WEBVTT - Listener Mail: Kuleshov Kul-Aid

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<v Speaker 1>Welcome to Stuff to Blow Your Mind, a production of

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<v Speaker 1>My Heart Radio. Hey, welcome to Stuff to Blow your Mind.

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<v Speaker 1>Listener mail. This is Robert Lamb and I'm Joe McCormick.

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<v Speaker 1>And today's the day we bring you messages that you've

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<v Speaker 1>sent in over the past couple of weeks. So today

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<v Speaker 1>we've got some messages about the Cool As Show effect,

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<v Speaker 1>about Vault episodes on Mushroom Foraging. But I think first

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<v Speaker 1>we're going to start off with the response to our

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<v Speaker 1>series on Tumbleweeds. Yes, now I have to say, and

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<v Speaker 1>this is something that you pointed out, we have fewer

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<v Speaker 1>messages than we usually have, so I'm going to try

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<v Speaker 1>and speak very slowly and Okay, if I pause enough,

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<v Speaker 1>we'll be able to go thirty minutes or so here.

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<v Speaker 1>Oh oh, that's a brilliant idea. Excuse me, that is

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<v Speaker 1>a brilliant idea. All right, I don't know if we

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<v Speaker 1>can sustain this. I'll probably go back to normal speed here.

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<v Speaker 1>They can easily defeat us by just going to the

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<v Speaker 1>two x speed or whatever on playback. That's right, they're

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<v Speaker 1>just and then but that then we'll cause like some

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<v Speaker 1>sort of whiplash if we go super slow and then

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<v Speaker 1>we start speeding up again, and we don't want to

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<v Speaker 1>We don't want to do that. We don't wanna do

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<v Speaker 1>that to the listeners. Folks. Have we annoyed you enough

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<v Speaker 1>today already? Or all right, let's jump into it. This

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<v Speaker 1>one comes to us from Bill. It's titled Tumbleweeds, Bill Rights.

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<v Speaker 1>Your show has edutained me for years, but I am

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<v Speaker 1>shocked that of all the fascinating topics that you have covered,

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<v Speaker 1>it is the seed spreading of dead flora that has

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<v Speaker 1>brought in the most email. I am in southern Utah,

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<v Speaker 1>which has a huge supply of Russian thistle that rolls

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<v Speaker 1>around the area, gets caught in the dust devils, which

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<v Speaker 1>elevate them hundreds of feet above the terrain, and of

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<v Speaker 1>course clog up drainage, ditches, slat canyons, and even damages

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<v Speaker 1>cars if the central quote unquote trunk of the bush

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<v Speaker 1>is large enough to damage the frail plastic of modern cars.

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<v Speaker 1>Some of these beasts can reach eight to ten feet

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<v Speaker 1>in diameter. My job throwing people off of cliffs keeps

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<v Speaker 1>me surrounded by these mesmerizing rolling nuisances as I hike

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<v Speaker 1>and climb through remote desert areas. Of all the places

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<v Speaker 1>where you don't want to tangle with these are in

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<v Speaker 1>some of the slot canyons of Lake Powell. There are

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<v Speaker 1>places where one has to wade and swim through a

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<v Speaker 1>hundred yards of lake soaked tumbleweeds that could easily be

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<v Speaker 1>five to ten feet thick from the lake bottom to

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<v Speaker 1>just below the surface. They quickly sink, but take quite

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<v Speaker 1>a while to fully break down. This leaves years, if

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<v Speaker 1>not decades, of submerged spiky residue to contend with. Keep

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<v Speaker 1>up your amazing content and delivery, Bill, Wow, what a

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<v Speaker 1>hellish scene you have described, so like slot canyons that

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<v Speaker 1>have water at the bottom, and then that water is

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<v Speaker 1>just full of like years of build up of of

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<v Speaker 1>slowly rotting tumbleweeds. Yeah, I love I love this detail.

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<v Speaker 1>We're learning more and more about the devastation wrought by

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<v Speaker 1>the Russian thistle. I'm assuming the job of throwing people

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<v Speaker 1>off of cliffs here is some sort of like bungee

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<v Speaker 1>cord related venture, bass jumping or something. Yeah, I don't know.

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<v Speaker 1>I hope this is not a confession from a serial killer.

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<v Speaker 1>In our He's just a crazed desert dweller that throws

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<v Speaker 1>people off of cliffs whenever he finds them, but he

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<v Speaker 1>does not clarify, so we'll just have to assume the

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<v Speaker 1>best quantum state. All right, are you ready for this

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<v Speaker 1>message from Lauren on our Vault episodes about mushroom foraging. Oh? Yes, okay,

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<v Speaker 1>Lauren says, Hello, Robert and Joe. Uh, And then she

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<v Speaker 1>starts off by saying some some very nice things about

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<v Speaker 1>the show and talks about how she started listening to

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<v Speaker 1>us this past December and has been exploring a bunch

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<v Speaker 1>of our episodes ever since then. So Lauren begins after

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<v Speaker 1>listening to the second Vault episode about mushroom foraging. The

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<v Speaker 1>information about the two types of fruit flies made me

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<v Speaker 1>think about the times in my youth when I very

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<v Speaker 1>occasionally played Super Mario on the Nintendo sixty four, the

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<v Speaker 1>one where you jump through paintings to enter worlds with

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<v Speaker 1>goals to complete um. Now, for people who haven't revisited

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<v Speaker 1>the Mushroom episodes recently, we should probably do a quick

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<v Speaker 1>refresher on what the deal with the different foraging styles was. Basically,

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<v Speaker 1>the idea here is that research has identified a gene

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<v Speaker 1>found in a variety of animals called p r KG

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<v Speaker 1>one and found that in UH some very different animals,

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<v Speaker 1>though a lot of the researches in fruit flies, which

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<v Speaker 1>variant of this gene you have, which p r KG

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<v Speaker 1>one allele you have seems to correlate with preferences in

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<v Speaker 1>foraging behavior, and in fruit flies at least they identify

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<v Speaker 1>two distinct types of foragers that are called sitters and rovers,

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<v Speaker 1>and these two styles have various implications, but the simplified

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<v Speaker 1>version is that sitters tend to be more conservative in

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<v Speaker 1>their foraging patterns, so they will stick close to the

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<v Speaker 1>boundaries of established foraging areas and they have shorter paths

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<v Speaker 1>of exploration, whereas rovers tend to be more adventurous. They

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<v Speaker 1>tend to explore foraging environments with long search paths and

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<v Speaker 1>a greater tendency to dive right into the exposed center

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<v Speaker 1>of open foraging areas. So there are probably a lot

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<v Speaker 1>of implications to this, but it seems at least possible

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<v Speaker 1>that this may have something to do with risk. Aversion

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<v Speaker 1>right that sitters, by sticking to more established foraging regions

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<v Speaker 1>and sticking close to sheltered boundary areas of of foraging

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<v Speaker 1>zones UH, they take fewer risks, but of course they

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<v Speaker 1>also suffer opportunity costs compared to the rovers, which may

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<v Speaker 1>be you know, taking more risks by just sort of

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<v Speaker 1>venturing right out into open space. But they're also more

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<v Speaker 1>likely to discover new food sources by doing that. Uh.

