Summer Reading List 2023: Second / Great Books 05

Here’s a nice little bit of synchronicity or kismet or whatever you call it. The second entry in my Summer Reading List challenge for this year also gets to cover one of the slots in my Great Books challenge!

Literature/Theater

Title: Tartuffe, or The Hypocrite
Author: Molière (Jean-Baptiste Porquelin)
Genre: Theatrical Comedy
Year: 1664

Yep. I read a play. First time I’ve done that since high school, and the first time ever that I’ve done it willingly. Since I neither understand nor like French, I used the modernized English translation available from Project Gutenberg. I’m sure there are a lot of translation errors and cases where the original meaning of the text is lost, but…whatever.

Anyway, Tartuffe is basically the French Enlightenment equivalent of a sitcom. It’s a five-act play about an aristocrat of the time who has been swayed by the words of a so-called holy man (the titular Tartuffe) to the point where he’s willing to give this charlatan his estate and even his daughter. The patriarch, Orgon, spends the first three acts defending Tartuffe as his family and servants call out the man’s hypocrisy. Only his mother has his back, seemingly for her own ends—her intentions are never made clear.

As the story progresses, Orgon’s son hides in a closet to overhear Tartuffe attempting to seduce the lady of the house, Elmire. The young man then confronts his father with evidence of the hypocrite’s ill will, only to be cast out of the house and, in effect, disinherited. Elmire (who is actually Orgon’s second wife, and thus the boy’s stepmother) then goes as far as possible in letting the impostor seduce her while her husband is watching from under a table. That finally gets Orgon to see reason, but by then it’s too late: Tartuffe already has the deed to the house.

The final act is all about this bit of trickery, and it ends with one of the most blatant uses of deus ex machina imaginable: a royal officer (this is pre-Revolution France, remember) stops the eviction of Orgon’s family, saying that the king himself saw through Tartuffe’s lies. Then follows a classic "no, you’re the one being arrested" scene and a bit of moralizing about moderation from Orgon’s son.

All in all, it’s a very modern tale for being 350 years old. The scenario of a hypocrite or just a stranger with ulterior motives enthralling someone beyond reason with his words is commonplace in modern books and movies. (The first example off the top of my head is the character of Gríma Wormtongue in Lord of the Rings, but others abound.) And the fact that Tartuffe is supposed to be a man of God only brings to mind the actual hypocrisy of so many evangelists.

But the comedic elements are what make the play shine even in written form. There’s this tension between wanting to be serious about the situation and wanting to tell it in a humorous way that just works and makes the whole thing a delightful read. It’s also pretty short—170 double-spaced screen pages on my ebook version—without a lot of digressions. Imagine it as a two-hour comedy movie, but one of those British-style comedies. While it goes for low blows on occasion, there’s a cerebral quality to it. Well worth checking out, if you ask me.

2023 Projects

I’m constantly dreaming up new ideas for side gigs and hobby projects. Anyone who read my posts before April 2021 knows that all too well. Lately, as my current job has begun to wind down and my relationship seems to be nearing a plateau, my brain has decided to kick back into high gear on this front. So here are some of the things I’m thinking about with my spare mental cycles. Some of them I’ll get to eventually. Some I’m already planning out. A few will likely never see the light of day.

Borealic

I haven’t done much with conlangs in the past couple of years. A few months back, I had another aborted start on an "engineered" language, this one based on a ternary number system. (The idea was to make something philosophical but also easily representable without words. I’m weird.)

Now, I’m doing serious work on what is my first real attempt at an auxiliary language. There are plenty of auxlangs already out there, of course: Esperanto, Lojban, and so on. Mine is slightly different, however. Instead of drawing on Latin as the primary source of vocabulary—or being some sort of amalgam of the world’s major languages—I’m developing a conlang intended as a pan-Germanic interlingua.

The core vocabulary is derived from actual Proto-Germanic roots, most of which are shared by at least two of the six major Germanic languages spoken today. Those are English, German, Dutch, Danish, Norwegian, and Swedish, for those of you keeping score at home. Icelandic, Frisian, and the other "minor" Germanic tongues also get their due, mostly as additional confirmation of a meaning that has drifted over the past 2500 years or so. (Gothic has been extinct basically forever, so I exclude it from consideration.)

In terms of grammar, "Borealic" (the external name; it calls itself "Altidisk") mostly follows the general pattern of West Germanic and North Germanic languages. Where these differ, I look for common ground, and I try going back to a common ancestor for inspiration. The basic word order, for example, is V2: verbs always try to fill the second slot in a sentence if possible. That’s a common theme throughout the Germanic world. So is a two-way tense distinction between past and non-past, with the future tense instead being indicated by an auxiliary verb.

