[Topics: Death, Materialism, Philosophy of Religion, Reincarnation]
Pop Philosophy:

The Mixed Philosophical Legacy of Alan Watts, and His Ideas about Death

 

Alan Watts Sketch by M.R.P. - Philosophy, Death, and Reincarnation

Caricature Sketch by M.R.P.

Introduction:

Alan Watts—in his time a popular lecturer and philosopher of mind, aesthetics, metaphysics, and religion—was a bit of an oddball. I feel fairly confident in saying that Alan Watts’ interpretations and considerations of Buddhism, Taoism, Hinduism, and Anglicanism, as well as his general attitude and demeanor, have to some degree shaped the popular image of the field of philosophy (and not for the better).

Much like how producers of pop culture almost always put poet characters in the emotional style and darkly colored trappings of the mid-twentieth-century confessional and beat poets, so the string of airy, unintuitive, and completely self-assured claims that constitute Watts’ works give shape to the nebulous and impractical stereotype of the discipline of philosophy possessed by so many modern students of science in the western world.

It is irrelevant that most of the aforementioned producers and students are not consciously picturing such forebears (in fact, I find it unlikely that most of them have even heard of Robert Lowell or Alan Watts); still, to find the source for a society’s image of an academic pursuit, one often need look no further than the best-selling popularizers of that field in the few preceding generations. These days, philosophical characters seem to always be a caricature of either Freud, Marx, or Watts. (Indeed, the 2013 science-fiction film Her featured an artificially intelligent philosopher who was a reconstruction of the consciousness of Alan Watts.)

Now, because I have already, on multiple occasions in this series, concluded that scientists should study philosophy and philosophers should study science, I will let go of these digressions and move on to my main topic for the day: Alan Watts’ discussion of death. I should start by clarifying that, although he and I would have no end of disagreements, I do still respect Alan Watts; he was a sincere thinker and a captivating speaker.

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[Topics: Death, Materialism, Philosophy of Religion, Reincarnation]
Pop Philosophy:

The Mixed Philosophical Legacy of Alan Watts, and His Ideas about Death

was last modified: October 10th, 2022 by Daniel Podgorski

[Game: Terraria, Re-Logic, 2011]
Yes Half Measures:

5 Reasons You Should Play Terraria on Mediumcore Difficulty

 

Introduction:

Any players of Re-Logic’s Terraria will know that difficulty levels in the game do not merely affect the stats of enemies. A ‘softcore’ (now also known as ‘classic’) character will only drop held money on death. A ‘mediumcore’ character will drop held money as well as held and worn items on death. A ‘hardcore’ character, when it dies, just stays dead. (Terraria possesses an overabundance of difficulty-related terminology, so, just to be absolutely clear: I’m not talking about normal mode versus expert mode or master mode, and I’m not talking about pre-hardmode versus hardmode.)
Terraria screenshot with home base - Re-Logic - Mediumcore Difficulty

These are pretty dramatic differences in consequences for each character’s demise, and as a result the vast majority of players choose softcore mode. Those looking to prove what they’ve learned, on the other hand, are likely to crank it up to hardcore immediately. My personal opinion is that both are sub-par options when seeking the best playthrough of the game.

Here is my one caveat to this difficulty advice: if you’re really just playing Terraria as an artist or an architect (i.e. you just like building things), then softcore obviously makes the most sense. But if you want the most enjoyable possible RPG adventure experience, then I highly recommend mediumcore. Here’s why:

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[Game: Terraria, Re-Logic, 2011]
Yes Half Measures:

5 Reasons You Should Play Terraria on Mediumcore Difficulty

was last modified: August 26th, 2020 by Daniel Podgorski

[Work: A Clockwork Orange, Anthony Burgess, 1962]
Burgess’ Myopic Morality:

Why Anthony Burgess’ Infamous A Clockwork Orange is Stronger Without its Original Last Chapter

 

Anthony Burgess Sketch by M.R.P. - A Clockwork Orange - bad last chapter 21

Caricature Sketch by M.R.P.

Introduction:

I really think that there is no better demonstration of the valuable insight and truth behind the concept we know as ‘the death of the author‘ than A Clockwork Orange. Anthony Burgess wrote one of the greatest works of philosophical farce of the twentieth century—in many ways as strong in that genre as is Voltaire’s Candide—and then lived out the remaining 30 years of his life without really realizing he had done so. And on the strength of luck (as well as a savvy editor, and later a savvy director), his accidental stroke of genius will be remembered in perpetuity.