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<v Speaker 1>There is some research to indicate that possessing different variants

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<v Speaker 1>of a foraging associated gene might also be correlated with

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<v Speaker 1>similar behavior preferences and humans. Though that that's the kind

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<v Speaker 1>of assumption that I'm always a little bit cautious about,

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<v Speaker 1>So I'd want really good research basis before before going

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<v Speaker 1>whole hog on that on that foraging gene type idea

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<v Speaker 1>in humans. But anyway, Uh, to come back to Laura,

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<v Speaker 1>and I remember she was talking about Super Mario sixty four,

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<v Speaker 1>which I I remember that game fondly. I love jumping

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<v Speaker 1>into the paintings too. You know, I don't think I

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<v Speaker 1>ever played this one, but I had to look it

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<v Speaker 1>up to see which one it was. I'm vaguely familiar

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<v Speaker 1>with Mario super Mario sixty four, but I was surprised

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<v Speaker 1>to see that it's apparently popped up in different peer

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<v Speaker 1>reviewed medical studies. Uh. Yeah, yeah, where they'll have they'll

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<v Speaker 1>be testing something or another studying some something or another

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<v Speaker 1>end they will have test subjects play super Mario sixty four. Now,

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<v Speaker 1>I'm not sure if there's something special about Mario sixty

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<v Speaker 1>four uh that that makes it the ideal thing to

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<v Speaker 1>make your test subjects do, but fascinating. Nonetheless, well, it's

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<v Speaker 1>a rather magical game. And you know, I wouldn't be

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<v Speaker 1>surprised if if somebody out there at some point found

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<v Speaker 1>that that a little bit of Super Mario sixty four

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<v Speaker 1>was was good for what ails you, at least to

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<v Speaker 1>maybe in dispelling certain types of dysphoria or something. I

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<v Speaker 1>don't know, but yeah, So it's it's a game where

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<v Speaker 1>you jump through paintings to go into different like sub worlds,

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<v Speaker 1>and so so Lauren picks back up in her original email.

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<v Speaker 1>When I'd enter a painting world for the first time

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<v Speaker 1>or for the first time in a while, I would

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<v Speaker 1>always walk or swim the perimeter of the world to

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<v Speaker 1>get a sense of the boundaries of the terrain. I

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<v Speaker 1>wanted to know which directions were worth traveling in, and also,

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<v Speaker 1>if I was going to search the entire terrain, I

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<v Speaker 1>thought it best to cover the small pockets in full

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<v Speaker 1>before expanding my search, so that I didn't have to

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<v Speaker 1>return later or repeatedly unnecessarily. I did this with Zelda

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<v Speaker 1>as well. After listening to this episode, I got to

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<v Speaker 1>wondering about the expectations of video game developers. If they

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<v Speaker 1>anticipate their players to have a quote, run into the

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<v Speaker 1>center and aim for the biggest attraction or enemy sort

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<v Speaker 1>of mindset, or if they expect players to behave in

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<v Speaker 1>other ways. I wondered if for certain games, I was

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<v Speaker 1>being set up for success or failure not based on

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<v Speaker 1>my intelligence, but on the preferences and possible genetics of

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<v Speaker 1>the video game creator who established these rules to the

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<v Speaker 1>game without considering the possibility that people hunt and gather

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<v Speaker 1>in different ways. Thanks again, Lauren, Yeah, I think this

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<v Speaker 1>is really interesting, Lauren, because you know, I don't know

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<v Speaker 1>what I think about a how strongly determined a single

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<v Speaker 1>foraging gene could be on the behaviors of humans. But uh,

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<v Speaker 1>for whatever reason, I think I am very much a

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<v Speaker 1>sitter fly when it comes to virtual environments and video games.

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<v Speaker 1>I you know, when I'm playing a video game, I

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<v Speaker 1>hate having to run into the middle of previously unexplored territory.

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<v Speaker 1>I'm I'm I'm a cautious explorer. I like to understand

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<v Speaker 1>the landscape before I enter. I survey it from from

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<v Speaker 1>the sheltered periphery, look at it from high ground, and

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<v Speaker 1>so forth. I mean, I guess different games, Um, they

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<v Speaker 1>reward different types of behavior, or they can. Some games

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<v Speaker 1>are certainly gonna maybe be broader in their approach and

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<v Speaker 1>play tested in different ways to where you can you

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<v Speaker 1>can take multiple strategies. Um. But this is a great

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<v Speaker 1>question I'd love to hear from anyone out there with

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<v Speaker 1>more familiarity with the game design world. It does remind

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<v Speaker 1>me a little bit of of the situation with if

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<v Speaker 1>I remember correctly, with Fallout seventy six when it came out.

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<v Speaker 1>I think the idea with that was they were like,

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<v Speaker 1>all right, we're gonna get all these people into this

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<v Speaker 1>virtual shared all out world and they're just gonna fight

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<v Speaker 1>each other, and they're gonna have a great time fighting

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<v Speaker 1>each other. And it turns out like most people playing

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<v Speaker 1>it didn't actually want to fight each other. They wanted

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<v Speaker 1>to do other things. And so there was a period

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<v Speaker 1>of time during which I was I was playing the

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<v Speaker 1>game where uh, even even though the game wanted you

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<v Speaker 1>to kill each other, people were tending to do the opposite,

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<v Speaker 1>and they were trying to do something more communal. And

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<v Speaker 1>then eventually the game uh developers, the game masters kind

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<v Speaker 1>of catch up with with that, uh and and kind

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<v Speaker 1>of shift the shape of the virtual environment to meet

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<v Speaker 1>the way people wanted to actually play the game. It's interesting.

