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1

The New Collectathon--Too Much to Do?

Breath of the Wild and Tears of the Kingdom are newer Legend of Zelda games that feature open world mechanics and the return of the collectathon, in a sense. A collectathon is a type of video game where there are items and objects to collect in order to either progress in the game or obtain an upgrade. An older example of a collectathon would be Banjo-Kazooie or Jak and Daxter. In Breath of the Wild, the collectathon element of the game is Korok seeds, except there are about 900 to collect in the game. Tears of the Kingdom increases that number.

The topic taker should see if this newer collectathon element is too much to do for the player. The topic taker is free to examine other newer forms of collectathons than the two mentioned in this topic. Research points to include:

– The time it takes to do these collecting elements

– The reward for completing the entire collection

– Player feeling about the collecting element in the chosen game or series

– The topic taker is free to also include an element of the psychology behind why collectathons work, if they wish.

Links to get you started:

Breath of the Wild Wiki: (link)

Tears of the Kingdom Wiki: (link)

An Explanation of Collectathons and how they transformed: (link)

A brief list of modern collectathons: (link)

    3

    Navigating the Ethical Maze of AI Relationships in "My Wife Has No Emotion"

    The rapid advancement of artificial intelligence has brought forth a myriad of ethical questions, particularly concerning AI relationships as portrayed in media. "My Wife Has No Emotion" serves as a compelling case study to explore these concerns. The anime delves into the complexities of emotional relationships between humans and robots, raising significant issues primarily centered on consent and the nature of companionship. AI entities lack consciousness and free will, challenging the authenticity of their participation in relationships and questioning whether true consent is possible. This dynamic also prompts ethical considerations about creating beings solely to fulfill human desires, potentially leading to a decline in human-to-human interactions and fostering isolation. The societal implications are profound, as traditional concepts of love, built on mutual understanding and emotional depth, might be redefined by the artificial nature of AI relationships. Moreover, the authenticity of emotions simulated by AI blurs the lines between reality and simulation, forcing us to reconsider our perceptions of genuine emotional connections. "My Wife Has No Emotion" highlights the need for ongoing ethical dialogue as we integrate AI into personal lives, urging careful evaluation of the impact on our understanding of love, companionship, and the essence of human connection.

      5

      Understanding Death of the Author

      "The Death of the Author" is the title of an essay literary critic and theorist Roland Barthes.

      The term itself has been argued to mean that the work should be judged wholly on its own merits despite problematic origins. But, was that the intent of the framework or is it a post hoc justification for supporting creators (and thus their creations) who would otherwise be maligned?

      With regards to fandom, how much can be said to be justified under this framework and as consumers should there be a limit to where and how this framework is used as a defense?

      • I recently studied this essay in my class on Contemporary – thalamouawad 2 years ago
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      • I recently studied this essay in my class on Contemporary Writing by Women. I think that Barthes' essay can be juxtaposed effectively with Nancy K Miller's "Changing the subject". It counters Barthes' work by stating that this dismissal of individual identity can be interpreted as a hegemonic tool used to deemphasize the stance of minority writing. – thalamouawad 2 years ago
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      • Another point for reference: novelist John Green has publicly subscribed to the Death of the Author philosophy, saying "authorial intent doesn't matter"; how readers interpret metaphors, he says, is as important or more important than what the author was thinking when he wrote them. This makes reading Green's books, like Paper Towns and The Fault in our Stars, which are stuffed full of metaphorical imagery, quite interesting. Paper Towns, in particular, is about imagining people as multifaceted instead of seeing them as metaphors - but if authorial intent doesn't matter, should we accept our superficial impressions as accurate? – noahspud 1 year ago
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      4

      DON'T LOOK UP - Hollywood's Problem with Putting Money Where Their Mouth Is

      DON'T LOOK UP was a controversial satire on the climate problem, and while every political satire is bound to divide audiences– this one made a large mistake. It wasn't just a satire, it was a call to action. It was a combination of the greatest forces in entertainment, telling you, the average moviegoer, that we need to solve this problem. Perhaps if the film had given a portion of not all proceeds to climate action, there would be a legitimate attempt at change. However, because of its lack of self-awareness and enormous star-power, whether or you liked the film, nothing is going to change.

      Other films have successfully navigated this fine line of educating vs enlisting (Wag the Dog, 1997 comes to mind) but for a giant industry with enough money to solve world hunger to shake their finger at an audience made up of working class moviegoers is both ignorant and somewhat classist.

