Teaching my son the ways of the geek
I took Eli to an epic gaming convention to glimpse an amazing future, and I was reminded how a father can shape it
Topics: Fatherhood, Gaming, Real Families, Life News
Eli, the 12-year-old son of Andrew, faced a perilous moment of truth on the morning of the first day of BlizzCon. “Which T-shirt do you think I should wear?” he asked. “Gir, from ‘Invader Zim,’ or my Ray Williams Johnson ‘You Be Trollin’ shirt?”
A father has much to teach his son in the ways of geekitude, but this was one decision I knew I had to let him make on his own. Still, I was proud. Eli had never been to a convention of any kind before, much less an assembly of 30,000 avid gamers, worshipers at the altar of Blizzard gaming company’s unholy trinity: “World of Warcraft,” “Starcraft” and “Diablo.” But he knew without being told that his choice of T-shirt for such an august occasion was no trifling matter.
When the tribes gather for an event like BlizzCon, only the most precious of garments will suffice — no matter how faded and worn from countless washings. Standing in line a few hours later in front of the Anaheim Convention Center — just around the corner from Disneyland — I thrilled to a living gallery of ironic, geeky, black humor-inflected T-shirt art. And I suspected that countless attendees had been wrestling that morning with the exact same quandary as my son.
Should I wear my “I’m Not Dead Yet!” Monty Python tribute or my “Happiness is a mushroom cloud”? Should I go with the simple, “No pain, no game” credo, or display all my peacock feathers at once with a copy of a poster for the original “Stars Wars” movie written entirely in Japanese?
How about an endearingly honest plea — “Just Shy, Not Anti-Social, You Can Talk To Me”? Or an all-out visual assault — one horny unicorn mounting another against a rainbow backdrop?
Sex, rainbows and unicorns — that’s how fun the gamers wanted BlizzCon 2010 to be, and that’s just about how fun it was. Or to borrow the two most commonly uttered words during the two-day convention: BlizzCon was epic, and awesome. Epically awesome, even.
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How does one measure the epic-ness of a BlizzCon? By the quality of the costumes worn by hundreds of attendees — the Blood Elf princesses, Goblin Mages, Witch-doctors and Terran Ghosts? Or by the sheer grandeur of literally thousands upon thousands of flat-screen monitors assembled in serried ranks, inviting gamers to play kooky modifications of “Starcraft” or as-yet unreleased to the general public versions of “Diablo” and “World of Warcraft”? By the crazed pandemonium of 30,000 people devoting fantastically obsessive attention to panel discussions and dance contests and game art? The larger-than-life statues of Sarah Kerrigan, Queen of Blades, and Jim Raynor, Terran Marine? By the endless queues of people snaking across the convention floor — a maze of twisty lines, all alike! — for everything: bathrooms, food, merchandise, opportunities to enter contests?
On a scale of spectacle, BlizzCon delivered — or as my son observed moments after the doors opened, his eyes widening at the sight of thousands of gamers running like land rush homesteaders in a desperate race to claim a good seat for the opening ceremonies: “This is way more awesome than I even imagined.” Giant video screens hanging throughout the convention center blasted cut-scenes and gameplay from Blizzard games at every angle and to the accompaniment of clashing avalanches of sound. For a generation raised on constant digital stimulation, it was mother’s milk.
But as I sat through the highlight of the opening ceremonies, an audience participation chant/slide show led by Blizzard vice president of creative development Chris Metzen, I quickly realized that the spectacle was just icing on the “World of Warcraft” cake. The real value of an event like BlizzCon was the opportunity it provided for mass, collective enthusiasm.
Metzen declared that BlizzCon was about celebrating “our collective geekiness.” He then orchestrated attendees in a repetitive chant of “Geek is …” followed by a succession of images flashed on the display screens erected in the convention center’s cavernous main hall. The One Ring to Rule Them All. A set of Transformer robots. Tobey Maguire’s “Spider-Man” and Arnold Schwarzenegger’s “Conan.” “Star Wars” (of course). The Mighty Thor!
And a single, 20-sided die, face up on 20.