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<v Speaker 1>I never played that game. The only thing I know

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<v Speaker 1>You've mentioned it a couple of times, but I think

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<v Speaker 1>the only other thing I've seen about it was that

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<v Speaker 1>for some reason people were mad about it, like was

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<v Speaker 1>it buggy or something? Um oh, I'm trying to even remember.

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<v Speaker 1>It may have been buggy at first, I mean, not

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<v Speaker 1>not catastrophically. So I enjoyed playing I must have played

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<v Speaker 1>it pretty steadily for for over a year. It was

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<v Speaker 1>kind of a kind of a comfort food for me

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<v Speaker 1>for a little bit there. Um, I gotta say, I'd

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<v Speaker 1>rather enjoy a buggy game sometimes, like a lot of

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<v Speaker 1>pleasure out of that. Yeah. I mean a lot of

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<v Speaker 1>these bugs become memes, right, yeah. Yeah. But I would

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<v Speaker 1>love to hear more more about this because I guess

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<v Speaker 1>nowadays you tend to have games that are created by

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<v Speaker 1>by large groups, and hopefully those groups will be linked

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<v Speaker 1>diverse enough in their mindset to where somebody at some

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<v Speaker 1>point will be like, well, hey, what if you don't

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<v Speaker 1>want to run into the middle of this room. What

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<v Speaker 1>if you want to you know, play more like a

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<v Speaker 1>rogue or something. Uh, should we make space for that

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<v Speaker 1>to happen? But then I wonder if that it was

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<v Speaker 1>was less likely during the era of you know, more

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<v Speaker 1>like a soul developer on a video game. M Yeah,

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<v Speaker 1>I wonder. Then again, I guess there might also be

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<v Speaker 1>just different types of games, uh, that that appeal more

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<v Speaker 1>to the sitter type personality versus the rover type personality.

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<v Speaker 1>Like I mean, there are certain types of games that

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<v Speaker 1>there are a ton of in our generation that I

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<v Speaker 1>just don't ever enjoy at all, like the like the

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<v Speaker 1>military shooter type games that hold like no appealed for me.

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<v Speaker 1>But it seems like maybe they'd be more appealing to

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<v Speaker 1>somebody with kind of more of a rover personality who

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<v Speaker 1>likes to just run in and start shooting at anything

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<v Speaker 1>that moves. Yeah. Yeah, though though even in those games

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<v Speaker 1>I remember, you know, back in the days of of Doom,

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<v Speaker 1>like the original Doom and the original Quake and those games, uh,

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<v Speaker 1>you know, you'd have people who wanted to to to

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<v Speaker 1>to camp out to just hang out in one spot

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<v Speaker 1>on the map and then just snipe people when they

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<v Speaker 1>moved in. Um, and I think some of these games,

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<v Speaker 1>like like Half Life. Eventually caught up with that and said, okay, well,

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<v Speaker 1>let's let's make sure they're different roles for these different

0:12:37.440 --> 0:12:42.200
<v Speaker 1>types of players within a given like death match situation.

0:12:42.520 --> 0:12:45.760
<v Speaker 1>Oh yeah, I guess, I guess they're usually you probably

0:12:45.800 --> 0:12:48.120
<v Speaker 1>can tell I don't play multiplayer games very much, but

0:12:48.160 --> 0:12:56.600
<v Speaker 1>they're usually like different player classes in those games. Right, yeah,

0:12:56.960 --> 0:12:59.360
<v Speaker 1>all right, should we move on to the next one here? Sure,

0:12:59.559 --> 0:13:02.080
<v Speaker 1>let's go. Uh. This one comes from Brenda and this

0:13:02.120 --> 0:13:05.560
<v Speaker 1>has to do with their episode on the Clushov Effect. Hi,

0:13:05.720 --> 0:13:07.640
<v Speaker 1>Robert and Joe. I'm a long time listener and love

0:13:07.679 --> 0:13:10.800
<v Speaker 1>your show. I'm currently recovering from COVID and as such

0:13:11.000 --> 0:13:13.000
<v Speaker 1>have had an unusual amount of free time as I

0:13:13.040 --> 0:13:15.480
<v Speaker 1>cannot go to work. I've been using this time to

0:13:15.520 --> 0:13:18.600
<v Speaker 1>catch up on my favorite podcasts, and yours always takes

0:13:18.640 --> 0:13:21.720
<v Speaker 1>the top spot. I just finished listening to the Kulashov

0:13:21.720 --> 0:13:24.079
<v Speaker 1>Effect episodes, and the thing that came to mind for

0:13:24.240 --> 0:13:28.439
<v Speaker 1>me was memes. We have a whole culture of intentionally

0:13:28.559 --> 0:13:32.640
<v Speaker 1>taking expressions and clips out of context and matching them

0:13:32.800 --> 0:13:36.320
<v Speaker 1>with whatever images or blurbs fit what we would like

0:13:36.400 --> 0:13:40.280
<v Speaker 1>to express the popular woman screaming and a cat name

0:13:40.480 --> 0:13:43.160
<v Speaker 1>comes to mind. Perhaps it is not a perfect connection,

0:13:43.360 --> 0:13:45.040
<v Speaker 1>but it seems to me that in the age of

0:13:45.120 --> 0:13:48.720
<v Speaker 1>social media, the edit is more important than the actor.

0:13:49.120 --> 0:13:53.120
<v Speaker 1>Thanks Brenda, Yeah, this is a good point. Uh, I

0:13:53.160 --> 0:13:56.200
<v Speaker 1>don't know. So there's one big difference I think with

0:13:56.360 --> 0:13:59.640
<v Speaker 1>the the the alleged Coolershov effect in the in the

0:13:59.640 --> 0:14:02.520
<v Speaker 1>origin as you can experiment, which was supposedly that it

0:14:02.559 --> 0:14:06.199
<v Speaker 1>was like an expressionless face on that the actor was using,

0:14:06.559 --> 0:14:09.600
<v Speaker 1>and then that was paired with whatever. Most I think

0:14:09.880 --> 0:14:14.480
<v Speaker 1>meme faces are not usually expressionless. They're they're like, I

0:14:14.480 --> 0:14:16.800
<v Speaker 1>don't know, they've got some kind of directed content. But

0:14:16.840 --> 0:14:19.280
<v Speaker 1>then you fill in a blank in the IMPLI in

