I Think I Managed To Visit House On The Rock Incorrectly

I recently went to House on the Rock for the first time in my life. As someone who has lived in Wisconsin for almost thirteen years now, I have to admit that a trip to one of Wisconsin’s most famous tourist attractions was long overdue. To be honest, I’m not sure why it took me this long. It’s not like it would be difficult to convince people to go with me or that I was uncertain about whether or not I’d enjoy the trip. I just sort of never went. Like how I never went to a local branch of a coffeeshop chain I’ve long enjoyed since settling in one place after college. I don’t have a good reason, I just never went. I never felt like going during a time when I had the opportunity to go and I never felt the inclination so strongly that I made an opportunity to go, despite visiting a state park near House on the Rock many times.

Having now gone, I can say that it was pretty much like I expected. The descriptions in Neil Gaiman’s American Gods always made me think the space had more of a “warehouse” feel to it than the sort of carefully arranged collection of oddities that actually occupies the space. It was exactly as much of a trip as the book made it seem, though. Sure, there wasn’t a conflict of gods happening throughout it, but it definitely felt like the place a bunch of modern gods would show up in. What made up for that loss was actually the context the foundation tried to provide at the visitor center near the start of the walk-through.

I don’t remember many of the specifics from the various informational placards, but a few things leapt out at me and the general sense I got from said placards informed the way I saw the rest of the collection. Despite the clear eccentricity of the collection being a selling point, the descriptions of the collector, Alex Jordan, seem to have been sanitized in order to avoid offense to the more conservative leaning folks of the world. Even though Jordan clearly lived a non-traditional life, so much of the truth seems to have been scrubbed away in order to make the origin of this collection “more palatable.” Given that it has been decades since Jordan passed away and so much of his life was clearly sanitized, I can only wonder what else inside the displays has been changed so as to be “suitable” for all audiences. Which feels ridiculous given the number of artistic presentations that include topless or nude women. Somehow all that was fine, but admitting that Jordan had a romantic partner who he never married but still lived with was unacceptable. They had to call her his “companion and friend.” Hogwash.

Because I had already seen so much clear sanitization of the history of the man who built the collection, I couldn’t help but wander through the aging, slowly decaying collections and wonder what else has been altered to be more palatable. Every open space that seemed like it should have held something was a place for my imagination to fill in a blank and the strangeness of the collection that remains set a very high bar for how weird or strange something must have been to warrant removal. Sure, it’s possible that parts of the collection have merely broken and been removed rather than left to collect dust like so many of the music machines, but it’s difficult to trust that nothing beyond the history of the man was sanitized.

I’m not saying it wasn’t a nearly incomprehensible experience. It was, and still is, difficult to determine if I enjoyed it or merely survived it, but I had this thought in the back of my mind that maybe there was something missing. That maybe things had been pushed in a “safer” direction, despite the clear disregard for safety in the collections at large. I mean, I was pretty much blinded by a bunch of lights and mirrors in one section of the walk-through, forced to rely on the voices of my friends to guide me through it as I shut my eyes against the vertigo-inducing sight of all that lights stretched out by the mixture of astigmatism and faint blurriness in my dominant eye (a result of my on-going eye problems that only comes up when looking at specific types of lights that aren’t terribly common and every single LED anything ever) and none of the music machines had any sort of notice about how loud or quiet they’d be.

I don’t have much to say about the collections. I feel like I’m not yet in a place to share my thoughts in that regard (I need to go through there another time or two to figure those out), but it definitely left an impression that maybe this sort of thing was way more unique before the internet. Half the sites I used to visit before social media turned the internet into like five websites had a similar feeling to walking through House on the Rock, and most of them didn’t sanitize the history of the person who created/curated the odd collections. I guess I left there with a lot to think about, but mostly in regards to the way even the eccentric are sanitized for general consumption rather than about how strange the experience was.

This Week’s Theme isn’t Evolving at all!

In keeping with this week’s unofficial theme, let’s talk about Evolve! Matthew Colville worked for Turtle Rock Studios as a writer on the creative team that designed the world and many of the core aspects of what would eventually become the asymmetrical multiplayer game, Evolve. The world was incredibly interesting and the core concept was novel, so pre-release reactions to the game were very positive. It even sold well when it came out, but it was plagued by a variety of problems that ultimately lead to its demise and the shut-down of its servers a couple of years after release.

