Latest / Never Post / The Internet Is A Megadungeon [Archive Pull]
Transcript
- 0:00Mike Rugnetta: Friends, hello, and welcome to Never Post, a
- 0:03podcast for and about the Internet. I'm your host Mike
- 0:05Rugnetta, and we have a labyrinthine show for you this
- 0:09week. In this archive poll originally published 03/27/2024,
- 0:15I talk with Italian academics Gabriela De Setta and Paolo
- 0:19Berti about how we imagine the Internet. Is it a town square?
- 0:25Is it a series of tubes?
- 0:27Is it the backrooms? They make the case for the Megadungeon as
- 0:33a productive metaphor, a vast underground locale traversed by
- 0:39adventurers in tabletop role playing games. How does the
- 0:44imagined size, construction, purpose, and relationship to
- 0:49play of the Megadungeon help us think productively about our
- 0:55relationship to the Internet, a place in which so many of us
- 1:00cannot help but feel a little trapped. We're gonna take a
- 1:05short break. You're gonna listen to some ads unless you're on the
- 1:08member feed, and when we return, Gabriela de Setta, Paolo Berty,
- 1:13and the Internet as Megadungeon.
- 1:25Three months ago, my longtime friend and legendary Internet
- 1:29Cryptid, Chris Shee, mentioned me in a quote post on Blue Sky.
- 1:33She said, I think this might be made just for you. The post she
- 1:38quoted was from an Italian academic linking to a journal
- 1:41issue he had edited. His post read, in the introduction, we
- 1:45make a case for abstracting the main features of the
- 1:49Megadungeon, infrastructural layering, ecological geography,
- 1:54procedural generation, ludic logic, and mapping them onto
- 1:59digital mediation to see if they can capture its complexity. You
- 2:04are probably familiar with something like the mind palace,
- 2:08a framework, a metaphor, a kind of mnemonic made famous perhaps
- 2:12by its most well known user, Sherlock Holmes.
- 2:15The mind palace is a way to understand, to navigate one's
- 2:20own intellectual storehouse. It's a memory aid, a
- 2:24psychogeographic landscape, a place graft onto the
- 2:28placelessness of the psyche. Gabriela De Sita, who wrote the
- 2:33post that Chris forwarded me, and his colleagues Paolo Berti
- 2:36and Stefania de Vincenz, put forward in this journal that
- 2:40Gabriela linked to the Megadungeon, a place prevalent
- 2:43in tabletop role playing as a kind of mind palace for the
- 2:48media technological environment, which is itself also
- 2:52fundamentally placeless. I had the journal issue printed since
- 2:58its release is digital only at a local print shop, and I read it
- 3:02all highlighter in hand. Conceptually, it is dense and
- 3:06rich and really just unlike anything I've ever read, and it
- 3:12has changed the way I see the Internet, which is no mean feat.
- 3:18In this segment, me, Gabriela, Paolo, we barely scratch the
- 3:22surface of the work they've done. We traverse but a few
- 3:26rooms of the vast network of ideas that they have worked so
- 3:30hard to assist in generating. But as brief as the encounter
- 3:35is, there are more than a few treasures to behold. I hope you
- 3:39enjoy. Joining me are Gabriela De Sete and Paolo Berti.
- 4:06Gabriela De Sete is a sociologist and researcher at
- 4:09the University of Bergen. He holds a PhD from the Hong Kong
- 4:13Polytechnic University and was a post doctoral fellow at the
- 4:16Institute of Ethnology Academia Sinica in Taipei. His research
- 4:21focuses on digital media practices, how the social and
- 4:24the technological entangle, and vernacular creativity in the
- 4:28Chinese speaking world. Paolo Berti is a lecturer in the
- 4:32faculty of humanities at Cafoskari University of Venice.
- 4:35He holds a PhD from Sapienza University of Rome, did
- 4:39postgraduate work in historical and artistic heritage at the
- 4:42specialization school, and studied art history at the
- 4:45University of Siena.
- 4:47As a contemporary art historian, he focuses on new media, digital
- 4:51cultures, and mobile technologies with forays into
- 4:54critical theory and game studies. Gabriela, Paolo, thank
- 4:58you so so much for joining us.
- 5:00Gabriele de Seta: Thank you for having us.
- 5:01Paolo Berti: Thank you.
- 5:01Mike Rugnetta: This is
- 5:01Gabriele de Seta: my side. Thank you.