0:14:19.320 --> 0:14:22.720
<v Speaker 1>the sentence that's implied by the meme with whatever the

0:14:22.760 --> 0:14:24.840
<v Speaker 1>subject of the meme is, you know, the thing it's

0:14:24.880 --> 0:14:27.400
<v Speaker 1>reacting to or the text you put on it, and

0:14:27.760 --> 0:14:30.720
<v Speaker 1>so forth. Yeah, I'm thinking I'm instantly thinking of a

0:14:30.720 --> 0:14:34.200
<v Speaker 1>lot of these meme faces where where yeah, it's pretty

0:14:34.200 --> 0:14:37.760
<v Speaker 1>obvious what the emotional impact is supposed to be. A

0:14:37.800 --> 0:14:40.400
<v Speaker 1>lot of times it's this versus that I guess the

0:14:40.520 --> 0:14:44.520
<v Speaker 1>woman making the the disgusted face and then the you know,

0:14:44.560 --> 0:14:47.760
<v Speaker 1>considering it face, or it's Drake saying no, he doesn't

0:14:47.800 --> 0:14:50.080
<v Speaker 1>want this and then saying yes, he does want this.

0:14:50.440 --> 0:14:54.440
<v Speaker 1>So it's there's not a lot of ambiguity. Maybe i'm i'm, i'm, i'm.

0:14:54.480 --> 0:14:56.400
<v Speaker 1>You know, I'm just not thinking of a good example.

0:14:56.440 --> 0:14:59.040
<v Speaker 1>But I off the top of my head, I'm not

0:14:59.080 --> 0:15:02.760
<v Speaker 1>thinking of any um any any meme faces that leave

0:15:02.840 --> 0:15:06.120
<v Speaker 1>a lot of room to imagine what that individual thinks

0:15:06.160 --> 0:15:08.840
<v Speaker 1>of the thing that they're supposedly looking at or considering.

0:15:09.160 --> 0:15:11.560
<v Speaker 1>But I do think, nevertheless, there's really something going here

0:15:11.600 --> 0:15:14.280
<v Speaker 1>because the meme culture, I think connects more to the

0:15:14.360 --> 0:15:19.320
<v Speaker 1>coolest Shavian vision of filmmaking, where you would just have

0:15:19.400 --> 0:15:23.160
<v Speaker 1>these sort of like endlessly rearrangeable building blocks that are

0:15:23.200 --> 0:15:26.960
<v Speaker 1>then the the editor uses them to make meaning and

0:15:27.160 --> 0:15:30.680
<v Speaker 1>endless combinations. So I mean, and memes are kind of

0:15:30.680 --> 0:15:33.120
<v Speaker 1>that way. It's not so much that you know, you're

0:15:33.120 --> 0:15:37.040
<v Speaker 1>seeing neutral faces that you're reading expressions onto because of

0:15:37.040 --> 0:15:40.160
<v Speaker 1>the context, but you are seeing things that are just

0:15:40.280 --> 0:15:53.960
<v Speaker 1>treated as building blocks that can be repurposed to any situation. Yeah, alright,

0:15:54.320 --> 0:15:56.880
<v Speaker 1>this next message is also about the Coolest jav Effect.

0:15:56.960 --> 0:15:59.280
<v Speaker 1>This is from somebody. I'm sorry, I don't know how

0:15:59.320 --> 0:16:01.680
<v Speaker 1>to pronounce your aim. It's spelled d I O N.

0:16:01.680 --> 0:16:05.800
<v Speaker 1>That might be dion or dion. I'm not sure. I'll try,

0:16:05.960 --> 0:16:10.200
<v Speaker 1>uh Dion Dion says Dear Rob and Joe and stuff

0:16:10.200 --> 0:16:12.600
<v Speaker 1>to blow your mind crew, massive fan of the show.

0:16:13.200 --> 0:16:15.640
<v Speaker 1>I just had to make this contribution to your discussion

0:16:15.680 --> 0:16:17.880
<v Speaker 1>of the Coolest Shov Effect. I hope you find it

0:16:17.960 --> 0:16:21.160
<v Speaker 1>useful or interesting. It's worth considering the role of another

0:16:21.360 --> 0:16:24.560
<v Speaker 1>editing element of the modern film, and that is sound.

0:16:25.200 --> 0:16:29.120
<v Speaker 1>Cooleshov's work was done before fully synchronized sound, Although it

0:16:29.240 --> 0:16:32.040
<v Speaker 1>is worth noting that music almost always played a role

0:16:32.080 --> 0:16:35.200
<v Speaker 1>in cinema in the West, it's commonly cited that music

0:16:35.320 --> 0:16:37.960
<v Speaker 1>was used to cover up the sound of the noisy

0:16:38.040 --> 0:16:40.920
<v Speaker 1>film projectors of the day. Oh yeah, I can only

0:16:40.920 --> 0:16:43.920
<v Speaker 1>imagine what kind of clattering racket those things would have made.

0:16:45.000 --> 0:16:47.120
<v Speaker 1>But the email goes on. But beyond that, there are

0:16:47.120 --> 0:16:49.720
<v Speaker 1>many examples of sound being used in the same way

0:16:49.760 --> 0:16:52.880
<v Speaker 1>we use modern score, that is, to influence or manipulate

0:16:52.920 --> 0:16:57.920
<v Speaker 1>an audiences perceptions or emotions and ultimately drive the film narrative.

0:16:58.560 --> 0:17:01.880
<v Speaker 1>Michelle Chillon and this is the name of a French

0:17:01.920 --> 0:17:06.480
<v Speaker 1>filmmaker and composer, UH talks about a concept called added value.

0:17:06.920 --> 0:17:10.919
<v Speaker 1>Added value is where images on screen and sound combined

0:17:10.960 --> 0:17:15.000
<v Speaker 1>to create new meaning. This meaning is greater, different, or

0:17:15.080 --> 0:17:18.080
<v Speaker 1>more complex than the original meaning of each part. In

0:17:18.119 --> 0:17:21.719
<v Speaker 1>Isolation and then Deon gives the example of how you

0:17:21.760 --> 0:17:25.000
<v Speaker 1>can use like atmospheric sound paired with a shot of

0:17:25.040 --> 0:17:29.240
<v Speaker 1>an apartment interior to set very different kinds of scenes.