      • I'm probably one of the few people who didn't like the movie))) – mikkejames 2 years ago
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      • this has legs. – Sunni Rashad 3 months ago
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      2

      The Symbolism of Rain in Makoto Shinkai's Works

      Makoto Shinkai frequently employs the motif of rain in his films to convey a range of symbolic meanings, enhancing both narrative and emotional depth. In "The Garden of Words," rain symbolizes refuge and emotional healing as the protagonists, Takao and Yukari, find solace in their rainy morning meetings. The shifting rainfall mirrors their evolving relationship and personal growth. In "Weathering With You," incessant rain in Tokyo represents the uncertainties and challenges faced by Hina and Hodaka, with Hina's weather-controlling ability highlighting humanity's complex relationship with nature. The rain in this film explores themes of sacrifice, connection, and environmental impact, reflecting the characters' emotional highs and lows. Across Shinkai's works, rain signifies emotional depth, illustrating feelings of longing, melancholy, and hope. This recurring motif invites viewers to reflect on their own emotional experiences, making the narratives more relatable and immersive. Shinkai's use of rain as a symbolic element captures the ephemeral nature of emotions and the beauty of fleeting moments, blending visual artistry with profound storytelling.

        2

        The Requirement of Hard Mode in Video Games

        The topic taker should analyze the requirements of some trophy lists to beat games on the "Hard" Difficulty and/or unlock special items or extra difficulties in the game. Examples that come to mind are Final Fantasy Remake and Rebirth, Kingdom Hearts III, DOOM, and the God of War series. The topic taker is free to include other games to the list that they may know about–the list serves as a jumping off point to get the topic taker started. The topic taker should consider the following for their article as well:

        – Is completing a game on Hard Mode enjoyable?

        – Is requiring finishing a game on a Hard mode restrictive or prohibitive in any way?

        – If someone chooses to play at difficulties other than hard mode, does that mean they are more or less of a gamer in the eyes of the game's community?

        – Should Hard Mode be a requirement for getting certain items or cutscenes or trophies, or should that content be available regardless of the difficulty?

        The topic taker should address these points with research and examples from the games they choose that is relevant to the points. If desired, the topic taker can look at the psychological research done on this subject and how it affects players' self esteem, if the research exists.

        • I think that it’s worth including as a separate item a description of hard fashion through an analysis of the creativity of the FromSoftware studio – MagnoliaDunbridge 3 weeks ago
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        3

        Replayability in games: is it really necessary?

        Replayability is a measurement of how much fun a game is to play over and over again – how much new content there will be on each playthrough, how much you can vary your playstyle, how many different endings or paths the different quests/stories have for you to explore each time. It is something it is generally considered good for a game to have, especially in certain genres. Many players want to be able to play their favourite games again and again, but with enough variation that it is never boring.

        However, replayability is something that cannot be (and isn't) pursued in every game. Many story focused games are not particularly replayable, as their goal is to focus on telling one very good or in-depth story – and to focus on replayability could take away from that. There is also the fact that to make a game very replayable takes a lot of time and effort to code and design all the different playstyles/endings/quests etc. This is time and effort that may be needed elsewhere or would possibly be better spent polishing the main game. Not everyone plays again and again after all, so is it really so crucial to ensure that every single playthrough is entirely unique?

        This article would delve into the concept of replayability, exploring whether it is truly important for games to be infinitely replayable or more important to create a good experience the first time round.

        • Very nice! As a longtime player, may I particularly suggest Hogwarts Mystery for examination? The developers added a replay option within the last year or so, so that players could change their houses or relive certain moments if they wanted. The downside though, is that replay kicks you all the way back to first year, and you lose access to anything you've won or purchased. It's a conundrum for sure. – Stephanie M. 9 months ago
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        • A very interesting topic! Although I don’t think every game has to be replayable, replayability is certainly a feature unique to the game as a storytelling media. If there is only one possible storyline, novels, anime, or film allows the producers to polish the story even better because those media have a better control on the pace of the stories than games. However, Baldur’s Gate and Elden Ring cannot be easily transformed into other media, because they have various possible ending. That is something only possible with games. – AlisaN 9 months ago
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        • Cool point, I've found that replayability has a bit of a personal edge for me. Replaying games at different stages of life is way more of an experience than any new game plus content or add-on. – jsmilo 8 months ago
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        5