The picture of that die, the only special equipment needed to play the original Dungeons & Dragons, engendered a particularly mighty roar of approval. Nothing is better, shouted Metzen, than getting together with your best friends, some graph paper, a pencil and your imagination. (Except maybe getting together with 30,000 like-minded compadres to hoot and holler about primeval memories.) A direct line connects the dots between Dungeons & Dragons and the amazing Blizzard success story (“World of Warcraft” alone currently boasts 12 million users worldwide. “Starcraft II,” released this summer, almost immediately became the best-selling PC game of 2010.) No other game company has so magnificently captured the fun of collectively inhabiting the fantasy worlds that 1970s-era gamers conjured up for themselves, without any help from amazing computer graphics or legions of creative talent — writers, artists and programmers.
But that same roar, I came to see over the course of the weekend, came easy to this crowd. Whenever a panelist delivered a good zinger in response to an audience question, the collective hilarity felt like a natural exhalation — nothing forced, nothing faked. We cheered for nifty dance moves, for Jack Black histrionics (his band Tenacious D played the closing ceremonies) and for the unveiling of a new character class for the upcoming “Diablo III,” a dual crossbow-wielding femme fatale — the Demon Hunter. We cheered because it was fun to cheer — because what is life for if not to flaunt your exuberance? We positively erupted in the middle of the costume contest, when the boyfriend of a woman dressed as a goblin sorceress ran onto the stage (“Could something epic be afoot?” wondered the announcer), got down on his knees and proposed. When the camera caught the glint of a beaming smile from beneath her shrouding hood — the only part of her face at all visible — the audience convulsed in a mass cackle of delight.
We’re all familiar with negative stereotypes of the geek — obsessive behavior, crazed attention to detail, a seeming inability to socialize easily — but if there was one thing I took away from BlizzCon, it was that an essential thing defining geekdom is the capacity to be enthusiastic. Geeks want to be enthralled, and more than most people, they open themselves wide to that kind of ensorcellment. The bond that Blizzard has with its fans is built from the company’s routine delivery on its promise to be ever more epic, to be ever more awesome, ever more enthralling, without sacrificing an iota of its total devotion to quality, to story, and to the art and craft of fantasy and science fiction.
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Sitting next to my son, for whom Dungeons & Dragons carries about the same archaic resonance as a Bob Hope/Bing Crosby on-the-road flick does for me, I was transfixed by Metzen’s invocation of the Mighty Thor. One glance at that giant hammer, and a rift in space and time opened up wide.
In 1974, when I was 12 years old, my father took me to a downtown Manhattan book party to celebrate the publication of Stan Lee’s “Origins of Marvel Comics.” My memories are hazy now, but I recall that there were people dressed up as Marvel superheroes — the Hulk, the Silver Surfer, the Fantastic Four, Thor — and I ended up with the most extraordinary goody bag. It included a copy of the book, which featured reproductions of the original comics introducing the Marvel characters, an action figure or two, and a selection of current issue comic books. There may also have been a poster.
I was over the moon. Although my tastes at that time ran more toward the voracious consumption of science fiction than comic books (95 cents for a paperback novel seemed a much better deal than a quarter for a comic book), I was no different from any other geeky, chess-playing, bespectacled nerd — I loved Marvel comics. To shake the hand of Stan Lee himself? What could be more epic?
I loved all kinds of adventure and fantasy and sf, and looking back, I see now how my father fed my enthusiasms. As editor of the New York Times Book Review he was showered with free books, some of which he would bring home for me. One day it would be a complete 26-volume set of Edgar Rice Burroughs’ “Tarzan” series, on another a complete edition of “The Lord of the Rings” bound into one ornate volume. He introduced me to Isaac Asimov’s “Foundation” series and I will never forget the day, over a burger and fries at a Jackson Hole diner, when he gently explained to me that there were some fascist tendencies in the work of Robert Heinlein. He whisked my sister and me to a premiere showing of “Monty Python and the Holy Grail.” (The theater gave out free coconuts. We galloped all the way home.)
Right around that time, my father even brought home a Magnavox Odyssey, the very first home video game console ever made! It was clumsy and cumbersome and fairly quickly gathered dust. It didn’t really hold a candle to Atari’s Pong, which arrived a few years later, and it is a complete joke compared to what you can do with an iPod Touch today, but it all fed the same hunger for play and fantastic escape, for a glimpse at the mysterious sci-fi future. More than three decades later, I see how my father, who could play the high culture game with anyone, who was the smartest, most well-read man I ever knew, paved the way for my passage into geekdom. He threw kindling at the fires of my imagination, and that conflagration has never sputtered.

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