0:17:29.280 --> 0:17:31.880
<v Speaker 1>Like you might hear you might hear kind of birds

0:17:31.920 --> 0:17:35.080
<v Speaker 1>twittering and breeze blowing, in which case you assume this

0:17:35.119 --> 0:17:38.080
<v Speaker 1>apartment is is somewhere in kind of like a peaceful

0:17:38.080 --> 0:17:41.720
<v Speaker 1>countryside setting. Or you might hear like loud traffic and

0:17:41.840 --> 0:17:44.960
<v Speaker 1>horns honking and and the bustle of people and voices,

0:17:45.000 --> 0:17:48.359
<v Speaker 1>in which case you assume that the Uh, the apartment

0:17:48.480 --> 0:17:50.720
<v Speaker 1>is somewhere in the city and it's urban and things

0:17:50.720 --> 0:17:54.359
<v Speaker 1>are happening and busy. Dion writes, each scenario sets the

0:17:54.359 --> 0:17:57.360
<v Speaker 1>scene for a completely different narrative while the picture remains

0:17:57.440 --> 0:18:00.920
<v Speaker 1>the same. Actually, sound does this in a very economical way,

0:18:01.080 --> 0:18:04.320
<v Speaker 1>very quickly, without even drawing our awareness to it. I

0:18:04.400 --> 0:18:08.440
<v Speaker 1>recommend Shann's book Audio Vision, Sound on Screen, since you're

0:18:08.480 --> 0:18:12.160
<v Speaker 1>interested in this nerdier side of film. This was published

0:18:12.200 --> 0:18:16.240
<v Speaker 1>in English in n s Owen's work corresponds with the

0:18:16.280 --> 0:18:20.760
<v Speaker 1>availability of videotape, which simplified the repetitive study of filming

0:18:20.840 --> 0:18:24.719
<v Speaker 1>material in a classroom setting. Oh that's a funny detail.

0:18:24.760 --> 0:18:27.280
<v Speaker 1>I don't know if I've ever put that together before,

0:18:27.359 --> 0:18:30.680
<v Speaker 1>but I wonder if I wonder how the the advent

0:18:30.840 --> 0:18:36.359
<v Speaker 1>of home video changed trends in film criticism and film theory,

0:18:36.440 --> 0:18:39.280
<v Speaker 1>just because it suddenly would become so much easier to

0:18:39.520 --> 0:18:44.520
<v Speaker 1>rewatch films and seen from films. Yeah, yeah, I mean,

0:18:44.520 --> 0:18:47.720
<v Speaker 1>I certainly remember as a kid the films that I loved,

0:18:47.760 --> 0:18:50.040
<v Speaker 1>and of course I feel like oftentimes when you're a kid,

0:18:50.080 --> 0:18:52.320
<v Speaker 1>you do watch things over and over again. But I

0:18:52.320 --> 0:18:54.280
<v Speaker 1>would just I would put things on like slow motional

0:18:54.320 --> 0:18:56.720
<v Speaker 1>loops when possible. You know, it would be like the

0:18:56.760 --> 0:18:59.399
<v Speaker 1>melting scenes and raiders of the Lost Art. And it

0:18:59.440 --> 0:19:01.320
<v Speaker 1>wasn't enough to just watch it once. You know, you

0:19:01.359 --> 0:19:05.480
<v Speaker 1>had to slow it down. You you had to freeze

0:19:05.480 --> 0:19:07.679
<v Speaker 1>frame and all of this. So it's you know, thank goodness,

0:19:07.720 --> 0:19:10.680
<v Speaker 1>those effects who really saw it watching that Nazi turned

0:19:10.720 --> 0:19:12.679
<v Speaker 1>to soup. It made you the man you are today.

0:19:14.040 --> 0:19:16.119
<v Speaker 1>But yeah, I know, I know exactly what you're talking about.

0:19:16.280 --> 0:19:18.480
<v Speaker 1>But if I had had, you know, if I wanted to,

0:19:18.560 --> 0:19:21.639
<v Speaker 1>and I had more of an appreciation for for the

0:19:21.720 --> 0:19:24.000
<v Speaker 1>you know, the actual you know, art and craft of

0:19:24.040 --> 0:19:26.040
<v Speaker 1>sentiment at the time, that's the kind of thing I

0:19:26.040 --> 0:19:27.520
<v Speaker 1>could have looked to. I could have I could have

0:19:27.600 --> 0:19:30.600
<v Speaker 1>slowed it down instead of then and asked myself, well,

0:19:30.640 --> 0:19:33.480
<v Speaker 1>what is um you know, what is spiel we're actually

0:19:33.480 --> 0:19:36.000
<v Speaker 1>doing here? How is he how is he pulling me

0:19:36.040 --> 0:19:38.520
<v Speaker 1>in with this particular sequence, how is it cut? And

0:19:38.560 --> 0:19:42.560
<v Speaker 1>then how might I recreate the same thing? Absolutely? But

0:19:42.800 --> 0:19:46.040
<v Speaker 1>but to come back to the email, Dion rights to

0:19:46.240 --> 0:19:49.199
<v Speaker 1>bring this back to Kolashov's idea of the manipulation of

0:19:49.240 --> 0:19:51.920
<v Speaker 1>an image. I used to teach a subject about film

0:19:52.080 --> 0:19:54.920
<v Speaker 1>sound and we would do an exercise that was always

0:19:54.920 --> 0:19:57.640
<v Speaker 1>really effective. It went like this. You would choose a

0:19:57.720 --> 0:20:01.360
<v Speaker 1>short section of film, you choose music from a variety

0:20:01.400 --> 0:20:05.320
<v Speaker 1>of genres like horror, romantic, comedy, drama, et cetera, and

0:20:05.320 --> 0:20:07.719
<v Speaker 1>then you'd play back the scene with the new music

0:20:07.800 --> 0:20:11.040
<v Speaker 1>and discuss the results. Simple but effective. We would do

0:20:11.080 --> 0:20:13.040
<v Speaker 1>this in groups and I found over the years that

0:20:13.080 --> 0:20:16.399
<v Speaker 1>the driving to the Bates Motel scene in Hitchcock's Psycho

0:20:16.520 --> 0:20:20.800
<v Speaker 1>from nineteen sixty was very effective for this exercise. Uh.

