Chuck Klosterman on Living and Society: A Collection of Previously Published Essays
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Chuck Klosterman
Chuck Klosterman is the bestselling author of many books of nonfiction (including The Nineties, Sex, Drugs, and Cocoa Puffs, I Wear the Black Hat, and But What If We're Wrong?) and fiction (Downtown Owl, The Visible Man, and Raised in Captivity). He has written for The New York Times, The Washington Post, GQ, Esquire, Spin, The Guardian, The Believer, Billboard, The A.V. Club, and ESPN. Klosterman served as the Ethicist for The New York Times Magazine for three years, and was an original founder of the website Grantland with Bill Simmons.
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Chuck Klosterman on Living and Society - Chuck Klosterman
Chuck Klosterman on Living and Society
A Collection of Previously Published Essays
Scribner
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SCRIBNER
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Essays in this work were previously published in Sex, Drugs, and Cocoa Puffs copyright © 2003, 2004 by Chuck Klosterman, Chuck Klosterman IV copyright © 2006, 2007 by Chuck Klosterman, and Eating the Dinosaur copyright © 2009 by Chuck Klosterman.
All rights reserved, including the right to reproduce this book or portions thereof in any form whatsoever. For information address Scribner Subsidiary Rights Department, 1230 Avenue of the Americas, New York, NY 10020.
First Scribner ebook edition September 2010
SCRIBNER and design are registered trademarks of The Gale Group, Inc., used under license by Simon & Schuster, Inc., the publisher of this work.
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Manufactured in the United States of America
ISBN 978-1-4516-2497-7
Portions of this work originally appeared in The New York Times Magazine, Esquire, SPIN, the Akron Beacon Journal, The Fargo Forum, Other People’s Stories, and The Believer.
Contents
From Sex, Drugs, and Cocoa Puffs
Billy Sim
From Chuck Klosterman IV
The Amazing McNugget Diet
Local Clairvoyants Split over Future
Nemesis
Advancement
Three Stories Involving Pants
Not Guilty
Cultural Betrayal
Monogamy
Super People
I Wanna Get Free
From Eating the Dinosaur
Through a Glass, Blindly
The Best Response
Billy Sim
I am not a benevolent God.
I am watching myself writhe in a puddle of my own urine, and I offer no response. I have not slept or eaten for days. My cries go unrecognized and my loneliness is ignored. I am watching myself endure a torture worse than death, yet I decline every opportunity to end this self-imposed nightmare. Darkness… imprisoning me… all that I see, absolute horror. I cannot live, I cannot die, trapped in myself; my body is my holding cell.
I am the master, and I am the puppet. And I am not the type of person who still plays video games.
I realize there is a whole generation of adults born in the seventies who currently play Sega and Nintendo as much as they banged away on their Atari 5200 and their George Plimpton–endorsed Intellivision in 1982. I am not one of them. I agree with Media Virus author Douglas Rushkoff’s theory that home video game consoles were the reason kids raised in the 1980s so naturally embraced the virtual mentality—we never thought it seemed strange to be able to manually manipulate what we saw on a video screen—but I’ll never accept pixels killing other pixels as an art form (or a sport, or even a pastime). A homeless man once told me that dancing to rap music is the cultural equivalent of masturbating, and I’d sort of feel the same way about playing John Madden Football immediately after filing my income tax: It’s fun, but—somehow—vaguely pathetic.
However, some things are just too enchanting (and just too weird) to ignore. Those were my thoughts when I first read about The Sims, arguably the most wholly postmodern piece of entertainment ever created. Much like the TV show Survivor, the Pokémon phenomenon, and Parliament Funkadelic, The Sims is a keenly constructed product that seems hopelessly absurd to anyone unfamiliar with it but completely clear to anyone who’s experienced it even once. Developed by Electronic Arts, The Sims is a video game where you do all the things you would do in real life if you weren’t playing a video game. You create a human character, and it exists. That’s it. Your character does things like read the newspaper. He takes naps, plays pinball, and empties the garbage. Your character invites friends over to his house, and they have discussions about money and sailboats. You buy oak bookcases and you get pizza from Domino’s. This is the whole game, and there is no way to win, except to keep yourself from becoming depressed. The Sims is an escapist vehicle for people who want to escape to where they already are, which is why I thought this game was made precisely for me.