- 5:03Mike Rugnetta: So you both also, in addition to your long your
- 5:07long list of accomplishments, recently, with your
- 5:10collaborator, Stefania de Vincenz, co edited a special
- 5:15issue of the journal MAGAZEN, the International Journal for
- 5:19Digital and Public Humanities. This was, volume four, number
- 5:23two for people who go looking for it. I was out at the end of
- 5:27last year, December 2023. And this whole issue of magazine,
- 5:33their first ever, if I understand correctly, guest
- 5:36edited issue is organized around a single idea that is built upon
- 5:41and expanded and explored and plumbed throughout a number of
- 5:46papers, two of which are your own. The single organizing idea
- 5:51is that of the Megadungeon.
- 5:55And I wonder if the two of you could explain briefly what a
- 6:02Megadungeon is. Not the metaphor, which we will sort of
- 6:06get to in a moment, but just the sort of, like, base concept that
- 6:11exists in the world that appears in tabletop role playing games.
- 6:16What is a Megadungeon? Gabriele, let's start with you.
- 6:20Gabriele de Seta: So a Megadungeon is quite simply a
- 6:24dungeon that is very big. One of the ways to distinguish a
- 6:28Megadungeon from a dungeon is that a dungeon is usually part
- 6:31of a larger world role playing setting. So you might with your
- 6:37party of adventurers, you might start in a in a city inn and
- 6:40then kill some goblins and then hear about a dungeon and go
- 6:44explore it to clear it of monsters or loot it. And then
- 6:48you come out and you continue your adventures. A mega dungeon
- 6:52is so big that usually it represents the entirety of the
- 6:57gaming world.
- 6:58So you start in the dungeon in Megadungeon or you enter the
- 7:01Megadungeon and you never leave. And this has some consequences
- 7:05for the design of the space because it's not just a I don't
- 7:09know, a cave system or or a an underground level of a castle.
- 7:13It is a huge dungeon that is a world in itself. It has a an
- 7:17ecology. It maybe even has some sort of urbanism in it or or
- 7:22different zones or societies or ecosystems.
- 7:26Mike Rugnetta: One of the things that's in the journal that I
- 7:29think is really interesting is this idea that the classic
- 7:31dungeon has an edge to it. You are probably gonna reach that
- 7:35edge when you're playing. You're gonna get to a point where the
- 7:38DM has decided, you know, there's a wall in this dungeon
- 7:41and you can't go through the wall. One of the defining
- 7:44features of the Megadungeon is that you might never and perhaps
- 7:48could never get to a point where you've finished. So in each
- 7:55paper, we sort of take the idea of the Megadungeon as a starting
- 7:59point.
- 7:59This possibly ever expanding active environment that contains
- 8:05the entirety of what you might need in a large scale campaign
- 8:09and uses that idea as a framework for understanding a
- 8:14lot about the world. The contemporary media and
- 8:17technology landscape, is maybe the quickest way to summarize
- 8:22it. You know, saying that the Internet, media, the stack of
- 8:26technology that organizes and powers all of those things is
- 8:30itself a megadungeon in many ways, or there are things that
- 8:36you gain by looking at those things as perhaps being
- 8:41Megadungeon like. And I I don't wanna ask both of you to, like,
- 8:46summarize or to go through everything in a nearly 200 page
- 8:50journal issue, But I wonder if we could like let's start at the
- 8:54surface, like, you know, the entrance to the dungeon. Yes.
- 8:57Like, how and why is it that contemporary media and
- 9:02technology is something like this setting that can be found
- 9:06in tabletop role playing games? Let's start with Paolo.
- 9:10Paolo Berti: Okay. The fact is that the digital realm today is
- 9:14depicted as an increasingly intricate with layers of
- 9:18interconnected system and so on. So it's not longer about just
- 9:23discussing of cyberspace or midspace or hybrid space. The
- 9:29word we imagine in the mid-twentieth century as small,
- 9:32so implying closeness to other, where globalization and
- 9:35telecommunication give us the impression that we could reach
- 9:39friends or relatives on the other side of the world,
- 9:43actually no longer exist. Dimensionality has changed.
- 9:47Digital, telecommunication now speak of big word and spaces
- 9:52that are no longer computable. So proximity no longer exists.
- 9:57If I connect, for instance, from my kitchen to play Fortnite with
- 10:01my brother in a in another room, it's not just a communication
- 10:06between us as if it were simply a phone call, but rather an
- 10:11entire infinite infrastructure of data, of layers, of words
- 10:16that have the potential to emerge. The world is not getting
- 10:20smaller. It's getting bigger, and we don't know where
- 10:23backrooms is an online trope, for instance, that speaks about
- 10:27that.
- 10:27Where they are, those Backrooms? Where they expanded those rooms?