0:20:20.840 --> 0:20:24.400
<v Speaker 1>And then Dion provides a link to the scene which

0:20:24.480 --> 0:20:26.560
<v Speaker 1>I did a little experiment with. I paired up the

0:20:26.600 --> 0:20:30.280
<v Speaker 1>Psycho scene with with Janet Lee with the silver shamrock

0:20:30.400 --> 0:20:32.880
<v Speaker 1>music from Season of the Witch, and it did indeed

0:20:32.880 --> 0:20:35.080
<v Speaker 1>produce a different effect, though I don't know if it

0:20:35.160 --> 0:20:38.520
<v Speaker 1>was uh. I mean, I guess the effect it produced

0:20:38.640 --> 0:20:41.760
<v Speaker 1>was was well within the wheelhouse of the movie Psycho already,

0:20:42.160 --> 0:20:47.200
<v Speaker 1>would you say that she appeared more irritated than yes, yes,

0:20:47.920 --> 0:20:50.560
<v Speaker 1>or maybe I would say that honestly, the idea that

0:20:50.600 --> 0:20:53.280
<v Speaker 1>came to my head was she was afraid that she

0:20:53.359 --> 0:20:56.520
<v Speaker 1>found herself hating her own children because they were singing

0:20:56.520 --> 0:20:59.720
<v Speaker 1>this song so much. Yeah, yeah, I can. I not

0:20:59.760 --> 0:21:02.040
<v Speaker 1>try this myself, but just looking at it, I'm imagining

0:21:02.040 --> 0:21:04.120
<v Speaker 1>like some of the stuff you could drop in, uh.

0:21:04.160 --> 0:21:06.200
<v Speaker 1>You know, you could certainly drop in some some other

0:21:06.280 --> 0:21:09.040
<v Speaker 1>forms of tense music. You could also drop in something

0:21:09.080 --> 0:21:10.960
<v Speaker 1>that's maybe a little more emotional, you know, like I'm

0:21:10.960 --> 0:21:14.000
<v Speaker 1>thinking some some sort of modern I don't know, Lanta

0:21:14.040 --> 0:21:16.840
<v Speaker 1>del rey sort of music, you know, and it would

0:21:16.840 --> 0:21:19.639
<v Speaker 1>take on I think a different vibe. Well, I like

0:21:19.760 --> 0:21:23.280
<v Speaker 1>what Dion says, which is quote. I was always surprised

0:21:23.320 --> 0:21:25.879
<v Speaker 1>by the new possibilities without going into them all. I

0:21:25.920 --> 0:21:29.120
<v Speaker 1>recall watching the scene to a disco track, and this

0:21:29.200 --> 0:21:31.280
<v Speaker 1>had the scene taking on the sense of a cheesy

0:21:31.400 --> 0:21:35.520
<v Speaker 1>romantic comedy. All of a sudden, Janet Lee's nuanced performance

0:21:35.600 --> 0:21:40.040
<v Speaker 1>is turned into simply before date jitters. I can totally

0:21:40.040 --> 0:21:41.720
<v Speaker 1>see that, and I love it that that. I think

0:21:41.720 --> 0:21:44.960
<v Speaker 1>it works. Dion says, of course, the face remains the same,

0:21:44.960 --> 0:21:47.159
<v Speaker 1>but we attribute different meaning to it, as per the

0:21:47.200 --> 0:21:50.880
<v Speaker 1>Coolishev effect. I found the temporal nature of the results

0:21:50.920 --> 0:21:54.479
<v Speaker 1>interesting to some music choices would give the sense of

0:21:54.560 --> 0:21:58.800
<v Speaker 1>leaving something behind, while some would create tension about the future,

0:21:58.960 --> 0:22:02.439
<v Speaker 1>like the original score. And then Dion encourages us to

0:22:02.440 --> 0:22:04.840
<v Speaker 1>take a few moments to try it for ourselves, like

0:22:04.880 --> 0:22:08.160
<v Speaker 1>the kind Diarity described this part. I thought was really

0:22:08.200 --> 0:22:12.720
<v Speaker 1>interesting that certain certain pairings would cause you to see

0:22:12.760 --> 0:22:15.800
<v Speaker 1>the emotion on her face as reactive to something that

0:22:15.880 --> 0:22:18.919
<v Speaker 1>already happened, and others would cause you to see it

0:22:18.960 --> 0:22:23.159
<v Speaker 1>as anticipatory. Yeah, I mean, I didn't actually play it.

0:22:23.200 --> 0:22:24.919
<v Speaker 1>But I've been watching it the whole time, and I

0:22:24.960 --> 0:22:28.000
<v Speaker 1>was just a running APAs dancing Queen through my head

0:22:28.560 --> 0:22:30.120
<v Speaker 1>while I'm looking at it, and I can I can

0:22:30.119 --> 0:22:33.040
<v Speaker 1>sort of get, you know the point here about like

0:22:33.080 --> 0:22:36.600
<v Speaker 1>the sort of the disco vibes. How that would potentially

0:22:36.640 --> 0:22:40.840
<v Speaker 1>steer interpretation, Like it turns the the paranoia that she

0:22:40.880 --> 0:22:42.919
<v Speaker 1>has about the fact that she stole all this money

0:22:43.000 --> 0:22:45.160
<v Speaker 1>in the movie and is wondering, is worried about what's

0:22:45.160 --> 0:22:47.960
<v Speaker 1>going to happen, It turns that into that is what

0:22:48.040 --> 0:22:49.720
<v Speaker 1>happened in the scene, right, didn't she take a bunch

0:22:49.760 --> 0:22:54.400
<v Speaker 1>of money and run away? Yes? Yeah, but anyway, yeah,

0:22:54.440 --> 0:22:56.960
<v Speaker 1>it turns that into like being worried about what people

0:22:57.000 --> 0:23:00.720
<v Speaker 1>are going to think about her at the party or something. Anyway,

0:23:00.920 --> 0:23:03.080
<v Speaker 1>the email goes on. Perhaps it odds to all of this.