        A Perspective on Banned Books in America versus Other Countries

        Recently, a lot of books have been making it onto the infamous banned books list in America, due to containing such themes as "strong female leader" in the case of Wizard of Oz, "racism", especially with children's books that tend to point to the systemic nature of racism in America, and of course, "sexuality and gender" that basically gets slapped on anything that even remotely hints at an LGBTQ relationship or gender expression outside of the cisgender spectrum. Most of these entries to the ever-growing ban list seem to be coming from conservative areas. It might be good to take a small sample of the banned book list from the past 2 years or so and see how it would compare to, say a European banned books list, if the idea of a banned books list isn't something that is wholly limited to America in the first place, and see if there are any overlapping topics between the lists to see what trends might exist cross-culturally.

        If this cross-examination is not possible, the topic taker could instead talk about whether or not book bans should exist, and the reasons why they do, and could choose to take a few selections from the banned books list and make an argument as to whether or not the themes presented in the literature truly merit a spot on a banned books list.

        Banned Books list for America: (link)

        • I think for this to be good analysis of cultural differences it should look at time frames as well. 90s America vs 90s China for example. Or a myriad of differing ideologies within the nations and have they remained the same or evolved as times have changed. – Sunni Ago 6 months ago
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        • I think this is a very interesting topic! I think it would be fascinating to research if book bans come from liberals as well. The comparison could be what each side of the spectrum is trying to ban. Also, I think your second paragraph could be an interesting focus. – shoafhannah 6 months ago
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        9

        Why have apocalypse-style films and TV shows become so mainstream in recent years?

        The idea of an apocalypse has existed in history for hundreds of years, but why in recent times has the idea of an apocalypse become to mainstream? Whether it's zombies, nukes, or anything in between, these stories have taken a deep root in our modern culture. Is it because we feel detached from our primal survivalist selves? Take for example the show The Walking Dead. The show is a massive success, second only to Game Of Thrones during its run time. Apart from the amazing writing and impeccable acting performances, there is a certain allure to the idea of a group of at-first strangers growing into a family through trials and tribulations and lots of zombie guts. It is also interesting to see how these stories are received in different cultures around the world. For example I know that in many parts of Asia, there is a massive love for all things zombie. Why do you think this is?

        • Good topic! I think apocalypse-style media is cathartic. People consume it as a way to reassure themselves that what they see can't really happen for one reason or another, or that if it did, they would survive. Sometimes people consume this media and plan what they would do in certain situations. There's also an element of dark humor, as in, if we laugh at the poor decisions we think characters are making, the apocalypse won't seem so threatening and potentially realistic. – Stephanie M. 3 years ago
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        • Something really cool that was taught at the UNiversity I attended was an analysis of 'Ecocriticism and Popular Culture'. It took a deep dive into enviro-apocalypse stories (like Snowpiercer) - why we tell them and why we love reading/watching them. The concept of 'man vs wild' is a binary that has long existed conceptually as a means by which humans understand themselves. However, contemporary ecocritics have been challenging this binary. Especially now in an age where climate change and environmental catastrophe (referred to by scholars as the Anthropocene) continue to escalate. Things to research when exploring Environmental Apocalypse stores in pop culture: - Anthropocene - Biopolitics - Examples of this in film/literature: Snowpiercer, Elysium, Interstellar, MaddAddam Trilogy (by Margaret Atwood) – Amaani 3 years ago
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        • Something to consider: for many people and species on this planet apocalypse is already here and we are living in a post-apocalypse scenario. So maybe these representations of "another apocalypse" are how we confront our reality that we don't want to see. – ProfRichards 3 years ago
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        • It might also be worthwhile to bring up how many cultures and people who have experienced genocide often say they live in a post-apocalyptic world and how that translates into the art and media they create (i.e Indigenous, Black cultures) – Anna Samson 3 years ago
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        • Another thing to consider is how differently post-apocalyptic films and shows are written nowadays compared to the 70s, 80s, and 90s. So many shows have been redone, with some performing well and others being worse than the originals. I think it's important that we compare what captured viewers back then compared to now. – cbrneticwrites 2 years ago
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        • What came to mind when I read this was Amazon's adaptation of the 'Fallout' series which attempts to appeal to fans of the franchise while capitalizing upon and making light of our sentiment and horror with real, seemingly apocalyptic events. Recreating a post-apocalyptic landscape with acute attention to nostalgic detail without any meaningful storytelling serves as performative sympathy and distraction from our reality. It seems to be mostly an attempt by major streaming networks to relate to their audiences and garner sympathy without taking accountability or advocating for real change. – Erin 1 month ago
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        3

        Spirituality in "Chainsaw Man"

        Whilst the series "Chainsaw Man" has much in common with other shounen action series, it also appears to be trying to make some sort of spiritual point. The frequent invocation of devils and the Four Horsemen, for instance, seems to be drawn from Christian theology. It is also possible to read Denji as a Christ figure (whose friendship with others causes them to become better versions of themselves) and Makima as a Satanic figure (who wants to bend the entire world to her will).