The basic plot of the game is that you and your allies are a squad of monster killers that are occasionally called in to protect an at-risk Human colony on a new planet. The planet in question, Shear, seemed like a great place at first, but the colonies were eventually attacked by native inhabitants that showed the ability to quickly evolve in response to whatever defenses the Humans mounted. In each mission, you and your three human allies are tasked with taking out the monster. The monster, another human player, is tasked with killing all of the hunters or completing an objective (destroy a particular part of a facility or something like that). It is possible to play with fewer than 5 human players as you can set up a game with one to four AI players, but the main mode of play is online with a group of humans.

In concept, the game was a lot of fun. The battles were interesting and, though every game I played ended with the hunters winning, it was still a lot of fun to play the monster since there aren’t many games out there that have a similar style. It can be really fun to basically play hide-and-go-seek with a bunch of people online. It can also be incredibly frustrating if they always, unerringly hunt you down before you have a chance to even get established. Or if they seem to always find you as you find a hidey-hole in which to begin the annoyingly slow process of “evolving” so that you’re forced to give up your progress and flee only for it to happen again the next time you think you’re safe. Or if you wind up playing two dozen matches in row as the monster since none of your friends play the game and solo-queuing seems to always mean getting stuck as the monster.

There were a lot of problems once you got past the novelty of the game. You needed a bunch of dumb, negligent players on the hunter side of things for the monster to win and I don’t think I ever won as the monster and won maybe half of the matches I played as a hunter because my fellow hunters seemed to be incapable of working together or rudimentary communication. My hunter teams would almost always start to fall apart as soon as we started losing. Everyone ran off in their own direction, certain they alone knew what to do, and got picked off by the monster who was able to easily take us down when we separated. In short, it was every problem you’ve ever faced with online multiplayer compounded by a higher-than-average frequency of one-sided fights.

All that is without mentioning the various exploits and bugs that showed up every few weeks. The developers didn’t update very frequently (which we eventually learned wasn’t the fault of the developers but the publishing company who wouldn’t put out updates more than once every few months), so a lot of exploits and broken gear/abilities/etc stayed around long enough to make it difficult to play against.

Most of the problems could have been fixed with enough software patches and a better response from the PR team of the publisher, but they seemed very uninterested in trying to please their customers once the game had achieved commercial success. I’m sure there’s most to it than a simple money grab from the studio that published the game, but that’s what it felt like at the time and it is ultimately why I stopped playing the game.

Looking into it now, after I discovered that Matthew Colville was a part of the creation of this game and did some research since the way I felt everything played out didn’t seem to jive with the way he acted in his videos and various online accounts, I’ve learned a lot. Originally, the game team was put together to create an alien world and that’s what they did. Incredible art, different modes of evolution, how species adapt to their environment, and so much more came out of their first years of work. It wasn’t until about two years of this research and development had passed that they learned the game was going to take the form we got: asymmetrical shooter. If it had been an exploration game or a team shooter against only computers, that would have been another thing entirely. I would have loved the shit out of the game if it hadn’t been so heavily dependent on the only PvP multiplayer.

It was nice to learn that the game they poured their hearts into wasn’t the game we got. I can only imagine how disappointed the team was when they learned what all their research and work was going to turn into. From some of Matthew Colville’s posts on the matter, it sounds like they didn’t get much of a choice in the matter since no one at the publisher believed that an exploration or PvE game would sell enough to pay for the development and distribution costs. I’m pretty sure a lot of people who have bought that and the studio would be swimming in all the money they got from it if they’d actually delivered the game the writers and artists had spent two years creating. It would have been like what No Man’s Sky could have been if it hadn’t been hyped so idiotically when it was still clearly far from complete.

Honestly, as the game slowly winds its way to complete shutdown (the servers are being turned off for good in september), I’ve gone back to play it a couple of times. It still isn’t the game I would like it to have been and I’ve spent more time waiting for a match than actually playing it, but I can see the game the development studio wanted to make in the background. Knowing what it could have been makes it a little more fun to play since I’m more focused on that than the outcome of the matches, but it leaves me sad once the match is over because I feel like I’m missing out on what would have been an amazing opportunity.

Until September of 2018, the game is free to play for anyone who downloads it. If you want a glimpse into what is an amazing world and what could have been a game to remember a few decades on, download it and play a few matches, even if it’s just with a bunch of bots. You might be frustrated, but you won’t be disappointed.