My goal isn’t necessarily to create a conlang for everybody to use. No, this one is explicitly intended for purposes best described as nationalistic. Borealic is for the Germanic peoples of the world. It’s a way to connect with our shared culture, a culture that is increasingly under attack these days.

Borealic is what I’m working on as I write this post, so it’s the one I’ll probably be sharing soonest.

Word games

I still want to be a game developer, and I’m still working towards that goal. I have two concepts I’ve been fleshing out in my head, and I’m getting ready to start making something more concrete out of them.

First is "Fourwords". At its core, this is going to be a simple little fill-in word puzzle. Instead of a crossword, however, you get a chain of four different words. The last letter of one word is the first letter of the next, and all the words in a chain are connected by a theme which the player will see while working the puzzle. You get points based on the length of each word (they aren’t fixed, but are variable between 4-12 letters) and the perceived difficulty of the chain: more generic categories are considered harder, as are those for very specific niches.

I envision Fourwords as a mobile-first game. In other words (no pun intended), there will be sets of puzzles that unlock as the player progresses. I’ll have plenty of gamification elements thrown in there, and—as much as I hate it—probably some kind of builtin ad or IAP support. I’ll build it using the new 4.x version of the Godot Engine, which will be my first real foray into its new features. I imagine also needing a server to store player data and all that. Lucky for me, my "real" job requires me to learn AWS.

The second word game is much simpler, yet also much more complex. This one doesn’t have a name yet, and it’s little more than a Wordle clone at heart. It’s a Mastermind-like game using words of five or six letters; I haven’t decided which would work best. You have a secret word, and you have to try to guess what it is. If you’re right, you win! If you’re wrong, you get to see which letters are correct, and which ones are in the wrong places. Scoring is based on how many guesses you make and how long it takes you to get to the right word.

Since there are only so many words in the English language, this one necessarily has a well-defined endpoint. But I figure I can add in a timed mode with randomization to keep things a little fresh. Beyond that, the format doesn’t have much else going for it.

But here’s the kicker. This one isn’t going to come out on mobile. It’s not going to be on desktop, either. No, I want to make this game for a console. And not just any console, but a retro one. I must be getting crazy in my old age, because I am seriously considering making a game for the NES. That means 6502 assembly, low-res tile graphics, music that is more code than notes, and all those arcane incantations that game devs used to do. It’ll be a monumental undertaking, but what if I can pull it off?

Adventure

I’ve started writing again in recent weeks. Time is short, but I’ve been able to find an hour here and there to get back to On the Stellar Sea. Those poor kids have had to stay on that planet too long!

Writing on Orphans of the Stars has made me want to go back to the project I had originally imagined would accompany it. This one is almost another game dev project, but of a different sort. The Anitra Incident is technically a prequel to the novel series, but it’s one I plan to write as interactive fiction. In other words, you are the protagonist. The setting is about 200 years in the future, when humanity’s lunar and Mars colonies are up and running, and we now turn our eyes outward. A strange Main Belt asteroid catches our eye, and a manned mission is sent to explore it. What they—you—find will shock everyone.

That’s the gist of it. It’s kind of a CYOA game, kind of an exercise in descriptive writing, and hopefully a lot of fun. And the books have already referenced this particular era of the setting’s history, so part of me feels I have to write it. I’ll need to relearn Sugarcube, I suppose. Graphics should be a lot easier now, thanks to Stable Diffusion. I may even be able to do character portraits, something I never imagined I would be capable of. (That’s no joke. I’ve had great success generating portraits of some of the Innocence kids, and they make good writing references.)

Never enough

There are plenty of other things my brain has decided to focus on. Pixeme, my community-based language learning web platform idea, is starting to take shape. Concerto is another one I want to play around with some more; it’s a microkernel OS written in Nim, a language I’ve found that I really enjoy. Another one I just named yesterday is Stave: the goal with this one is to create a long-term stable virtual machine. As in really long term. I want to make a VM that will stand the test of time.

But I’ll get to that later. Right now, there’s so much to do, and nowhere near enough time to do it all.

Summer Reading List 2023: First

I’ve had a hard time reading lately. My relationship took a disastrous turn last week, which put me behind even further than I’d like. But I’ve managed to push through the adversity and finish one of the goals I’d set for myself. Here we go.

