emotional, let alone action or horror, kind of game, whose heart-racing pace a puzzle would have halted.

Amnesia is a stain on Sweden's cultural record, which has so much going for it due to Minecraft of the same time, but maybe it's cuz the former creators are from the low-trust / non-standard-dialect region of the country, Malmo. There's a ton of garbage horror games from Montreal (like Outlast and Dead by Daylight), in the low-trust, non-standard-dialect region of Canada.

Then there are the non-puzzle puzzles, which are really just arbitrary and cryptic passwords, which are not solved through reasoning of any kind. You need to use a certain item in a certain place, but discovering this match is done through trial-and-error, and finding the location of the item is also trial-and-error. Maybe another character tells you the info -- typically through a blogpost-long "note" that they conveniently left lying around for no reason other than to unknowingly help you out -- but finding this character / note is done through trial-and-error as well.

These are more like clues used in a mystery -- they narrow down the number of branches in the decision tree, which does reduce some of the uncertainty about whodunnit and what to do next. But that still makes you roam around randomly until you chance upon the crucial person or location or item. Unlike clues in a mystery, however, you don't use reasoning to start your hunt -- as opposed to interviewing the close associates of a murder victim, rather than people from the city at random, or people on the other side of the world. You just roam around at random until you chance upon it.

These cryptic, arbitrary, random searches do not counteract the emotional tone with a cerebral / rational tone, like the true puzzles do. But they still grind the action to a halt. If it were a thriller, such blind exploration could be used to build tension and instill fear in the player, if the killer could be waiting in the area you want to explore.

But when the point is disgust, gore, and humiliation, you are never given a way to attack the villain. It's all about hide-and-seek, because humiliation and debasement and corruption require a power imbalance, as in hide-and-seek, rather than two peers squaring off against each other (as in a generic FPS or fighting game). If horror is about violence, danger, and fear, it could very well involve two closely matched rivals.

When the gameplay becomes a hide-and-seek simulator, the tension comes from that power imbalance itself -- does the killer sense me nearby, is he already chasing me, can I manage to get away before he kills me? If he catches you, the tension ends when you're killed and have to re-start the level. If you escape his chase, the tension ends until the next time he senses you.

So, the point of the cryptic random search for a "puzzle"-solving item, is not really to solve the puzzle itself, as far as building tension goes. It is to give you some flimsy reason to have to wander near the killer, so that he can sense you and start chasing you, which is where the tension actually comes from.

This is why these games never feel realistic enough to be truly frightening -- in real life, you'd simply GTFO, and leave the killer behind. Why do you remain trapped in the same area as him? Because leaving the location requires an arbitrary item which is cryptically placed inside the location, so you can't just leave as usual. It's like a prison, and you need to find where the warden's office is, so you can get his keys or press a button or discover the password to open the gates, but there are enemies on the loose who can pick you off on your way to the warden's office.

Outside of a literal prison, though, these security obstacles and their cryptic solutions are unmotivated. So what actually plausible scenario does this resemble -- being trapped in a building with someone who far outclasses you, and your only choice is to play hide-and-seek long enough until you miraculously get out, but more likely are going to get gruesomely and repeatedly killed along the way?

It's really more like an ancient gladiator arena mixed with a Medieval torture dungeon. But in true humiliating fashion, you have no weapons -- not even David's slingshot. You have been placed there by the sadistic game creators, for their own warped amusement (and any viewing audience who identifies with them), and perhaps for your own warped enjoyment (or the part of the audience who identifies with you), if you masochisticly enjoy being humiliated and degraded by disgusting things with no way to stop it.

There is always a pervasive tone of creepy molestation in these games, rather than just some maniac being on the loose and wanting to kill everyone in his path, like a rabid dog. A rabid dog doesn't want to humiliate and degrade its victims. This kind of horror is specifically about disgust, and barely disguised S&M fetishes (without seductive sexuality, of course -- that would offend the Puritanical morality of self-appointed inquisitors torturing their victims, so it's sublimated into sexless violence and corporal punishment instead).

"Solving puzzles" in these games, then, is not like hunting for clues to solve a mystery, or using reasoning to solve a puzzle. It's like finding yourself in the torture dungeon, and your sadistic inquisitors telling you there's a safe-word you can use to get out -- but they won't tell you what it is, and you have to risk further degradation by groping around blindly for it, while an all-powerful disgusting monster lurks around the places it could be written down.

This is the same amoral, empathy-lacking, remorseless psychopathic mind that enjoys torturing animals. But in true Buffalo Bill fashion, they probably treat animals better than people anyway, in a uniquely anti-social and people-hating way.

It's no surprise that these "solve a cryptic puzzle or you'll be tortured to death by a sadistic inquisitor" elements began in the torture porn movies of the 2000s, beginning with Saw from 2004. Well, you need the key to escape, but you can't walk far enough to the key cuz your leg is shackled, but there's a hacksaw nearby you can use to cut off your foot and solve the puzzle! It's not cerebral or rational to solve, and it's not a "decipher the encryption" attack on passwords. It's just sadism and torture and disgusting humiliation.

Cube, a horror movie from 1997, is also about being kidnapped and locked in a dangerous place, with puzzles to solve in order to escape. But the environment is not ugly and disgusting like a torture dungeon. It does not have gritty low-budget cinematography. And the puzzles are genuine reasoning puzzles, along with what we'd call platforming skills in video games. But not cryptic blind searches with disgusting rape-y monsters waiting for you.

That movie never caught on like the torture porn movies did, because it naively thought "What if we took a nerdy approach to horror seriously?" Turns out, people don't want actual puzzles that are solved by reasoning, and tests of physical coordination to navigate. They just want to see sadists torture innocent people, and the puzzle thing is just window dressing. In the Cube movie, it was the "kidnapped by sadists" that was the window dressing.