WHO AM I? OR (PERHAPS MORE ACCURATELY)
WHO ELSE COULD BE ME?
The Sims is the only video game I have ever purchased. My goal—and probably the initial goal of most people who buy The Sims—was to create a perfect replica of the life I already have. I would build a character who looked just like me, and I would name him Chuck Klosterman.
I would design his home exactly like my own, and I would have him do all the things I do every day. Perhaps I unconsciously assumed I would learn something about myself through this process, although I have no idea what that could possibly be. Maybe it was just the desire to watch myself live. Pundits like to claim that a game like The Sims taps into the human preoccupation with voyeurism, but it’s really the complete opposite. I don’t care about peeping into anyone else’s keyhole; I only want to see into Chuck’s.
I designed my digital self as accurately as possible: pasty skin, thick glasses, uncommitted haircut, ill-fated trousers. Outlining my character’s personality traits was a little more complicated, because nobody (myself included) truly knows how they act. I’ve never met anyone I’d classify as self-aware: It’s been my experience that most extroverted people think they’re introverts, and many introverted people make a similarly wrongheaded juxtaposition about being extroverts. Maybe that’s why extroverts won’t shut up (because they always fear they’re not talking enough) while introverts just sit on the couch and do nothing (because they assume everybody is waiting for them to be quiet). People just have no clue about their genuine nature. I have countless friends who describe themselves as cynical,
and they’re all wrong. True cynics would never classify themselves as such, because it would mean that they know their view of the world is unjustly negative; despite their best efforts at being grumpy, a self-described cynic is secretly optimistic about normal human nature. Individuals who are truly cynical will always insist they’re pragmatic. The same goes for anyone who claims to be creative.
If you define your personality as creative, it only means you understand what is perceived to be creative by the world at large, so you’re really just following a rote creative template. That’s the opposite of creativity. Everybody is wrong about everything, just about all the time.
But ANYWAY… I eventually created a Chuck in my own image and dropped him into 6 Sim Lane, a $15,000 home on the outskirts of an underdeveloped suburb of SimCity, a relic from an earlier incarnation of this particular game. SimCity was the first simulated reality
game to capture people’s imagination, although SimCity seemed (at least retrospectively) oddly innocuous: The object of that game was to design a vibrant community (transportation systems, hospitals, animal shelters, etc.). It was really just a game for amateur city planners, which is actually less boring than it sounds. SimCity led to SimEarth, where players could exorcise their jones to be an Old Testament God—you took a dead planet and you created a breathable atmosphere and you caused volcanoes and you tried to spawn a few dinosaurs. This was a little more psychologically akimbo, but still not perverse; SimEarth was almost like an eighth-grade science project. However, The Sims broke new ground for electronic pathos. It’s not a game about managing life (like SimCity) or even creating life (like SimEarth); it’s a game about experiencing life, and experiencing it in the most mundane fashion possible. Whenever unimaginative TV critics tried to explain the subtle, subversive genius of Seinfeld, they always went back to the hack argument that It was about nothing.
But that sentiment was always a little wrong. Seinfeld was about nothing, but its underlying message was that nothingness still has a weight and a mass and a conflict. What seemed so new about Seinfeld was that it didn’t need a story to have a plot: Nothing was still something. The Sims forces that aesthetic even further: Nothing is everything.
MY LIFE AS A SIM. OR (PERHAPS MORE ACCURATELY)
MY LIFE AS MY LIFE.
As I had long suspected, my six-year-old niece Katie is not the former lead singer of the Talking Heads. This had been somewhat obvious for a long time, but never more so than the first time I saw a copy of The Sims, which I happened to find at her parents’ house in rural North Dakota.
Since I had been fascinated by news stories about this game, I immediately tried to play The Sims when I noticed it was on