A Playground of the Unsaid:

Pragmatic Analyses of "Let's Play God Hand"

 

            It has been said that linguists need a "science of the unsaid". Pragmatics is a discipline of (cognitive) linguistics that attempts to provide that science; a science that models the way an utterance acquires its full meaning, beyond its purely lexical sense, the meaning it acquires in context. Because the field is so incredibly broad, there exists a cornucopia of sub-disciplines investigating specific aspects of all the information that is relevant to understanding a given utterance, and sometimes encoded into the language, but never made explicit. In this essay, I intend to discourse on three of them (deixis, Conversation Analysis, and Politeness Theory), illustrating their key points with examples from data I have collected: a transcript of one part of a Let's Play (an Internet phenomenon, halfway between a review of a video game and a walkthrough for it). In it, two Let's Players (known only by their handles Kung-Fu Jesus and Medibot) offer commentary on a video recording of Kung-Fu Jesus playing the game in question: God Hand, a difficult and humorous fighting game for the Playstation 2. (The full transcript is attached as an appendix; excerpts are presented in context as necessary.)

 

Deixis

 

            Deixis, from the Greek word for "pointing", is the act of indicating, with language, elements that are relevant to the proper interpretation of an utterance (usually the extra-linguistic elements of person, place, and time, except in the special case of discourse deixis, by which another part of the text is indicated). Transcribing a commentary track on a recording of a video game lends itself superbly to an analysis of deictic forms; indeed, it could be argued that the entire conversation is in some way deictic. Aside from digressions, the participants are discussing things happening on the screen, necessarily outside and independent of the conversation, which requires them to reference visual elements deictically if they intend to be understood. Because the commentary is structured like a presentation, it warrants no more than a passing mention that the participants' introduction of themselves as characters in the performance is also necessarily deictic:

 

Kung-Fu Jesus: welcome back to Let’s Play God Hand, this is Kung-Fu Jesus,

 

Medibot: this is Medibot

 

The following exchange shows examples of each basic kind of deixis (person, place, time, and discourse):

 

1        MB: that it I just wasn't expecting it w- then again this is

2        an adult playground so I've- maybe I should have braced

3        myself for something like that

 

4        KFJ: speaking of.. this is the beginning of stage three..

5        and it looks quite a bit different than what we've been

6        seeing

 

7        MB: it does. you're at some sort of.. circus.. a circus.. of

8        love.

 

Firstly, "this" in l.1 can be interpreted as discourse deixis; the title of the video (as well as the part of video game being discussed) is "An Adult Playground", and as the video makes clear, the game proper has not started yet, so Medibot can be said to be referring to the entire "text" of the video rather than the in-game environment. By contrast, "this" in l.4 is an example of place deixis; the indeterminate nature of the demonstrative is overruled by context. A "stage" is understood as one of the areas into which the game's setting has been divided, and therefore to refer to that chronological segment of the game as well as the actual environment in which that segment takes place, as it is used here (that it is referring to a physical location can be inferred from the reference to how it looks). The utterance immediately following it, beginning in l.7, displays both person and time deixis, and serves furthermore to illustrate the importance of participant relations to an analysis of deixis: implicit in the act of pointing is that one must be pointing from somewhere or something, at a given time, to someone, somewhere or something else at a given time (possibly but not necessarily the same time). Naturally, these positions must be defined somehow if a deictic form is to be understood. Line 7's "you're" serves both the function of indicating time and indicating person; encoded in the present tense is the information that Medibot is referring to something occurring at the same time in which he is speaking, while the use of the second person pronoun would seem to indicate that he is speaking to Kung-Fu Jesus. However, the rest of the utterance makes clear that he cannot be, because Kung-Fu Jesus is not presently at a circus in a video game, he is sitting behind a computer screen discussing the game. The correct interpretation of the utterance (that it refers to the main character of the game) follows from the knowledge that it is common to identify with the character one controls in a video game; use of the second person pronoun reflects the fact that Kung-Fu Jesus was the one playing the game at the time of recording. (The manner in which this contextual knowledge is acquired and informs the discourse is the domain of relevance theory, which I do not have the space to discuss here.) A final distinction that must be articulated when discussing deixis is between "gestural" and "symbolic" use of a deictic form; the last two examples from the above exchange demonstrate this difference as well. Gestural deixis is a more-or-less literal indication (as could be imagined accompanying a pointing gesture, hence the term): "this" and not "that" is "the beginning of stage three", while by contrast "you're" (the character is) "at […] a circus", the reference being implicit in the utterance rather than explicit.