        On the other hand, Christianity does not appear to be the only influence in "Chainsaw Man." For instance, Denji may be less a Christ figure per se than a generic "savior" figure, similar to Neo from "The Matrix," who has his roots in multiple religious traditions. Moreover, there are actually some interesting parallels between Makima and the way certain atheists understand the God of the Bible: namely, as a sort of controlling, wicked stepfather.

        What spiritual dimensions can be found in the characters and setting of "Chainsaw Man?" Is there any influence of traditional Japanese spirituality, such as Shintoism or Buddhism, and if so, what does it consist of? Are any of the spiritual references in the series deliberate, or are they purely aesthetic?

        • In general, it is worth mentioning Rousseau’s concept of the proud savage and, in general, how a person develops higher and higher needs; this plays a very important role in the anime itself and in the issue of spirituality of mysticism too. – MagnoliaDunbridge 3 weeks ago
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        3

        Is Harry Potter's Lord Voldemort an obsessed creative?

        There is a very interesting blog entry on the Harry Potter Amino Apps page that compares Lord Voldemort (nee Tom Riddle) from the Harry Potter series to Andrew Nehman, the protagonist of Whiplash. The main thrust of this argument is that both characters come from a long line of mediocrities, and develop an obsession with being the best in their chosen fields in order to counter this, even if it costs them their humanity and personality. They also share at least one other similarity that goes unremarked upon in the blog: namely, that both of their mothers died in childbirth.

        The question is, does Voldemort have any other traits that make him similar to other obsessed creatives (real or fictional) besides just Nehman? What, if any, artistic talents does he possess, and what are some of the lengths he goes to master them? In terms of his characterization, just how essential a role does creativity play in making him who he is? Is there actually anything to the idea that Tom Riddle/Voldemort's backstory and arc are that of an obsessed artist or creative personality, or does he just happen to have some traits in common with one obsessively artistic character purely by chance?

          10

          Beyond Gratuitous Sadness: Unmasking Trauma Porn in Film and Literature

          Discuss how to discern genuine quality from exploitative storytelling. Gratuitous sadness in movies and books is a contentious issue, with some works blurring the line between genuine emotion and exploitative storytelling. To determine if a movie or book is truly good or just trauma porn, readers and viewers can look for key indicators. Examining the intent behind the portrayal of sadness, evaluating the depth and complexity of character development, and considering the impact on the audience's emotional well-being are crucial factors to consider. For example, novels like "A Little Life" by Hanya Yanagihara and the 2023 movie "Close" by Lukas Dhont, have sparked debates on the fine line between authentic emotional storytelling and gratuitous trauma exploitation. Understanding these nuances can help discern between quality storytelling and sensationalized trauma porn.

          • I think how you define "genuine quality" and "truly good" should either be elaborated on; or, the effects of gratuitous sadness should be judged according to a less subjective measure than goodness and quality, for example, by authenticity – Yusra Usmani 1 year ago
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          • A good place to look for uses of 'trauma porn' is within the BooTok world, particularly when it comes to the dark romance genre. An example of this is 'Haunting Adeline' which exploits conspiracy theories, sexual assault and stalking. This book is on the USA Today Bestsellers list and only moving up the ranks. It is definitely an example of exploitative storytelling. – morgantracy 10 months ago
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          2

          Storytelling in Roguelike Games

          The topic taker should explore how roguelike games can be used to tell complex stories. Specifically, the topic taker should consider The Binding of Isaac and similar games that use its roguelike mechanics, like unlocking new characters, new powers, or new stat boosters to tell a multi-layered story. For example, in The Binding of Isaac, clearing a run usually unlocks a new ending to the game, and then opens up a new path and/or character for the player to choose.

          As always, the topic taker is free to include other roguelike games they know of that use the game mechanics to tell a complex story in their analysis. Things to consider would be as follows:

          – The story gets told in various parts, in some manner, as referenced with my example above.

