Facebook’s role in democracy

Here is a powerful and sobering TED talk by journalist Caroline Cadwalladr about social media’s role in democracy (I don’t think it’s up on YouTube yet but you can watch it on TED’s website).

Also worth checking out is Cadwalladr’s write-up about her talk in The Guardian:

The world needs all kinds of brains. But in the situation we aresdsd in, with the dangers we face, it’s not these kinds of brains. These are brilliant men. They have created platforms of unimaginable complexity. But if they’re not sick to their stomach about what has happened in Myanmar or overwhelmed by guilt about how their platforms were used by Russian intelligence to subvert their own country’s democracy, or sickened by their own role in what happened in New Zealand, they’re not fit to hold these jobs or wield this unimaginable power.

Pop culture brackets are broken

I recently saw a pop culture bracket that I found pretty baffling and infuriating:

Fortunately, I had the chance to sit down with TV critic Myles McNutt to discuss it. We talk about pop culture brackets and how best to make them. Watch the video above, and follow Myles on Twitter.

My top 10 films of 2018

It’s exactly one week into the new year, so what better time to release my top 10 films of 2018 than right at the edge of when people will find them relevant?

I’m going to try to commit to making two YouTube videos per month in 2019 so if you enjoyed the above, be sure to subscribe to my channel to get updates on my new stuff.

For the podcast version of this, check out this week’s /Filmcast where we count down our top 10’s and run through a bunch of other categories from 2018.

Black Mirror: Bandersnatch review – The choice is a lie

[The following contains SPOILERS for Black Mirror: Bandersnatch]

About two decades ago, a much younger version of me saw an ad in the newspaper for a movie called Mr. Payback. The ad bragged that it was the first interactive movie ever devised. I asked my older cousin to take me to see it and shortly thereafter, we went to a Showcase Cinemas to check it out.

The plot of Mr. Payback (such as it was) centered around a cyborg named Mr. Payback who would use his special powers to get back at people for their sins. Every seat in the theater was outfitted with a controller and at key moments in the film, a set of three choices was presented to viewers. Whichever choice received more votes would be the one that the character on screen made, so button mashing was a must in order to get the outcome you were interested in.

At the time, I was dazzled by the technology, even though each “playthrough” of the film only lasted 20 minutes (and for a full price ticket, no less). I didn’t necessarily think that this would be the future of cinema (I wasn’t thinking in those terms back then), but I really appreciated the novelty of seeing movies and videogames collide in a big way.

Of course, with the benefit of hindsight, it’s clear that Mr. Payback was a terrible film with awful characters. The acting and writing were subpar and meanspirited (despite Back to the Future screenwriter Bob Gale being involved in the film’s creation). Its method of storytelling never caught on for a variety of reasons, but one truth remained clear: It’s hard enough to do a good job of telling a single narrative with only one ending.

In the intervening years, interactive storytelling has thrived, but mostly not in movie theaters. PC games with FMV (full-motion video) on CD Rom and the Sega CD gave way to incredibly ambitious stories like Red Dead Redemption 2, Mass Effect, and the games of David Cage. The most successful of these limited the total number of potential outcomes. Sure, there might be minor differences in dialogue, or in which characters survived, but most great games stuck with only a few endings (As a recent example, see the hugely successful Red Dead Redemption 2, where your “honor” level dictates how some of the later sequences play out, but limits the outcome to 3-4 distinct endings with minor variations).

There’s a limit to how satisfying an ending can be if you can get to it by dumb luck. The laws of physics (and production schedules) dictate that the more endings there are, the less time and energy can be invested in each one.

Which brings us to this week. Netflix released the latest entry in the Black Mirror franchise, an interactive film called Bandersnatch. The story is about a game developer played by Fionn Whitehead who desperately struggles to ship a game he’s working on, Bandersnatch, before a holiday deadline. Admittedly, the tech behind how Netflix made and executed this is impressive (although bafflingly, newer devices like Apple TV and Chromecast are unable to “play” Bandersnatch). But is the story any good?

Mirroring its branching structure, Bandersnatch is hugely ambitious, with threads splintering off the main storyline and increasingly widening its scope. Depending on which choices you make, there are philosophical ruminations about the nature of choice and free will, a stark depiction of burnout in the video game production process, a direct connection drawn between mental illness and creativity, and a protagonist who struggles with daddy issues and (dead) mommy issues. It’s all very Black Mirror-esque, but without any of the focus that make the commentary and satire land effectively in a regular episode of the show.

I found the experience of watching/playing Bandersnatch to be enormously frustrating. The film frequently presents you with two options without any sense of what outcome you’re even supposed to be interested in and which choice might lead you there. Am I supposed to want to drive the protagonist to the point of insanity, or am I supposed to want him to take a more healthy path? Should I nurture his relationship with his father or should I stoke the flames of familial discontent?