 

Conversation analysis (CA)

 

            Conversation analysis, hereafter referred to as CA, is at its most fundamental an attempt to make useful generalizations about the way people speak together, in order to construct a model that can describe accurately the way a conversation works- a sort of generative grammar of conversation, as it were. Graddol (1987) references a group of features, ostensibly common to all conversations, formulated by a previous generation of conversation analysts; these features, including the concept of a "turn" (the unspoken agreement that a particular participant should or should not be speaking at a given time), turn-taking (changes in the agreement designating a particular turn in favor of a new one), and the variability of the length and order of turns, which necessitate a clear system of signaling who should and should not be speaking (p. 151), this system being referred to as a local management system (identifying the system with a metaphorical sorting machine). Furthermore, CA considers the preferential status of responses (the state of being either preferred or dispreferred; that is to say, the form of an utterance implies the expectation of a particular sort of response, which the actual response can conform to or deviate from), the nature and presence or absence of overlap during turn-taking (ie. more than one speaker speaking simultaneously, when the system specifies that only one should have the right), as well as silence (no speaker speaking when one should have the right), to have significance as regards the mechanics of conversation. The following exchange demonstrates several of these features:

 

1        MB: ah it's nasty but she throws her hat because women will

2        throw hats

 

3        KFJ: … r::ight I guess.. this is mostly because she has a

4        hat.. and that has blades on it

 

5        MB: but does she have the hat because she's she's a woman..

6        or is she a woman because she has that hat?

 

7        KFJ: I think neither … /I'm not sure but/

 

8        MB: /dyou really think/ these two facts are unrelated?

 

9        KFJ: I really do.. because I am pretty sure there are people

10      in this game who.. have hats who are not women and who are

11      women and don't have hats

 

12      MB: well. things other than having a hat can make a person a

13      woman /but/

 

14      KFJ: /right/

 

15      MB: is her hat what makes her a woman.

 

16      KFJ: … I don't think so.. I think the fact that she has

17      boobs.. /and wearing a one-piece/

 

18      MB: /you think it's the boob?/

 

19      KFJ: yeah she's /wearing a one-piece/

 

20      MB: /perplexing/

 

21      KFJ: and.. high boots.. so /I'm pretty sure/

 

22      MB: /I guess that's/ a valid theory

 

23      KFJ: … /I think it yeah/

 

24      MB: /why do they/ just leave all their money in that..

25      concession stand like that

 

For instance, the transitions between speakers in this exchange are very frequently marked by overlap; where this is the case, there is often a clear distinction possible between the speaker with the turn and the speaker without. Lines 16 to 21 consist, essentially, of Kung-Fu Jesus' response to Medibot's question in line 15, but it is sprinkled throughout with backchannels: short, in this instance (but not necessarily) vocal cues from Medibot indicating he is hearing and understanding what is being said (lines 18 and 20). Lines 21 and 22, by contrast, are a more straightforward kind of overlap; Medibot interrupts Kung-Fu Jesus as the latter is producing a conclusion for his argument; this would have had the illocutionary force of further increasing the argument's persuasive power, but Medibot's interruption signals that the argument has already succeeded, and therefore the conclusion is no longer needed. The initial silence in line 23 reflects the time it takes Kung-Fu Jesus to process this information and respond to Medibot's newly-produced agreement; however, Medibot's perception of the conversation's duration in time is not similarly interrupted, so he perceives the silence as marking the end of Kung-Fu Jesus' turn, such that when Kung-Fu Jesus finally starts to produce a response, this overlaps with line 25 as Medibot begins a new adjacency pair. Finally, returning to the beginning of the exchange, we can find an example of a dispreferred response. Medibot makes a joke about one of the characters in the game phrased as a generalization about women; this creates the expectation that either Kung-Fu Jesus will laugh at the generalization's absurdity (if he finds the joke funny) or will acknowledge it and "play along" (for a variety of reasons; he might wish to indicate solidarity with Medibot, or he might be unwilling to accord to him alone the social status concordant with the state of "having been funny"). Kung-Fu Jesus, however, does neither of these things; he instead directly refutes the generalization as though it was meant seriously, which, according to CA, requires him to hedge his response as he does in l.3 (with an affirmative "right" that is entirely negated by the preceding silence, the lengthening of the vowel, the falling tone and the following "I guess").

