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About
Twenty four years ago I was adorable. Now I'm inquisitive and hilarious.



I have a plastic tooth to replace one lost in a mosh pit during my more ridiculous high school years. I speak shitty German and I ride a bike. My Xbox gets so much use, I'm sometimes embarassed. But I'm unemployed, so my time is spent writing blogs on the internet, reading good literary fiction, and playing video games.

In the grand scale of things, I'm a late-bloomer. My parents banned all consoles from my house as a kid. See what you've done? Now I game constantly to make up for years of lost time.

I won't list my favorites, because you've probably seen ten lists like it before me.

There's a life-sized Boba Fett standee in my living room.

No Clip Series:
Grand Theft Auto IV
Fallout New Vegas
Red Dead Redemption

Journalism!:
The Slapstick Cephalopod: An Interview with the Octodad Team
Chicago Night Fights: Marvel vs Capcom 3
Inventing the Paint: An Interview with Author Tom Bissell
Top 10 Greatest Tiny Video Game Characters

Front-Paged Monthly Musings:
Groundhog Day: The Liberty to Pursue
Teh Bias: Critical Errors at Surface Level
Alternate Reality:Time for a new job
Something About E3: Imaginings from 20 Years Ago
The Great Escape: Tiny plastic guitars and wiimotes
My Expertise: Latent Racial Bonus
The Future: Overdoing the Over-the-Top
Love/Hate: A Gentleman's Baffling Love for Collecting Furniture
Nothing is Sacred: Games Taking Themselves Too Seriously

Worth reading:
We Are Destructoid
Writing on the Wall: How Graffiti Builds Universes
Combating Lawlessness in the Wild West of Red Dead Redemption
Being a Coward on Purpose
What Bringing About the Fictional Zombie Apocalypse Taught Me About Game Design
Why Video Game Designers Need to Watch the Road Warrior
The Needless Shit We Gamers Do

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I love graffiti. Whether it’s someone scratching profanity into a bathroom stall or stencil-painting a six-foot mural in the dead of night. I love the idea of anonymous expression, leaving a message for others to read without caring if anyone knows you wrote it. In reality, these graffiti artists are unsung vandals. Renegade expressionists. But, in video games, graffiti can often become something different. Like anything a video game designer programs into a game, if a wall has been graffiti’d, it’s been done for a reason. There are no unimportant characters in a story because if they exist at all, they do so to serve a purpose. So when we find words scrawled across a wall or doodles defacing a derelict warehouse, it’s not accidental. It’s not random chance. It’s communication. But it doesn’t come from some lone stranger. Even more importantly, it doesn't come from the big end-game boss or any of the subsequent enemies. Instead, It’s a chance for the game’s narrative to speak directly to the player. The message? For better or worse, you’re not alone.

I recently explained the concept of Valve’s Portal to my very much non-gaming father and he nodded approvingly. He liked the sound of the quiet paced, thought-provoking, puzzle-based gameplay. But it wasn’t until I recalled finding a wall of comically insane rhetoric scrawled on a tiny storage area that he seemed truly impressed. I had mentioned the 'promise of cake' line from GLaDoS as I explained the game and he chuckled. But it wasn't until I described the first real break that turned the jokes from a comically aloof comedy to something darker. The cake is a lie. Nowadays, we lament the joke's existence from over-saturation. Regardless, my father didn’t need to see it on the wall himself or hear an explanation to understand; he followed the self-referential meta-joke and loved it. But he also saw the clever narrative trickery this little hidden room had played on the player.

The discovery that a different protagonist had ventured the same path as you was subconsciously unsettling. He or she had been promised the same cake, was given the same cube to befriend, and led through the same puzzles. Yet this presumably equally worthy problem solver was nowhere to be found. Even less comforting, your counterpart had gone quite literally insane trying to survive. Suddenly, a thought partially formed at the back of the player’s head. What hope do I have? My father saw it too, laughing at the creepiness of the message he said “That is eerie.”