          – The roguelike offers a story in some way, so, this excludes things like Brotato, to my understanding.

          – The topic taker is free to add in whatever elements they might need for this article. For example, the topic taker, if focusing on The Binding of Isaac may consider looking into how the religious elements in the game tell a deeper story. Or, if the topic taker chooses to include Hades in this analysis, they could include aspects of the Greek Pantheon that highlight elements in the story and/or mechanics.

          – The topic taker can consider the merits of comparing and contrasting two different roguelike games to see if storytelling is similar or different between them, but, given the nature of roguelike games, I would advise limiting this article to two games.

          Here is a link to the Wikipedia for The Binding of Isaac for topic takers who may not be familiar with the game or its mechanics: (link) Binding of Isaac is,to OS X, and Linux.

          • Hades is a really interesting case study for this topic. A lot of the story is told through multiple runs/run ins with characters, as well as multiple times beating the final boss. – Sean Gadus 3 months ago
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          4

          Shifts in YouTube and the Rise of Short Video Media Like TikTok

          Following the departure of the creator of channels The Game Theorists, Film Theorists, Food Theorists, and Style Theorists, MatPat, from YouTube, there has been discussion about the changes of YouTube's platform and if viewers of the platform are going to see other long-standing YouTubers leave. In MatPat's goodbye video, he references other YouTubers who have decided to leave the platform and notes that "the platform is changing". We have also seen the trend of short-style videos in the vein of TikTok rise in popularity. The topic taker should address what changes they see taking place, possibly using the host of recent goodbye videos as a jumping off point, for the web-video platforms and analyze what those trends might mean for others looking to get into the content creation space.

          The topic taker is free to include the psychological impact of content creation, especially with the constant stream of short-form videos, has on a person. In addition, the topic taker can compare and contrast the platforms of YouTube and TikTok on multiple levels, such as monetization strategies and algorithms if they wish in order to predict where the trends might be going and indicate what those trends suggest for viewers and creators alike.

          MatPat's Farwell: (link)

            1

            Shonen Anime Adaptations: From Manga to Screen

            Anime adaptations of manga have been a staple of the industry for decades, offering fans a chance to see their favorite characters and stories come to life in motion. This is specifically true for the Shonen genre. This topic delves into the intricate process of adapting Shonen manga into anime, the challenges involved, and the reception of these adaptations by audiences. Write what kind of manga series tend to be adapted and what are the typical reasons for that selection. Discuss whether faithfulness to the manga is always necessary and what the risks are in deviating from the source material. Other possible issues to focus on the effect of animation on the source material, filler content, voice acting, etc . . .

              3

              The drive to turn children's TV shows into something adult-themed

              Many adults nowadays like watching children's TV shows. Sometimes this is due to the nostalgia factor associated with a beloved show from childhood, whereas other times, adults will start watching a show in adult age (as happened with both "My Little Pony: Friendship is Magic" and "Bluey," for example). Either way, it's common for adults watching the show to attempt to put a more adult-themed spin on the plot or characters than was initially intended, by adding more violent, sexual, or all-around disturbing content. On the simplest level, this can take the form of disturbing fan theories or memes about children's TV (such as the "Rugrats" theory that everyone is dead except for Angelica); but it can also be more extensive. For instance, the "My Little Pony" fanfic known as "Cupcakes" was a well-written story whose entire purpose was to make "My Little Pony" violent. This story was so successful it spawned an entire subgenre of "grimdark" fanfics, in which each of the main characters from "My Little Pony" took turns playing the role of a bloodthirsty villain.

              The question is, why are adults so interested in making adult-themed versions of popular children's shows, especially when there are so many gritty, adult-oriented TV shows out there? If the adults are watching the children's shows because they like wholesome entertainment, then why post adult-themed fanfic or memes about them at all? Is there something about the union of children's shows with dark themes that is exceptionally appealing, and, if so, are there certain characteristics that make particular shows most likely to be used in this way?

              • Similar to this is people claiming this is more realistic or what would actually happen if placed in real world context – BeardedTree 3 months ago
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              Analyzing Evoland: A Touching Game about the History of Games, or a Retro Gameplay Nightmare

              Evoland I and II are games by the indie developer Shiro Games and were released in 2013 and 2015. Evoland was inspired by older games in series like Final Fantasy and Zelda, and, it somewhat takes the player through a bit of video game history in its premise. The gameplay, despite the shifts in playstyles that took place, flowed well, according to a reviewer. Evoland II definitely builds on the premise of capturing the feeling of how older games played, and has more mechanics in it than the first game. However, it could be said that there are too many mechanics that contradict and break flow.

