Loading...
The Citizen, 2012-03-29, Page 5THE CITIZEN, THURSDAY, MARCH 29, 2012. PAGE 5. Have you spotted any lately? They frequently travel in packs of three or four, but just as often they’re solo. You seem them clustered around the entrances of bars, restaurants, hospitals, office buildings and the like. They’re easy to identify by their furtive gestures, hunched shoulders and darting glances over their shoulders. CBC Radio icon Peter Gzowksi once interviewed some visiting Russians who had encountered packs of these creatures bunched around the doorways of hospitals in the far north. “It is a great pity, the number of prostitutes in your north,” one Russian lamented solemnly. Gzowski laughed. “Those aren’t prostitutes – they’re smokers.” Small wonder that Canada’s nicotine addicts have been reduced to the behaviour of urban coyotes – there are fewer and fewer places they can indulge. Smoking is forbidden at the zoo in Peterborough, Ontario; at beaches in Vancouver, White Rock, Arnprior and Orillia; next to building entrances in all of Alberta, the Yukon, Nova Scotia and B.C. As for smoking in restaurants, I’m not sure if there’s any place in the country where you can still light up and order a meal at the same time. I’m not complaining, you understand. As a reformed nicomaniac, I’m just as self- righteous and intolerant of public smoking as the next person. I’m just saying that anybody who still smokes has got it particularly tough in this era of cancer-conscious, clean-air- zealous, extreme tobacco hostility. Not to mention having to fork over $10 for a small pack of gaspers. It’s more like $15 a pack if you buy your smokes in New York City. In an effort to reduce still further the number of New York smokers, Gotham mayor Michael Bloomberg has jacked up tobacco taxes to levels that would make a crack dealer blush. But New Yorkers are an inventive lot. There’s a place on Staten Island where you can buy your fix for only $2.95 a pack. But this is New York, so there’s a catch, natch. You have to roll the cigarettes yourself. The helpful folks at Island Smokes will assist you. There’s a cigarette-stuffing machine on site and mounds of pipe tobacco (it’s taxed at a lower rate than cigarette tobacco). You sit on a wooden stool alongside up to a dozen other hardcore smokers, insert an empty cigarette paper into a hole, press a button and out the other end comes a rolled smoke. Takes about four seconds per unit. It’s a tiny, legalistic loophole that the proprietors of Island Smokes are exploiting, but it probably won’t last forever. City lawyers have already slammed the owners with a cease-and-desist order; the tax gendarmes have dropped by and informed them that they are in violation of at least three city bylaws. Another radio icon, Garrison Keillor, once wrote a short story entitled “The Last of the Smokers”, in which America’s final desperate, defiant clutch of smokers were hunted down, captured and ‘rehabilitated’ by the minions of decency. It was a Swiftian satirical piece of writing, deliberately exaggerating the plight of smokers to the point of absurdity. Or maybe not. Yet another writer (and smoker) thought and wrote about the Filthy Vice. Kurt Vonnegut defined the habit of smoking cigarettes as “a socially acceptable form of suicide.” Vonnegut had a black sense of humour. He died, still smoking unfiltered Pall Malls, at the age of 84. But with a wicked smoker’s cough I’ll bet. Arthur Black Other Views Where there’s smoke, there’s fire After a shabby night’s sleep, I awoke on Saturday morning and through blurry eyes watched the CBC’s investigative news program The Fifth Estate and learned about how Major League Gaming killed a young man. Now this really isn’t news. After doing a little digging, it appears that the episode of The Fifth Estate originally aired in 2009, although it was altered over time to include updates and where-are-they-nows. The story involved a young boy who was seemingly addicted to video games. The boy’s name was Brandon Crisp and the long story short is that he had dedicated so much of his life to playing the war video game Call of Duty, that when his parents thought it was too much, they took his gaming system away. Crisp would run away from home and he would never make his way back, dying from injuries that were reported to be consistent with a long fall, landing on his chest. The story is, of course, tragic. However, as is often the case these days, the finger has to be pointed at someone, so why not the makers of the video game that Brandon loved so much? The Fifth Estate report is less a story of Brandon’s life and how it was needlessly cut short, and more of an examination of this generation’s obsession with video games. Brandon’s parents and friends are interviewed for the piece, but so too are Canadian representatives for video gaming companies, some of Canada’s best professional gamers (yes these people exist and yes, they likely make more money per year than you do) and even one of the founders of Major League Gaming, an organized league that has given a home to the world’s best gamers. It is the National Hockey League of Major League Baseball of video games. The CBC reporter puts tough questions to the higher-ups of the gaming industry about whether or not people as young as Brandon should be playing such violent video games and how many hours children in school should be playing video games per day. There is, of course, a rating system in place to keep children from purchasing games that are too violent for their age. If their parents buy the games for them, however, how is that the fault of Major League Gaming? In one of the best documentaries of my lifetime, Bowling For Columbine, Michael Moore researches a story from his hometown of Flint, Michigan where a young student brought a gun to school, shooting another student to death (follow me here). The child’s (single) mother worked two jobs to support her family, one of which was Dick Clark’s All-American Restaurant. Dick Clark, like many business owners before him, was subject to tax breaks because of the business he brought into communities. So the mother worked too many hours