Valve has a penchant for this sort of thing. Both iterations of their Left 4 Dead franchise have used graffiti as not only an incredible source of humor, but also as arguably their main avenue for exposition. Both games have featured cutscenes, but that's all we really get for a story. And it's not much of one. All the intros serve to do is introduce us to who the characters are, the way in which the enemies operate, and just how fucked we may well soon be. But besides telling us how long since the infection began, we know nothing about what’s happening outside the characters or how the zombie apocalypse began. Origins, scope, and current state of the United States government. We know next to nothing.

Just how it should be.

But Valve doesn’t leave players completely isolated. Snippets on the walls throughout both games start to piece together a much larger puzzle. As we move past the quirky jokes about zombies being nocturnal and Chicago Ted, we find a quiet message start to form. We see the word ‘carriers’ reappear, especially in Left 4 Dead 2. The walls of each safe room start to whisper ideas of people who have the infection but don’t present it. They just spread it. We start to wonder, how have our favorite survivors made it this far without turning infected? Could our four lead characters be unwittingly exacerbating the infection as they fight their way across the city, encountering other survivors in ways that all end quite horribly?

More than likely. Yet, rather than burden the story with cutscenes or some goofy scientist with a clipboard to bludgeon us with exposition, Valve makes the player come to their own conclusions. The story comes out and manifests outside the games - in forums and message boards - and slowly becomes validated as the story opens wider with each mission. All because some unknown survivor scribbled the only good carrier is a dead carrier on a safe room wall.



Survival horror games too have this concept on lock. Games like Bioshock and F.E.A.R. goaded the protagonist and player with alarming messages, witling away at their composure with death threats and cryptic morbid declarations. Using some strange luminescent paint, the titular character in Alan Wake is taunted by messages left on rock outcroppings and sheds. (Good advice: Trust no one in the dark) Someone, not Alan or the enemies, understands what is going on and knows the dangers, but isn’t revealing who they are. They even seem to know the route that Alan will take and leave supplies scattered along this path. Each time I discovered another cache of flashlight batteries and ammunition, I’d read these alarmingly clairvoyant messages and at the back of my mind I wondered Who is this and how can they know so much?

That’s what’s exciting. These messages are scratched there by an unseen third party. Survivors, civilians, hostages, prisoners. Other people who’ve cowered from the same enemies you fought or survived the same apocalypse you’ve lived through. If these characters were to appear, they’d be no more communicative than the background. They can’t tell you their story, their experiences. Frantic civilians running from a car explosion don’t give us much insight. But this is why their input is so intriguing. They’re not part of the story, or involved with the protagonist in the slightest. Graffiti isn’t about the hero; it’s about everyone else. So through these indirect contributors, we watch an expanded story unfold.

Hidden somewhere in GTA IV is a wall graffiti with RIP messages towards all previous characters. More than likely just an easter egg, a goof from the developers, the mural is a homage to Rockstar’s work. More importantly, it progresses the concept that all these characters exist in the same concept design, which is easy to forget. Viewing each character’s plight in this grand scale of things is rather humbling, which is hard to do with a main character who shoots helicopters out of the air with a RPG over a major metropolis.



When the story starts expanding like this, imagining what’s happened and will happen outside what the player can see and interact with, we start to see something bigger take shape. A universe. We get a sense of events acting independently of the player, and that said hero or heroine is part of them rather than an aimless figure stumbling into pre-programmed triggers. Most importantly, we begin to understand that the protagonist we spur onward is not alone. Comrades exist or have existed. There’s something bigger than the hero. Graffiti isn’t just a goofy environmental flare or designer quirk. Because it’s not the short messages or cryptic pictures themselves that are interesting, but that their existence indicates a drive from the writers to go beyond just writing a story and instead construct an entire world.
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My phone won't allow me to fap, bit that won't stop me from applauding where I stand. Bravo sir.
Fapped... a WONDERFUL article!! While I often detest grafitti in real life (too often it's something like the "N" word painted in huge letters, or someone's initials or tags scrawled at bus stops) but I do love grafitti in games!
Interesting. In Left 4 Dead, I never even thought about any of those things you mention. I was nothing but amused at the scrawlings on the walls, because it seemed to me that Valve had gone to lengths to ensure the cohesion of the whole zombie apocalypse scenario. I totally bought all of the stuff that was written, and I chuckled because it was all so correct.