 

Politeness Theory

 

            In contrast to deixis, which takes participant relations as the principal elements of the unsaid to focus on, and CA, which analyzes the chronological course of a conversation to elicit insights about the system that governs this course, politeness theory posits a sort of field permeating a conversation that causes speakers to gravitate towards particular (forms of) utterances based on the properties of the relationship between them and how the utterance would affect this relationship. The principal term to define in this regard is "face", as in the colloquialism "to lose face"; politeness theory takes the concept to its logical conclusion, defining "face" as the image presented by a speaker to their interlocutors. This concept then further differentiates between positive face and negative face. This nomenclature perhaps makes the most sense if one imagines the "in-group" (that is to say: a group including, at least, both the speaker and hearer of a particular utterance) as having positive polarity like a physical magnet: the desire to belong (in other words, attraction) to a group consisting of one's interlocutors is represented by positive face, while the desire to be seen as an independent individual capable of self-determination is represented by negative face. Concordantly, speech acts that infringe upon or strengthen either one of these images (in either participant), called face-threatening and face-saving acts, become important objects of scrutiny. Additionally, various degrees of explicitness are distinguished (and usually determined by the social relations between the interlocutors; hence the name of the theory, as the required amount of politeness, being a social construct, is dictated by the precise social relationship between two participants), especially when performing a face-threatening act (commonly abbreviated FTA), by whether the threat is on- or off-record, whether an on-record threat is mitigated or not, and whether the mitigation uses positive politeness (emphasizing the positive qualities of the hearer) or negative (downplaying the positive qualities of the speaker). The following exchange provides examples:

 

1        MB: which answers the question of what defines uh an

2        object's existence? If

 

3        KFJ: alright let's just not go into that /it's kinda late/

 

4        MB: /if you have/ a boat.. and you take the boat apart.. and

5        then rebuild it is it the same boat?

 

6        KFJ: … good question. one I don't care to uh discover the

7        answer to

 

8        MB: are there boats in this game? I think there are a bit

9        like

 

10      KFJ: look man, look man, stop stop talking, all right,

11      because I really don't- I uh don't have the brainpower to

12      think about it,

 

13      MB: you don't? S POS

 

14      KFJ: and it's ten

 

In l.3, Kung-Fu Jesus issues the first in a series of threats to Medibot's negative face: he is increasingly averse to digressions, as they are near the end of the video and the hour is late, but Medibot persists in trying to maintain the sort of random banter they have kept up throughout the video. In exercising his authority as the author of the Let's Play, he limits Medibot's capacity to determine his own contributions to the commentary, first in an on-record threat with redress using both positive and negative politeness: he issues a directive to drop the current topic, but emphasizes Medibot's positive face by saying "let's" (he indicates the two of them form a group, and therefore presumably enjoy equal status), while simultaneously implying that his request is not a particularly demanding one ("just") and that it is reasonable ("it's kinda late"). When Medibot fails to comply with the directive, Kung-Fu Jesus turns to a different strategy in l.6, first performing an off-record FTA using irony (silence followed by "good question") and then an on-record FTA, mitigated through negative politeness (he implies that the disparity between their willingness to continue the banter is because Medibot cares more about the mental exercise, arguably a positive quality). Medibot refuses to comply again, and, frustrated, Kung-Fu Jesus flat-out tells him to stop talking (a bald imperative, and therefore an unmitigated threat to his negative face). Frustration abating, Kung-Fu Jesus retroactively mitigates the threat by saying he doesn't have the brainpower to continue the discussion (another instance of negative politeness). Chastised, and his positive face now diminished (because there are only two of them, the only possible

groupings are "Kung-Fu Jesus and Medibot" versus "Kung-Fu Jesus" and "Medibot": any threat to negative face must imply a difference in status, and thus make the former grouping untenable), Medibot performs a face-saving act to Kung-Fu Jesus' positive face (by expressing surprise at the apparent difference in brainpower; the tacit assumption that has just equally tacitly been done away with is that they were equal in that regard and therefore part of the same group) and therefore saves his own.