Do not mistake this as outright disparagement of Burgess’ abilities as an artist. Far from it, I think he was a clever writer, a subtle reader of classic literature, and a capable composer. But I also think that he was too old-fashioned, moralistic, and traditionally intellectual to notice the real virtues of his work in A Clockwork Orange.

And the great book that he decried (his own), which became the great film that he decried (Kubrick’s), was something that he dedicated much time and effort to denigrating in his later years. He sneered at it and dismissed it whenever it came up, and—most egregiously, from my perspective—he worked hard to ensure that a weaker version of the book (which he successfully marketed as the true version of the book) became the primary version available to the world.

The nature of this article is such that it requires spoiling basic plot details of A Clockwork Orange, so you should only continue reading after this paragraph if you either do not mind spoilers or have already read the book (or seen its 1971 film adaptation).

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[Work: A Clockwork Orange, Anthony Burgess, 1962]
Burgess’ Myopic Morality:

Why Anthony Burgess’ Infamous A Clockwork Orange is Stronger Without its Original Last Chapter

was last modified: October 10th, 2022 by Daniel Podgorski

[Film: Hail, Caesar!, Joel and Ethan Coen, 2016]
Unmarketing:

Hail, Caesar! and Why You Should Trust Neither Trailers nor Reviews of the Coen Brothers’ Movies

 

Hail, Caesar! movie poster - Coen Brothers - marketing, trailers, themes

Introduction:

There is perhaps no other team in Hollywood so consistently reamed in reviews for misconceptions about their films resulting from their own advertising as are Ethan and Joel Coen. It happened with Intolerable Cruelty; it happened with Burn After Reading; it happened with Inside Llewyn Davis; and now it is happening with Hail, Caesar! as well. Whoever is in charge of marketing these movies is doing a comically bad job.

For the most part, the error is clear: The Coens’ nuanced dark comedies and comedic dramas keep being marketed as flat, uncontroversial, plain old comedies. In my personal opinion, the movie of theirs that was most affected by this disconnect between the total levity of the marketing and the deadpan satire of the film is Burn After Reading. But that’s water under the bridge by now, so instead I would like to spend this article saying exactly what Hail, Caesar! is, and exactly what Hail, Caesar! is not.

The nature of this article is such that it requires spoiling basic plot details of Hail Caesar!, so you should only continue reading after this paragraph if you either do not mind spoilers or have already seen the film.

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[Film: Hail, Caesar!, Joel and Ethan Coen, 2016]
Unmarketing:

Hail, Caesar! and Why You Should Trust Neither Trailers nor Reviews of the Coen Brothers’ Movies

was last modified: May 29th, 2025 by Daniel Podgorski

[Game: Tricone Lab, Partickhill Games, 2015]
Salubrious Cells:

The Relaxing, Fluid Feel and Fresh, Stylized Design of Partickhill Games’ Tricone Lab

 

Tricone Lab screenshot with many chambers - Partickhill Games Limited

Introduction:

A few weeks ago, your Mid-week Mission was a review of a new indie puzzle game centering on triangles. This week, your Mid-week Mission is a review of a new indie puzzle game centering on triangles. Superficial similarities and kidding aside, Tricone Lab by Partickhill Games offers a totally unique and enjoyable tour through an alternate-dimension chemistry and biology. It is a logic-based puzzle game that I enjoyed enough that I finished its suite of 100 included levels in just three sessions.

Still, with the game in early access at present—and not having scratched the surface of the community-made levels on offer—I am by no means finished fabricating Tricones as of yet. And don’t be fooled by the screenshots in this article looking grey and lifeless, by the way; the levels are in constant motion, and the constituent elements feel lively and organic when playing. It’s not all peaches and cream, as you’ll find below, but overall I want to spend this article convincing you that playing Tricone Lab is a relaxing and fun use of your time.

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[Game: Tricone Lab, Partickhill Games, 2015]
Salubrious Cells:

The Relaxing, Fluid Feel and Fresh, Stylized Design of Partickhill Games’ Tricone Lab

was last modified: January 7th, 2021 by Daniel Podgorski