0:23:03.200 --> 0:23:05.439
<v Speaker 1>There are quite a number of studies that displayed the

0:23:05.520 --> 0:23:10.120
<v Speaker 1>primacy of vision over sound. White noise is regarded as

0:23:10.200 --> 0:23:13.720
<v Speaker 1>more pleasant when associated with the picture of a waterfall,

0:23:13.840 --> 0:23:18.640
<v Speaker 1>for example, and red trains are louder. And then there

0:23:18.680 --> 0:23:20.720
<v Speaker 1>there are links to a couple of citations for this

0:23:20.880 --> 0:23:24.119
<v Speaker 1>abe at All nineteen uh in the study called the

0:23:24.160 --> 0:23:27.719
<v Speaker 1>Effects of Visual information on the impression of environmental sounds

0:23:27.800 --> 0:23:31.080
<v Speaker 1>and then fostil at all in two thousand four audio

0:23:31.160 --> 0:23:35.960
<v Speaker 1>visual interactions in loudness evaluation. But then finally Dion sites

0:23:36.040 --> 0:23:38.919
<v Speaker 1>something called the McGurk effect. The McGurk effect is an

0:23:39.000 --> 0:23:42.720
<v Speaker 1>example of this idea of visual dominance. Uh. This is

0:23:42.760 --> 0:23:47.760
<v Speaker 1>an interesting and persistent allusion, credited to cognitive psychologists McGurk

0:23:47.800 --> 0:23:51.480
<v Speaker 1>and McDonald In nineteen seventy six, robbers a visual example

0:23:51.520 --> 0:23:53.400
<v Speaker 1>I'd link to that you can check out for yourself,

0:23:53.440 --> 0:23:57.440
<v Speaker 1>but I'll try to explain it. So, if you watch

0:23:57.880 --> 0:24:01.760
<v Speaker 1>video of somebody making a sound repeatedly, the the example

0:24:01.800 --> 0:24:06.000
<v Speaker 1>I found was a man just saying bob bob bah

0:24:06.200 --> 0:24:10.240
<v Speaker 1>like a sheep bh, over and over and uh. And

0:24:10.600 --> 0:24:14.119
<v Speaker 1>something very strange happens if you continue playing the same

0:24:14.160 --> 0:24:19.600
<v Speaker 1>audio but substitute in video of the guy looking like

0:24:19.720 --> 0:24:22.280
<v Speaker 1>he's making an f sound with his mouth, so it

0:24:22.320 --> 0:24:26.440
<v Speaker 1>would be fa fa fa, even though the audio doesn't change.

0:24:27.080 --> 0:24:30.399
<v Speaker 1>At least on me, I absolutely hear fa fa fa,

0:24:30.640 --> 0:24:33.640
<v Speaker 1>even though technically the audio is the same bob bah

0:24:33.680 --> 0:24:37.040
<v Speaker 1>bah as it was before. Interesting and and the at

0:24:37.119 --> 0:24:40.520
<v Speaker 1>least subjectively, the effect is profound on me, Like I

0:24:41.080 --> 0:24:44.800
<v Speaker 1>I absolutely hear faughfafa, It's as if that's what he

0:24:44.920 --> 0:24:48.439
<v Speaker 1>was actually saying. Anyway, Dion finishes up by saying that

0:24:48.480 --> 0:24:52.639
<v Speaker 1>they're working towards their their PhD doing research in sound

0:24:52.680 --> 0:24:55.800
<v Speaker 1>design of film dialogue and ends up saying some very

0:24:55.880 --> 0:24:58.399
<v Speaker 1>nice things about the show and uh in saying I

0:24:58.440 --> 0:25:00.240
<v Speaker 1>love the stuff and could talk about it all, but

0:25:00.280 --> 0:25:04.080
<v Speaker 1>I'll stop now. Warm regards Dion, Well, thanks, this was

0:25:04.119 --> 0:25:07.240
<v Speaker 1>a really great email. Yeah, yeah, I'm I'm gonna just

0:25:07.240 --> 0:25:10.879
<v Speaker 1>busy myself now with playing different different works of music

0:25:11.280 --> 0:25:14.280
<v Speaker 1>over that psycho scene. I think Janet Lee's face and

0:25:14.359 --> 0:25:16.840
<v Speaker 1>the Psycho scene is yet another good example of a

0:25:16.840 --> 0:25:20.600
<v Speaker 1>face that is ambiguous but not neutral. You could you

0:25:20.640 --> 0:25:22.920
<v Speaker 1>could read multiple things into it, though I guess it

0:25:22.960 --> 0:25:25.760
<v Speaker 1>would be hard to imagine that she looks happy, but

0:25:25.840 --> 0:25:28.720
<v Speaker 1>you could read multiple different kinds of negative emotion into

0:25:28.720 --> 0:25:37.040
<v Speaker 1>her face. All right, let's do Let's do one more here.

0:25:37.160 --> 0:25:40.880
<v Speaker 1>This one comes to us from Morgan. Morgan rights, Hey, fellas,

0:25:41.200 --> 0:25:43.359
<v Speaker 1>love the show and I hope you're doing well. I

0:25:43.440 --> 0:25:46.680
<v Speaker 1>just wanted to address your comments regarding the Witcher drawing

0:25:46.800 --> 0:25:50.240
<v Speaker 1>his sword. While they don't appear this way in the games,

0:25:50.240 --> 0:25:53.879
<v Speaker 1>and it's not explicitly addressed in the books. In the

0:25:53.960 --> 0:25:58.040
<v Speaker 1>show the TV show um the scabbard is not continuous,

0:25:58.080 --> 0:26:00.879
<v Speaker 1>and that it essentially just hold the tip of the

0:26:00.920 --> 0:26:04.639
<v Speaker 1>sword in place and a strap secures it towards the hilt.

0:26:05.040 --> 0:26:07.720
<v Speaker 1>A scabbard design this way would allow the blade to

0:26:07.760 --> 0:26:11.639
<v Speaker 1>move independently of the linked scabbard until it clears the

0:26:11.640 --> 0:26:15.120
<v Speaker 1>strap at the top. Also, the books usually point out

0:26:15.320 --> 0:26:19.040
<v Speaker 1>that Garrel loosens the strap on his scabbard when he

0:26:19.080 --> 0:26:23.480
<v Speaker 1>may need to draw, allowing for further mobility. Additionally, and

0:26:23.520 --> 0:26:26.639
<v Speaker 1>semi related, only in the games does the Witcher carry

0:26:26.680 --> 0:26:29.480
<v Speaker 1>two swords at once. Typically, if he's carrying a sword

0:26:29.520 --> 0:26:31.720
<v Speaker 1>on his back, it's just the one he needs to

0:26:31.840 --> 0:26:35.199
<v Speaker 1>use for the current foe. His other remains in the

0:26:35.240 --> 0:26:38.639
<v Speaker 1>carrying case on the saddle. I've attached an image below

0:26:38.880 --> 0:26:42.040
<v Speaker 1>which shows the scabbard and yes, there it is all

0:26:42.080 --> 0:26:44.240
<v Speaker 1>right now if you're totally confused by this, I think

0:26:44.280 --> 0:26:47.920
<v Speaker 1>this person is responding to me in a previous listener

0:26:47.960 --> 0:26:51.679
<v Speaker 1>male saying that the witcher sword would not work. But

0:26:51.760 --> 0:26:53.639
<v Speaker 1>I was talking about in the video games, because in

0:26:53.680 --> 0:26:57.160
<v Speaker 1>the video games he wears his sword in a full scabbard.