Good blog, man. I came here expecting to hear something about Jet Set Radio (which would have rocked) and came away with something else entirely.
I loved the paint idea in Alan Wake because it ties in with the whole idea that it might be Alan creating his own escape route, but then it becomes clear that someone else is helping him out. As the story progresses, it seems like Alan's personal experience is just one chapter in the dark history of Bright Falls.

That's the real beauty to Alan Wake, it constantly expands on its own work. Especially when you see the finale of The Signal. It's all very The Turn of the Screw.
Fantastic blog, as always.

Now to find a suitable wall so I can fap all over it...
@Corduroy Turtle - The website won't let me fap your comment, so I'm just going to respond to your applause by shouting compliments out my apartment window. You better shout back a thank you.

@Elsa - Epic thanks! When graffiti is just someone's name, done with no flare whatsoever, I really couldn't care less. But it's those little bits of expression, even the negative ones, that I really like to catch from the train or when I'm walking around. I once spotted a whole streetfighter mural the size of an entire building!

@knutaf - Don't get me wrong, I searched for a place to make a Jet Set Radio reference somewhere in this post, but I ended up not working it in. And doesn't that whole L4D conspiracy make you re-think the game? After someone brought it up to me awhile back, I went back through and read every bit of graffiti I could get my hands on. For reference, someone documented it all here.

@Stevil - Your read on Alan Wake is inspiring. I really only read into the messages as far as simply another element of the mysticism that surrounds Alan. I really never bothered to consider that so many of the elements might be projections of his own story, the protagonist guiding his own narrative and illustrating it to him in the minute details. Magnificent.

@mrandydixon - That's what we call a graffit-skeet.
Superb blog dude, I never really thought about graffiti within gaming like that.
The Frank West and Dawn Of The Dead (original) graffiti makes me all warm and cuddly inside.

You sir are onto something. Good read.
Solid read! Never seen this topic addressed directly before, and that always makes me happy.
Very, very good blog man. What does it mean when "I have massive diarrhea" is scratched into the side of a bathroom stall?
Cool and original! Those messages that Valve put into the games are awesome.
Brilliant - in-game graffiti is one of those lovely touches you notice for a second but then forget about, not realising how much its inclusion has added to the experience. Superlative effort.
Excellent write-up. I loved the graffiti in Portal, it gave the game a more sinister feel that had me constantly sneaking around corners expecting something or someone to jump out at me. I wonder what ever happened to all the protagonists who came before me...
Fantastic blog!
Is the word brilliant over-used? 'cause that's what you are!
Fantastic. Nailed. I love wall graffiti in games.
@Justice - Thanks, dude! Graffiti is one of those tricky things that just blends in with the background and is easy to ignore. I only recently realized what I was missing! Much appreciation for readin'

@Gareth - Oh, Gareth. You're already all warm and cuddly inside. I should know. I've been there.

@Sean Carey - You've just completed the space race to my heart.

@Enkido - It means you've somehow wandered into a Taco Bell by accident. Get out. Get out now.

@rexwolf2 - I have a love affair with Valve. I almost made this article just specifically about them.

@Xandaca - Aw, you're making me blush.

@Zodiac Eclipse - You're totally right! Once the game made that turn with the hidden room, I had no idea what to expect. Would I find other survivors? Other test subjects? What's going to happen?!?

@Byronic Man - We're friends now. Don't fight it.

@LawofThermalDynamics - I'm going to interview myself real quick.

Dear AwesomeExMachina, who happens to be the coolest, complimenting motherfucker?

Short answer: LawofThermalDynamics

Second Question: Is it true you lipsynch Justin Bieber in the shower?

I HAVE NO COMMENT. INTERVIEW OVER.

@Son of Makuta - Consider us brothers in arms! I hope you have arms or else this comment will seem insensitive.
an article about graffiti in video games with no mention of mark echos getting up? bah.

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