All of this would be fine if the endings were comparably interesting. However, not only do some choices lead to the film abruptly ending in an unsatisfying fashion, but Bandersnatch’s creators have already stated that there are certain endings that are “definitive,” with conventional credits to accompany them. By implication, many decisions lead you to “dead ends.” One of the endings even comments on how unsatisfying the outcome is (Note to filmmakers: Commenting on how bad an ending/joke/line of dialogue is doesn’t make it better). Thus, watching Bandersnatch is equivalent to being placed in a maze without an inkling of where the exit is, or if the exit is even a desirable destination.

I can already hear some readers responding, saying, “Why are you complaining? That’s the whole point!” Indeed, one of the main themes of Bandersnatch is the idea of free will. We believe we are driving the decisions of the protagonist but, in fact, it’s the filmmaker that dictates the outcome. We can decline to get high, but our drink will be drugged. We can try to avoid talking about the memories of our mother, only to be forced into it later. The filmmakers want us to consider the possibility that free will is an illusion, and that the forces driving us may not be ones that we know, understand, or can control.

If indeed this is one of the purposes of Bandersnatch, then I can say that it makes its point, but not in a way that I found to be particularly entertaining or enjoyable. “I’m going to make this decisionmaking process enormously frustrating and constraining for you, so that you may understand the pointlessness of all your actual real-life decisions!” is not a pitch that excites me for something to consume. In fact, it’s actively off-putting (Side bar: For an example of this type of commentary done well, see The Stanley Parable).

That said, Bandersnatch is not without merit. Previous Black Mirror director David Slade does a great job nailing the period look and surreal feel of the story, and Whitehead’s performance is a chilling depiction of a descent into madness. Bandersnatch also wants the viewer to consider the concept of technological enslavement. If there’s one theme to take away from the previous season of Black Mirror, it’s that we should consider if/when the technology we use might ever “suffer” in a way that we might understand that term.

In one of the more effective and mind-bending storylines, the viewer is able to inform the protagonist that they are controlling him via Netflix, and attempt to explain what all that means to a character who only has knowledge of 1980s technology. It’s a great meta moment that makes you as the viewer reconsider your relationship to the entertainment you consume. After all, everything you watch is ostensibly there to serve your viewing needs.

My first playthrough of Bandersnatch was only 30-40 minutes long, as I quickly made a choice that led to the Bandersnatch game being released in a poor state. Conveniently, the game allows you to rewind to previous decisions and, in an interesting twist, previous playthroughs can often impact the outcome and nature of future ones. I ended up spending around 1.5-2 hours with Bandersnatch before I realized that I had seen most of what it had to offer, and exploring further would necessitate wasting time re-watching a lot of content I’d already seen. The stories and their outcomes just weren’t interesting enough for me to further engage.

Bandersnatch is a mile wide and an inch deep. How you choose to get to the bottom of it is pretty much immaterial.

Disclosure: I currently work for Amazon Prime Video. The opinions expressed here are solely mine and do not represent those of my organization or company.

The bomb of the pirate era

UPDATE: Well, that didn’t last long. Evidently, significant parts of this video were faked. Original post follows.

When they write the internet history books, this will go down as one of the greatest videos of all time.

It’s wildly successful because it taps into that feeling of helplessness we all have when our packages get stolen. It’s a rude, inconsiderate, and frankly bizarre action (why would you take boxes that contain things you know other people want/need, when you don’t even know what they are??) but there is basically no way to fight back. Thousands of people just get away with it every day. This video asks the question: What if they didn’t? What if they were just a little bit inconvenienced for their theft and violation of our societal agreements? The results are immensely satisfying.

One other thing to note is that there appears to be no pattern in terms of the type of people who steal the packages. Most of them don’t appear to be homeless. Some of them appear to be normal suburban folk. Porch pirates aren’t confined to a specific demographic.

 

The stories we tell ourselves

I’m always a fan of a good Heather Havrilesky advice column:

Shame creates imaginary worlds inside your head. This haunted house you’re creating is forged from your shame. No one else can see it, so you keep trying to describe it to them. You find ways to say, “You don’t want any part of this mess. I’m mediocre, aging rapidly, and poor. Do yourself a favor and leave me behind.” You want to be left behind, though. That way, no one bears witness to what you’ve become.

It’s time to come out of hiding. It’s time to step into the light and be seen, shame and wrinkles and failures and fears and all.

I found this column to be very powerful because of its emphasis on the narratives we tell ourselves about our own lives. Anything can be viewed differently in hindsight. In fact, it often should be.