 

Conclusion

 

            In this essay I hope to have given a brief account of three sub-disciplines within the field of pragmatics, deixis, which examines the relations between participants in discourse, as expressed principally by the use of tense, pronouns and demonstratives; Conversation Analysis, which looks at the sequential flow of a conversation as an expression of a system that governs this flow; and Politeness Theory, which attributes to speakers the desire to maintain certain images of themselves towards others and describes the ways in which these desires can be fulfilled or frustrated. I have illustrated these disciplines using examples from the data I have collected: a transcript of one part of a hybrid review/walkthrough of a video game. Of course the field of pragmatics is near-infinitely more complex than the short exegesis here presented can do justice to, but I hope nevertheless to have provided a basic understanding of how the science goes about its business.

 

Word count (not including examples): 2295 words


Works cited

 

Dailymotion. KungFuJesus. "God Hand 3-1 : An Adult Playground" [recording of gameplay]. Retrieved from http://www.dailymotion.com/video/x4smlf_god-hand-3-1-an-adult-playground_videogames.

 

God Hand [Playstation 2 software]. (2007). San Mateo, CA: Capcom.

 

Graddol, D. et al. (1987). Describing Language. Milton Keynes: Open University Press.


Appendix: transcript of "God Hand 3-1 : An Adult Playground"

 

Kung-Fu Jesus: welcome back to Let’s Play God Hand, this is Kung-Fu Jesus,

 

Medibot: this is Medibot

 

KFJ: ,and we got a cutscene so. shush:::

 

MB: we go to…

 

((in-game cutscene, female character is dressed in an unlockable bonus Playboy bunny outfit))

 

KFJ: okay:.. so /that's/

 

MB: /KFJ what have you done to me?/

 

KFJ: /uh I/

 

MB: /I feel… violated/

 

KFJ: /huh?/ what. looking at women in scantily-clad? y'know

 

MB: that it I just wasn't expecting it w- then again this is an adult playground so I've- maybe I should have braced myself for something like that

 

KFJ: speaking of.. this is the beginning of stage 3.. and it looks quite a bit different than what we've been seeing

 

MB: it does. you're at some sort of.. circus.. a circus.. of love.

 

KFJ: a circus of… sin.. I'd like to think.

 

MB: love is kind of a sin.. if you think about it in a more metaphorical abstract existentialist sense

 

KFJ: I suppose so? but.. whatever.. don't really care because right now we're fighting a a woman. and this is the first um female elite that we've come across

 

MB: she's got a pretty scary lookin hat /maybe put an eye out/

 

KFJ: /she does/ yeah and I I hate to let them get their attack off but basically they take off their hat the blades extend and they throw it at you.. like Bruce did and y'know he's got that boomerang

 

MB: ah it's nasty but she throws her hat because women will throw hats

 

KFJ: … r::ight I guess.. this is mostly because she has a hat.. and that has blades on it

 

MB: but does she have the hat because she's she's a woman.. or is she a woman because she has that hat?

 

KFJ: I think neither … /I'm not sure but/

 

MB: /dyou really think/ these two facts are unrelated?

 

KFJ: I really do.. because I am pretty sure there are people in this game who.. have hats who are not women and who are women and don't have hats

 

MB: well. things other than having a hat can make a person a woman /but/

 

KFJ: /right/

 

MB: is her hat what makes her a woman.

