Archive for January, 2017
“When in the Course of human events, it becomes necessary for one people to dissolve the political bands which have connected them with another, and to assume among the powers of the earth, the separate and equal station to which the Laws of Nature and of Nature’s God entitle them, a decent respect to the opinions of mankind requires that they should declare the causes which impel them to the separation.
There’s nothing magical that holds American democracy together.
I think that’s something that we take for granted. American democracy works — in the flawed, half-broken sense that it’s ever worked — because competing functions of our civil society implicitly agree to respect the constitutionally described powers of the other branches of our government while also respecting the enumerated limitations of their own branch.
This is basic civics. We have a government with three branches. The executive, legislative, and judicial. Each branch has certain powers that can be reduced (perhaps perilously) simply: the legislative branch decides what the laws are, the executive branch is tasked with enforcing/enacting these laws, and the judicial branch is tasked with interpreting these laws. Each branch has ways of keeping the other branches in check. It was one of the most carefully deliberated design elements of the Constitution. The legislative branch can impeach the executive branch and judicial branch. They have confirmation powers for many of the people appointed to either of those branches. The executive can veto legislative decisions. They appoint the judiciary. The judiciary can decide if the laws or actions of the other two branches are unconstitutional. And if these laws are unconstitutional, it’s the purview of the judiciary to tell the other branches of the government that they have to change their behavior.
Hitman 2016 is a game that does many things very well, but it is also a game that does one thing exceptionally well.
I’ve been feeling unenthused lately about a lot of AAA game narratives because the fundamental disconnect between how the games play and the story they’re trying to tell you became too vast.
Uncharted 4: A Thief’s End is a game about guilt and relationships and family but it’s also a game where the main character — a happy-go-lucky treasure hunter — kills hundreds of people and doesn’t really lose his trademark smarminess. Slaughtering people is never interrogated; it’s just how Nate achieves his goals.