0:26:57.160 --> 0:27:00.399
<v Speaker 1>It's like a solid scabbard encasing the blade, but on

0:27:00.480 --> 0:27:03.040
<v Speaker 1>his back. And I was just pointing out, you can't

0:27:03.119 --> 0:27:05.520
<v Speaker 1>draw a sword like that because your arm is not

0:27:05.640 --> 0:27:07.520
<v Speaker 1>long enough to get it out of the scabbard if

0:27:07.560 --> 0:27:09.879
<v Speaker 1>it's on your back. But so on the show it

0:27:09.920 --> 0:27:12.119
<v Speaker 1>sounds like they've got to work around for that by saying, well,

0:27:12.160 --> 0:27:15.520
<v Speaker 1>the scabbard isn't actually solid. It's just like the tip

0:27:15.520 --> 0:27:18.320
<v Speaker 1>point is solid, and then there's a strap, so he'd

0:27:18.320 --> 0:27:20.560
<v Speaker 1>have to loosen the strap and then pull it out

0:27:20.560 --> 0:27:22.720
<v Speaker 1>a little bit and then he can just like he

0:27:22.760 --> 0:27:24.600
<v Speaker 1>doesn't have to pull it out the full length because

0:27:24.640 --> 0:27:28.439
<v Speaker 1>it's not actually solid all the way around. Yeah, this

0:27:28.520 --> 0:27:31.119
<v Speaker 1>makes me want to do something on swords again. I

0:27:31.119 --> 0:27:33.840
<v Speaker 1>know we've covered swords and blades and weapons to a

0:27:33.880 --> 0:27:37.040
<v Speaker 1>certain degree in the past. I know you love swords man, Well,

0:27:37.080 --> 0:27:39.440
<v Speaker 1>I mean you know a movie with a good sword scene,

0:27:39.960 --> 0:27:42.200
<v Speaker 1>Oh yeah, good sword fight. A good sword fight's hard

0:27:42.240 --> 0:27:46.560
<v Speaker 1>to find an emotional sword fight. It tells a story. Um,

0:27:46.880 --> 0:27:48.800
<v Speaker 1>I do vaguely remember you. You you get into like

0:27:48.840 --> 0:27:52.159
<v Speaker 1>the history of various um styles of sword play, and

0:27:52.200 --> 0:27:54.160
<v Speaker 1>it's it gets pretty fascinating, like they are all these

0:27:54.160 --> 0:27:58.240
<v Speaker 1>sort of distinct martial art forms that in some cases

0:27:58.280 --> 0:28:03.840
<v Speaker 1>are you know, partially forgotten but also easy to you know,

0:28:03.880 --> 0:28:06.080
<v Speaker 1>to to to not recognize when you just see an

0:28:06.080 --> 0:28:08.920
<v Speaker 1>illustration of the image. Especially, I'm thinking some of these,

0:28:09.040 --> 0:28:11.120
<v Speaker 1>you know, very large swords, you just sort of think, well,

0:28:11.119 --> 0:28:13.320
<v Speaker 1>you just go up there and you start swinging it around, right,

0:28:13.320 --> 0:28:17.480
<v Speaker 1>But but no, there's a particular a particular form, there's

0:28:17.480 --> 0:28:20.159
<v Speaker 1>a particular way that you would use this weapon effectively

0:28:20.160 --> 0:28:22.520
<v Speaker 1>in combat. Maybe that's an episode we do one on

0:28:22.600 --> 0:28:26.560
<v Speaker 1>great swords, you know, okay, really big swords and what

0:28:26.560 --> 0:28:29.720
<v Speaker 1>what circumstances do they make sense? And then how often

0:28:30.840 --> 0:28:33.960
<v Speaker 1>do we see that same logic applied to to video

0:28:34.040 --> 0:28:37.800
<v Speaker 1>games or scenes and fantasy movies. All right, man, I'm there,

0:28:38.240 --> 0:28:40.040
<v Speaker 1>all right, all right, We're gonna go ahead and call

0:28:40.080 --> 0:28:42.440
<v Speaker 1>it there. But obviously we'd love to hear from everybody.

0:28:42.680 --> 0:28:45.000
<v Speaker 1>If you have thoughts on anything we've discussed here today,

0:28:45.280 --> 0:28:47.920
<v Speaker 1>we can talk about it in a future Listener mail episode.

0:28:47.920 --> 0:28:50.480
<v Speaker 1>We do these every Monday. Our core episodes of Stuff

0:28:50.520 --> 0:28:53.280
<v Speaker 1>to Blow Your Mind come out on Tuesdays and Thursdays.

0:28:53.400 --> 0:28:56.440
<v Speaker 1>On Wednesday we do a short form artifact episode and

0:28:56.480 --> 0:28:59.040
<v Speaker 1>on Friday, that's when we do weird out cinema. That's

0:28:59.080 --> 0:29:01.080
<v Speaker 1>our time to set aside those serious matters and just

0:29:01.120 --> 0:29:04.040
<v Speaker 1>discuss a weird film. Huge thanks as always to our

0:29:04.080 --> 0:29:07.480
<v Speaker 1>excellent audio producer Seth Nicholas Johnson. If you would like

0:29:07.520 --> 0:29:09.480
<v Speaker 1>to get in touch with us with feedback on this

0:29:09.560 --> 0:29:12.040
<v Speaker 1>episode or any other, to suggest topic for the future,

0:29:12.080 --> 0:29:14.080
<v Speaker 1>or just to say hello, you can email us at

0:29:14.200 --> 0:29:24.680
<v Speaker 1>contact at stuff to Blow your Mind dot com. Stuff

0:29:24.720 --> 0:29:26.920
<v Speaker 1>to Blow Your Mind is a production of I Heart Radio.

0:29:27.280 --> 0:29:29.600
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0:29:29.680 --> 0:29:32.400
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0:29:32.400 --> 0:29:33.120
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