- 10:32Mike Rugnetta: Yeah. Yeah. Yeah. Yeah. Yeah.
- 10:33The Backrooms like the sort of very anodyne gray pathways that
- 10:39connect everything together in the lore of the Internet. Your
- 10:43Fortnite example is interesting. Is that sort of what you mean
- 10:46when you talk about self organizing, self propagating
- 10:50space? By taking these actions, by using this technology, you're
- 10:53sort of automatically and maybe even accidentally expanding the
- 11:00architecture of how you can understand the entirety of, you
- 11:05know, contemporary media and the Internet?
- 11:07Paolo Berti: The Internet is the most dungeon like media of of
- 11:12today. Just think of the of the iceberg image that represent the
- 11:18deep web, for instance. There is a real stratification and a real
- 11:22sense of exploration in the Internet. Something Dantian in
- 11:29in the exploration of of the Internet. There is also a
- 11:34representation that I find very interesting, very effective.
- 11:39As you may know, Wikipedia is full of hidden pages, and one of
- 11:43these leads to a page that equates the role of Wikipedia
- 11:48contributors to characters of a dungeon crawling game. By
- 11:53contributing, those people identify themselves as
- 11:56characters, the article as dungeon, they have character
- 12:00sheets, experience points. The dungeon is very similar to this
- 12:07idea of leveling of the Internet, stacking.
- 12:11Mike Rugnetta: Yeah. What are what are some of the other
- 12:13characters that one encounters in the dungeon? Surely, the
- 12:18troll is, you know, a very easy and ready example. But, like,
- 12:24how far does this metaphor extend? Like, are we you know,
- 12:26am I a player?
- 12:27Gabriele de Seta: I think the history of how to characterize
- 12:32yourself when you relate to media is very interesting. So in
- 12:36the beginning, it was, you know, a user or a wizard, if you were
- 12:40very good at computing in the eighties, I guess. And it it
- 12:43changes. So, yes, you can be a player. You can be a user, a
- 12:46member, a profile, a streamer, a celebrity, an influencer.
- 12:52And there is a constant change in the definition of of of the
- 12:56individual first person user of these technologies. We used to
- 13:01see the materiality, and we used to think about the Internet as a
- 13:05dungeon and and ourselves as wizards or a frontier to explore
- 13:10or a geocities neighborhood, you know, in very spatial terms.
- 13:14Mike Rugnetta: Very literal. Yeah.
- 13:16Gabriele de Seta: And and we kind of lost that. And I don't
- 13:19think it's because we stopped thinking about it, but it's
- 13:21because there's an increasing attempt from especially
- 13:26corporate actors to make people lose a sense of this
- 13:31materiality, data centers and cables and increasingly
- 13:35environmentally demanding computation, labor exploitation,
- 13:39and so on. And that is why I think one of the most common
- 13:43rhetorics for the digital has become that of flatness of
- 13:47platforms, of a certain depthlessness. And in this
- 13:54sense, the Megadungeon for me, and I think Paolo shares this
- 13:58point of view, is a way to inject or reinject this this
- 14:02spatial and and volumetric model into discussions of of the
- 14:08Internet and and of any other, yeah, communication or
- 14:11computational technologies.
- 14:13Mike Rugnetta: It's interesting because I I wanna try to pull
- 14:15together a a few things that we've just said in the last
- 14:19couple minutes, which is like, for a lot of people, I think,
- 14:24the Internet is kinda not fun anymore. Yes. It's a bleak
- 14:29place. You log on, you look at bad news, and you log off. We
- 14:34all know what the experience is.
- 14:35It's hard to imagine it on mass as something that's pleasant.
- 14:40Yes. But a lot of how you describe the Megadungeon and
- 14:47talk about our place in it and how we appreciate our
- 14:52interaction with it is based in play. And in recognizing that
- 14:59play is not only a sort of fundamental aspect of the
- 15:03Megadungeon as a concept in tabletop role playing, but is
- 15:06maybe part of our experience of the aggregate of technology that
- 15:13we can look at as a Megadungeon. And so I wonder, like, is the
- 15:16idea of play, like, radical in a sense in that way?
- 15:20Paolo Berti: I think there is a ludic paradigm that underlies
- 15:24the the dungeon and the Megadungeon. In my essay, I I
- 15:29talk about John Huisinga, that is a Dutch historian that wrote
- 15:35a book, nearly, one hundred years ago, suggesting that the
- 15:41foundation of religion and war and so on were shaped in the
- 15:46realm of play. We wanted to show how this Huzinga paradigm has
- 15:52come in the end to to wrap around us, to create a sort of
- 15:57prison around us. Through the concept of gamification, this
- 16:02day we approach life as a game, maybe too much. The interfaces
- 16:06of public administration apps speak the language of gaming and
- 16:12leveling up, for instance.