Technology/History

Title: Now the Chips Are Down
Author: Alison Gazzard
Genre: Tech History
Year: 2016

Now the Chips Are Down is another entry in the MIT Press "Platform Studies" series. The series started in 2009 with Racing the Beam, a deep dive into the Atari 2600 and how its very peculiar implementation shaped the American video game market. Since then, a variety of authors have written about a variety of creative platforms. Most are game consoles, such as the NES (I Am Error) and the Wii (Codename Revolution), while some are home computers like the Amiga (The Future Was Here). A few don’t seem to fit in, such as Macromedia Flash (Building the Interactive Web) and the Amazon Kindle tablet (Four Shades of Gray), but there’s a cohesion to the series despite that.

This book falls into the "home computer" category, but it’s a very specific one that I’ve never used and never even seen in real life: the BBC Micro. As its name suggests, this was a computer built—well, contracted—by the British government.

Back in the late 70s and early 80s, the BBC was well-respected as an impartial presenter of the news. Today, of course, it’s a leftist propaganda outlet little different from the New York Times or Washington Post, but the Thatcher era was a different time. This was back when governments cared about building up their constituents, making them more informed, not less. As the UK was a technological backwater, missing out on many of the advances taking place in the US at the time, they needed something special to create the kind of digital literacy we now take for granted.

Their answer was the BBC Micro, a fairly large and expensive 8-bit home computer. Built by Acorn—the creators of other also-ran computers like the Atom and Archimedes—using the same 6502 processor that almost everyone else used, the BBC Micro had a few additions that made it unique to its time and place. Open, accessible expansion ports encouraged tinkering. Manuals described programming, an absolute necessity for computer owners in the years before I was born, in better detail than most of the competitors’ offerings, and the included dialect of BASIC is still regarded as one of the most advanced. The thing even had an adapter for Britain’s early attempt at a nationwide on-demand streaming service: Ceefax.

All this was part of the UK government’s attempt at getting its citizens, especially children, both interested in and comfortable with computers as tools. And that’s admirable. Too often today, we see the opposite: computers are expected to be black boxes, mere appliances that do whatever their creators tell them. The hacker spirit is actively discouraged through social and even legal means. But again, Britain circa 1981 was a different place. This was a country afraid of losing what little remained of its status on the global stage.

Gazzard harps on this point repeatedly in the book, always trying to paint the BBC Micro as innovative because of its intentions. It was used in education, for gaming, and as a way to connect people together. Okay, that’s great. The thing is, all that was happening with American home computers, too. And minicomputers in academia, and…well, you get the picture. The fact of the matter is that Britain really was behind the times, and no amount of praise for a government program can change that.

The book itself is light on details, and completely devoid of screenshots. The text has a few obvious typos, formatting errors, and grammatical mistakes. This is not the level of quality I expect from a Platform Studies book. The veritable fawning over the platform is a little over the top, though it is a welcome change from Super Power, Spoony Bards, and Silverware, which was written by an author who let his apparent hatred of the Super Nintendo shine through in his introduction and the tone of the book as a whole.

It’s good to be a fan of something. There’s nothing wrong with a nostalgic love letter. In this case, however, the nostalgia is just too thick. Any developer or even gamer who knows even the first thing about Elite knows it started on the BBC Micro, yet Gazzard feels the need to remind us of this on multiple occasions in the chapter about the game. She also dedicates full chapters to a low-budget educational adventure game and a Boulder Dash clone, acting as if these were innovative. But the truth is different. Oregon Trail came out years before Granny’s Garden, and it’s still played today. In the Repton chapter, she even admits that games with level editors already existed.

Overall, that’s the glaring flaw of Now the Chips Are Down. It’s actually too nostalgic, and that nostalgia gets in the way of the history. There aren’t enough whys or hows in the narrative, and I feel that’s where it falls short. Racing the Beam set the gold standard for the series. I Am Error and The Future Was Now both met it, and even exceeded it in places.

Here, there’s just no substance. The final chapter, for instance, combines Acorn’s future after the BBC Micro—they went on to create the ARM architecture, a curse for developers everywhere—and the Raspberry Pi, which started as an attempt at recreating the educational aspects of the platform. But the text is just so rushed. It feels like Gazzard is bored and wants to get through it so she can work on something else instead. And while this book, written in 2016 as it was, is mostly free of wokeness, there’s way too much emphasis on the sole female engineer on the Acorn team.

I did learn from this book. For that, I’m glad I read it. It makes me curious about a platform I’ve never used. I wonder why it was special, and why it’s so loved 40 years after its release. But Now the Chips Are Down doesn’t give me any answers except the author’s 200-page statement that boils down to, "I love it, and so should you."