              For this topic, the topic taker should look into reviews on both games to see if these games set out to capture a truly nostalgic feeling while adding their own twist to the genres the games were influenced by or if something about the older styles of gamplay simply don't mesh in the modern era of gaming.

              The topic taker can consider the following avenues of research for adding foundation to this analysis:

              – Consider the history of the video game industry and the limits of technology that affected game mechanics and graphics and whether the current technology is too good to correctly capture how older games played.

              – Figure out what the developer intended for their games, if possible, and if they achieved that intention.

              – See if there are any other games similar to Evoland that mixes up different kinds of genre and gameplay and see if they are successful or if they fall into the same problems as Evoland.

              – If the topic taker has played Evoland and Evoland II, they are free to add in their personal experience with how the games felt as it relates to this topic.

              Here are links that might help the topic taker start their research:

              Evoland: (link)

              Evoland II: (link)

              • They were both on sale for the summer and I almost bought them just so I could write this pitch. – Sunni Rashad 3 months ago
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              4

              Examine the Themes of Matrix: Resurrections

              Matrix: Resurrections released in 2021 and returned viewers to the world that was built on in the previous trilogy. The first movie, The Matrix (1999) has been confirmed by the Wachowskis to be a trans allegory on some level, and the meaning of the first trilogy is still debated. The topic taker should examine if the themes of the most recent film add something to the trilogy's discourse. Along with that, the topic taker should examine if any allegories are made within Matrix: Resurrections. Specifically, the topic taker should aim to answer the following question after their theme and allegory analysis:

              Does Matrix: Resurrections provide any meaning to where society finds itself with technology and the rise of AI?

              The topic taker is free to go into the history of the Matrix as a whole, including how it was produced to see if there are any similarities to how Resurrections was produced and if the new film took this history and the discourse surrounding the original trilogy into consideration. The topic taker can, of course, include any research on this topic that they wish. For example, if following the trans allegory of the original Matrix helps establish something that Resurrections is conveying, please include that in your analysis!

              Link to an interview excerpt by Lilly about The Matrix's trans allegory: (link)

                1

                Main character ensembles

                Although many stories have just one main character, many others have an ensemble of main characters, usually in sets of three to five. Although one character in these ensembles may be presented as more central to the story than the others, technically, all the characters in the ensemble could be considered main characters. For instance, a lot of classic superhero programs, especially on television, feature a team of five superheroes, often with one or two of that number being female. The children's musical comedy "Fraggle Rock" also has five main characters (three male and two female), while "The Office" and its permutations have four (three male and one female). If there are three main characters, they're often all of the same gender (e.g., Alvin and the Chipmunks), but an arrangement of two males and one female (as in the "Harry Potter" and "Twilight" series) also seems to be popular. Why are these particular configurations of main characters so common? Are there any stories that invert the usual gendered expectations about the makeup of the groups (two females to one male, for example)? Moreover, why does any story need more than one main character in the first place?

                  7

                  Political Revolution and The Act of Reading

                  Fahrenheit 451 focuses on the burning of books. In this fictional world, the owners of books and their homes are burnt and book ownership is seen as the root of unhappiness within society. During the period of the Enlightenment, books were a driver of change as new works like Thomas Paine's Common Sense shaped ideas like liberty for the American public and led to American independence. More people read than did anything else during this period of change and political foundation for Western democracy. How is the act of reading linked to revolution in books like Fahrenheit 451 and what does this tell us about the importance of reading for the modern era?

                  • It's not just reading, of course; it's sharing of information. Books are a great way to do that, especially when prying eyes might be listening and subtlety is key. During times of famous revolutions in history, the Internet wasn't a thing; when Fahrenheit 451 was written, the Internet wasn't a thing. Today, in countries where tyrannical governments keep firm control of their citizens, the Internet is restricted just as much as books were in Fahrenheit 451. In countries where the Internet is mostly un-regulated, everyone is making their best effort to sway public opinion in every direction - it may not lead to all-out revolution, but I'm sure one could make an argument for the influence this freedom of information sharing has had on major political events in the past 20 years or so. – noahspud 9 months ago
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