 

KFJ: … I don't think so.. I think the fact that she has boobs.. /and wearing a one-piece/

 

MB: /you think it's the boob?/

 

KFJ: yeah she's /wearing a one-piece/

 

MB: /perplexing/

 

KFJ: and.. high boots.. so /I'm pretty sure/

 

MB: /I guess that's/ a valid theory

 

KFJ: … /I think it yeah/

 

MB: /why do they/ just leave all their money in that.. concession stand like that

 

KFJ: well I mean in the if they were selling things and they were collecting money.. /it's not a/

 

MB: /but the stand is/ clearly a- you just- oh my god that clown

 

KFJ: yeah the the /that is a clown/

 

MB: /will you kill that clown/

 

KFJ: his name is Gary

 

MB: Gary?

 

KFJ: this yeah /this game preys on/

 

MB: /like xxxxxxxxx/ ((incomprehensible, presumably the name of another fat enemy + relation))

 

KFJ: uh.. brother actually .. he obviously went into the circus

 

MB: ah did clown school

 

KFJ: /not really/

 

MB: /fighting with an/ umbrella is pretty classy and so.. I'm gonna.. have to applaud you for thinking of doing that

 

KFJ: yeah the uh the umbrella is not like a normal weapon you do not swing with it as you would another blunt powered object you stab with it.. in the face.

 

MB: right like the Penguin would

KFJ: right.. um as much as I don't like to compare Gene to villains from comic books.. yeah the Penguin probably would do that

 

MB: except the Penguin's was smaller and he'd spin it around to try to hypnotize you.. and it never worked.. cause he's dumb

 

KFJ: he is pretty dumb. ..but you know he never.. he always he always loses. /so uh/

 

MB: /he does/ can't beat the Batman that easily.. not with a hypno umbrella …

 

KFJ: the the Batman is mostly immune to mind effect mind effecting uh.. stuff. ..mostly.. uh there is one weakness that he has and that's women? but usually he's takes good care of them … and by take care of them I mean if they're bad he like.. y'know puts them away in jail forever…

 

MB: well yeah because.. he's still a crime fighter even if he does love women, as all Batmen do

 

KFJ: … and then he tells Robin y'know son y'shouldn't uh.. hang out with those loose hussies

 

MB: that's true, loose hussies are nothing but trouble ...

 

KFJ: mmkay so a couple new enemies in this stage we already seen the clown Gary.. uh the zebra suit guys his name is xxxxx we've seen him before.. and the woman with the whip who well she's just a.. woman in white with a white hat.. um her name is.. well what's her name.. uh..

 

MB: is it Stella?

 

KFJ: yeah Stella

 

MB: Stella?!

 

KFJ: … huh? it's /Stella/

 

MB: /Stella:?!/

 

KFJ: ..not so loud please /uh/

 

MB: /oh/

 

KFJ: yeah it's just Stella it's /okay/

 

MB: /but it's/ a regular Stella not a yelled /upstairs/

 

KFJ: /don't- not a/ yeah no need for alarm,

 

MB: okay. does she have a sister named Loretta by any chance?

 

KFJ: I have no idea.. I don't know these demons' twisted family trees

 

MB: is that a box made of knives

 

KFJ: it is, we'll get to those later.. they're the reason why.. even though I haven't been hitting anything uh you'll hear people getting launched.. in the background

 

MB: how can you defeat a box?

 

KFJ: punch it.. how do you defeat /anything in this game/

 

MB: /oh yeah/

 

KFJ: come on

 

MB: I feel I shoulda thought of that

 

KFJ: yeah I thought you were.. you know.. in the game

 

MB: uh no I'm not uh.. in the game nor.. becoming a part of the game.. >oh you made the box angry<

 

KFJ: no n no it just activates after a while I got to it too late

 

MB: that box is /so mad/

 

KFJ: /like/ .. but it's like one of those things at the beach where you stand in it and uh.. and put your face out and you get a buff figure

 

MB: ..oh

 

KFJ: yeah.. except in this case it's got four sides.. a:nd uh periodically knives come out it spins towards you

 

MB: so it's more like the magic box that.. magicians will- stage magicians will use.. that they'll put people in and then they'll make it look like they're getting stabbed a whole lot /when they're actually not/

 

KFJ: /except it's/ the other way around.. the same track the /other way around/

 

MB: /you it’s/ you're actually /being stabbed/

 

KFJ: /they put/ right well it's more like.. um /what you/

 

MB: /and no one's/ in the box.. you're outside of the box

 

KFJ: well it's more like um they put- a demon goes in the box and then.. instead of being stabbed he stabs things

 

MB: so it’s a demon in the box?