- 16:14We strive to improve our self, our curriculum vitae through
- 16:20skills like characters. Digital goods are our equipments, for
- 16:26instance. So maybe this role playing game mobile model,
- 16:31sorry, has became more pervasive than we might expected, maybe.
- 16:37So it's a sort of mixed match of gaming too much and not gaming
- 16:42too much.
- 16:43Gabriele de Seta: The dungeon as a metaphor, the Megadungeon as a
- 16:46model, asks us to think about the other side of play, which is
- 16:51design. So being a game master and a game designer and a
- 16:56designer of the dungeon and who makes the Megadungeon, who
- 17:01decides what connects to what and and what you can explore.
- 17:05And I think that that is a key point because what we were
- 17:08discussing before that the Internet has become boring or
- 17:11not fun is because much of it has become trapped by this
- 17:16gamification of use. So the platforms and and apps and the
- 17:22consumer oriented stuff. But the materiality is still there.
- 17:26The networks are still there. And actually, we have devices
- 17:29that are way more powerful than ten or twenty years ago. So we
- 17:32could build Otherwise, the Megadungeon is there to be
- 17:36explored and to be mastered and designed for ourselves. And I
- 17:42think what Paolo mentioned before, the the backrooms, is a
- 17:45very good example of that because, yes, it is a sort of
- 17:49pseudo horror trope, but it also represents a kind of fantasy or
- 17:55dream, this liminal space that is behind the Internet or be
- 18:00behind the surface world of of corporate media. It's it's this
- 18:04endless sprawling maze of of empty rooms that look like
- 18:09conference rooms in in in abandoned hotels or something
- 18:12like that.
- 18:13But but for me to me, that that is a very clear example of how
- 18:16people still dream of that unknown maze of infrastructural
- 18:21spaces that can be inhabited by by masters, but it can also be
- 18:25explored beyond the surface of what you're gamified into
- 18:30everyday use.
- 18:31Mike Rugnetta: It's interesting. It's horrific, but in a way,
- 18:33it's also kind of hopeful because it is able to be
- 18:36explored.
- 18:37Gabriele de Seta: Yes. And and and made into a story. Like, the
- 18:40the Backrooms as a whole, it it's just an image, right, or or
- 18:44a few images. But the stories that develop around them are are
- 18:47infinite. People make an entire lore about the Backrooms and how
- 18:51to no clip into them, inventing words and practices and and
- 18:55monsters that inhabit them and what they mean and where they
- 18:58come from.
- 18:59So it's it's this endless lore production that is very similar
- 19:03to role playing games to what players and and and game masters
- 19:06do together, fabulating a medium. So, yes, it is hopeful
- 19:10because it proves that you can make that exist.
- 19:22Mike Rugnetta: Paulo, Gabrieli, thank you so so much for
- 19:25chatting with us and taking some time out of your schedule to
- 19:28have this conversation. This was fascinating. I know I said this
- 19:31to both of you privately when I reached out, but I wanna say it
- 19:34publicly too, like, my friend Chris alerted me to the
- 19:37existence of this journal issue. Having now read it, what I said
- 19:41to her was, I don't know that there has ever been anything
- 19:44that feels like it is more for me. Thank you very very much for
- 19:48making it.
- 19:49Gabriele de Seta: Well, thanks to you and thanks to Chris for
- 19:52for sharing this issue with you and it was a blast. So yeah.
- 19:56Thanks.
- 19:56Paolo Berti: Yeah. Thank you, Mike. And thank you, Hans, for
- 19:58this.
- 19:59Mike Rugnetta: Where can people find your work online? Gabriela,
- 20:02you can go first.
- 20:03Gabriele de Seta: People can find my work online on my
- 20:07website, paranorm.asia.
- 20:09Mike Rugnetta: Paula?
- 20:10Paolo Berti: Yes. I I have a profile on Academia Edu, on
- 20:14Kafoskari webpage, on Archive, and social media like Facebook
- 20:22as Polo Berti or Instagram at betvibel.
- 20:37Mike Rugnetta: That is the show we have for you this week. We're
- 20:39gonna be back here in the main feed on or around Thursday, May
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- 21:10Georgia Hampton, and The Mysterious.
- 21:11Doctor first name, last name. Our senior producer is Hans
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- 21:17show's host, that's me, is Mike Rugnetta. Stone cries to stone,
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