at her two separate jobs to be home for her son very often. The mother’s brother, with whom the pair was living, left one of his guns lying around. This, of course, is where the child found the gun that was brought to school the next day. So in Michael Moore’s mind who is to blame for this senseless killing? Dick Clark of course. Moore attempts to interview Clark, but gets nowhere, perhaps because Clark had nothing to do with it. So while I feel for Brandon and his friends and family, I don’t feel that anyone and everyone should be dragged in as suspects when tragedy strikes. Pointing the finger This column is going to require some background knowledge to understand the inspiration. Fortunately, the underlying message is fairly basic. The works of the creative; be they authors, painters, sculptors, musicians or, in this case, video game writers, own the things they create. I’m not talking own in a legal sense. Most authors probably sign their work over to publishing houses, most artists turn around and sell their work (if they’re commercially successful) and journalists like myself give our work to our publishers. Heck, even people who write letters to the editor lose legal possession of the work as soon as the newspaper receives it. So, as surely as these words don’t legally belong to me, the idea behind them and the creative process are all mine. Enter Mass Effect 3. The Mass Effect series of video games is an epic that spans three installments. Players get to create their own hero, choosing sex, military training and history and childhood events to create the playthrough they are interested in. Throughout the story of the three games the main character, who is ambiguously called Commander Shepard to leave room for all the different variations there are, faces off against all sorts of different enemies. The saga is set in the future. Earth has discovered intergalactic travel that was left behind by a race called the Protheans. They have met other species and Earth’s government has become part of a larger government that seeks to keep the peace among all species. I won’t get too bogged down in the details but there are different cultures at play; there are matriarchal societies, synthetic (robotic) societies and militaristic societies and off- shoots of every kind. It’s a rich, deep story that someone could easily invest a week’s worth of play per installment in. With all the additional content available for the games, I could take a month-long sabbatical and still not play through the entire series. It’s a tale that, if it were in a narrative instead of an interactive medium, I would consider on par with Tolkien’s The Lord of the Rings or George Lucas’ Star Wars (the original trilogy). The series ended with the third installment. I won’t spoil it for any readers who happen to be playing the game, but it’s suffice to say any future Mass Effect titles probably won’t feature Commander Shepard. And oh how the young players bemoaned this fact. “Change it,” they used the internet to say. There are nearly a dozen (discovered) endings available depending on your choices but a good deal of the populace isn’t happy with the ones they’ve found. I think that these brats need to wise up. If they were looking for the main character to save the girl and the world then they should probably pop in one of the Nintendo games of my youth like Mario Brothers or they should have started watching a Disney flick. The endings (and yes, I’ve seen multiple endings resulting from multiple playthroughs) are great, in my opinion. They reflect the realities of the world. I won’t say anymore because, if I happen to inspire anyone here, I don’t want to ruin it. So, back to the original point; creators deserve the right to end their creations how they see fit. From a fictional standpoint the life (and death) of a character exists solely in the mind of its creator. You never know what they (the characters or the creators) are capable of until you get to the end of the story and see how it all plays out. One of my favourite stories as a teen, and one that just recently finished in a way I love was Stephen King’s The Dark Tower series. It’s a departure, in my mind’s eye, from King’s typical work. It’s a story of fantasy, of redemption and, most importantly, of the journey. The seven book series follows Roland Deschain, a gunslinger. In his universe gunslingers are envoys and peacekeepers and he is from a long line of them. King writes an afterword in the final book, where he wants to end the story, that readers should close the book and just walk away. It’s after a high-point; Deschain’s journey continues and his companions find the life they want, whether they knew it or not. But those who aren’t happy with the journey, those, like these immature cretins who are clamoring for a different ending who can’t appreciate a story for what it is, will continue reading and find themselves worse off for it. Six months after I finished the last novel a “friend” (the quotations are there because I could scarcely consider him as such after he ruined the story for me) told me what happened after that. He said six simple words and in an instant I knew exactly what happened. I won’t echo those words because, as I said before, I’d hate to spoil something. However, if a reader continues after King’s remarks, if they look behind the curtain, things get a bit frustrating and, in the end, they get downright angering. But, looking back, I believe that is how the story needed to end, just as King stated it did. Sometimes stories don’t end the way readers want them to. Sometimes stories don’t end the way writers want them to, but, having dabbled in fiction, I can tell you that my experience indicates writers have no real choice in the matter. When you imagine someone’s life, when you imagine someone’s actions, you begin to know them and how they will react to circumstances. And in the end, you know what their demise or final location is. The choice to tell that story or not is the author’s and no one else has the right to demand they change it. Shawn Loughlin Shawn’s Sense Denny Scott Denny’s Den Creative works owned by creators