 

KFJ: yeah it's a demon in the box

 

MB: oh okay. I don't I don't this seems unsafe fighting so close to an exploding barrel

 

KFJ: you'd think so but simply punching a barrel(.) does not make it explode which is weird, I admit but

 

MB: that makes sense, you can't just punch a barrel open, barrels are pretty strong you'd have to punch it a couple times

 

KFJ: well Doom, Doom tells us otherwise uh pressing forward and punching a barrel can cause it to explode rather easily /and it/

 

MB: /those are/ shoddy barrels, these are high-quality demon barrels

 

KFJ: no what it is, is this, in this game you punch things to defeat them right?

 

MB: right

 

KFJ: well barrels don't need to be defeated so therefore punching them does not work. you get where I'm coming from?

 

MB: oh! (.) no. but I'll allow it

 

KFJ: okay well I'm just saying items don't need to be defeated.. so they they yeah uh you you punch them and nothing happens cause you can't defeat a barrel, don't need to

 

MB: don't want to?

 

KFJ: mostly /and y'know/

 

MB: /can't hit it/ .. won't eat it?

 

KFJ: can't stand it. uh.. don't feel like.. fighting this guy hardcore so I'm gonna just beat him up.. what else is the God Hand for after all

 

MB: … uh well other than punching and kicking guys u:m

 

KFJ: yeah /other than/

 

MB: /I guess/ impressing women at bars?

 

KFJ: … yeah /um/

 

MB: /you've/ already got that.. Olivia character always hangin around with you she'll probably repel any attractive lady types

 

KFJ: yeah she's kind of a psycho possessive nutcase lady thing

 

MB: she is.. but at the same time she's she she seems completely uninterested in you, why do women do this?

 

KFJ: I think it’s a farce, and she's only nineteen so uh

 

MB: oh that yeah that makes it kind of weird

 

KFJ: and Gene's twenty-three but.. I mean in this world of poke apocalyptic uh landscapes and everything society has yet to /right itself/

 

MB: /wait Pokémon/ destroyed the world?

 

KFJ: uh Pokémon what?

 

MB: you you had pokepocalyptic you said

 

KFJ: yeah.. pokepocalyptic.. uh society has yet to right itself back to what it once was

 

MB: yeah okay.. which Pokémon did it though?

 

KFJ: um

 

MB: what or was it pokepocalyptic because all of the Pokémon were destroyed?

 

KFJ: it's that one.

 

MB: oh okay that's kinda depressing.. they wiped out four hundred eighty six species

 

KFJ: it's a world where you cannot exist really

 

MB: am I.. a Pokémon?

 

KFJ: uh.. no but you’re a person who probably would not be able to exist if there were no Pokémon.

 

MB: did I exist before Pokémon existed

 

KFJ: yes /definitely/

 

MB: /I I/ found a small hole in your argument.

 

KFJ: … oh

 

MB: a small me-sized hole

 

KFJ: hhh you are rather small

 

MB: it's true /I am not large/

 

KFJ: /uh anyway/ got a little demon challenge here.. um basically fight a bunch of the people we’ve been fighting all stage uh

 

MB: they don't seem so tough

 

KFJ: ..it's true.. and, y'know bunch of Stella.. um this first stage is easy because it's just them and uh a Gary /who's.. there/

 

MB: /oh Gary/ you goof

 

KFJ: but Gary's easy cause he's a giant fatty, so

 

MB: he is

 

KFJ: just punch him a whole lot

 

MB: and he like all fatties he is vulnerable to stinging

 

KFJ: yeah...

 

MB: the biting gnat, the stinging wasp, and me hitting you in the nose with my kneecap

 

KFJ: so we got uh Miss Traffic here- by the way did I mention her name is Miss Traffic?

 

MB: is that Miss Traffic?

 

KFJ: yeah

 

MB: that explains a thing or two.. like the hat

 

KFJ: like her hat yeah like the hat

 

MB: cause her hat might be a traffic cone

 

KFJ: it uh looks rather like a traffic /cone/

 

MB: /only/ somehow deadlier than a regular traffic cone

 

KFJ: I don't think there's any somehow involved.. >and we do the cossack dance of doom< oh and this is an elite that we will see later on in the next stage.. he's a robot

 

MB: oh my he is a robot you can tell because sparks fly off when you hit him

 

KFJ: and he has a robotic voice. his name is Mr. Red Robot

 

MB: that no- does he have a theme song?

 

KFJ: no.

 

MB: that's a bit depressing.. I always like my robots to have theme songs

 

KFJ: yeah he's not cool enough to have a theme song … yeah I don't wanna take any chances..

 

MB: yeah you're

 

KFJ: and I wanna finish this on level die so I can get max gold power look at that /thirty thousand/

 

MB: /oh yeah/ thirty thousand nice

 

KFJ: I love it.. /hmm/

 

MB: /awesome/

 

KFJ: heh

 

MB: ((whistles appreciatively)) .. ha ha

 

KFJ: I dunno how many tries that little devil challenge took /me/

 

MB: /oh yeah/ it filled your health back up

 

KFJ: no it didn't actually.. that's a clever edit.. thank you for uh

 

MB: ah!

 

KFJ: you know getting rid of the illusion that I'm /perfect at/

 

MB: /hey uh I'm/ what can I say I like ruining things

 

KFJ: … uh hey y'know.. I'll just call you next time I want uh y'know something ruined y'know

 

MB: yeah you need a wet blanket maybe

 

KFJ: a TV y'know I've got this nice TV, maybe you wanna come over and pee on it while I'm watching TV

 

MB: yeah I'll I'll just pour some water on your television or maybe uh.. leave a slice of pizza on top of your laptop

 

KFJ: oh yeah

 

MB: yeah

 

KFJ: .. while it's on.. and then maybe close /the lid/

 

MB: /yeah yeah/ close the li- I'll put the slice of pizza on the keyboard, then close the lid

 

KFJ: yeah

 

MB: because I love ruining good things

 

KFJ: like my laptop

 

MB: like your laptop, and maybe every aspect of your personal existence.. everything you own will be destroyed by me

 

KFJ: .. that would suck.. I really like the things that I own

 

MB: well you can't have them because I'm going to destroy them. ..so I guess you can still have them, they'll just be destroyed

 

KFJ: ..well.. then they're not really them anymore, they're destroyed /versions/

 

MB: /true/

 

KFJ: of them

 

MB: which answers the question of what defines uh an object's existence? If

 

KFJ: alright let's just not go into that /it's kinda late/

 

MB: /if you have/ a boat.. and you take the boat apart.. and then rebuild it is it the same boat?

 

KFJ: … good question. one I don't care to uh discover the answer to

 

MB: are there boats in this game? I think there are a bit like

 

KFJ: look man, look man, stop stop talking, all right, because I really don't- I uh don't have the brainpower to think about it,

 

MB: you don't?

 

KFJ: and it's ten

 

MB: you should take I uh my mental supplement

 

KFJ: what.. is your mental supplement.. /what is it made of/

 

MB: /well it's more like/ physical therapy uh which is to say.. I punch you in the back of your head.. until you feel better

 

KFJ: p- then does information go there? /like you punch there/

 

MB: /uh yeah cause/ I punch a hole and the information can flow directly through the hole into your central processor

 

KFJ: ...I don't have a c- well actually maybe I do have a central processor I'll get back to /you on that/

 

MB: /if you don't/ have one we can always install one. and a key for some reason!

 

KFJ: yeah we're done with the video well you have to open the /you have to beat them to open the door so/

 

MB: /oh yeah the key/ to open the door that leads to the heart that's pumping your b-

 

KFJ: so this is the next the next level is the masked man's riddle, so it is the boss fight, so we'll see you then.