LitRPG  ·  Panem Et Circenses  ·  Reality Television  ·  The Ethics of the Audience

Let Me Entertain You Watching You Die

A Critical Review of Dungeon Crawler Carl #1 by Matt Dinniman  ·  Self-Published, 2020

Essay written by Percival Cavendish Courtenay
Author Matt Dinniman, punk bassist and
greeting-card artist, Gig Harbor, Washington
Form First of an eight-volume LitRPG series,
self-published via Amazon and Patreon
Courtenay on the novel's governing joke

"The apocalypse, it turns out, tested poorly with focus groups until someone thought to add a scoring system, and Matt Dinniman has written the funniest, most honestly furious funeral oration the human species could ask a game show to deliver."

Article dossier
Author
Matt Dinniman
A Gig Harbor, Washington bassist, greeting-card illustrator, and self-described cat-show habitué who serialized this novel through Amazon and Patreon before it became one of the best-selling works of American genre fiction of the decade.
Occasion
The apocalypse gets a network deal
At 2:23 a.m. Pacific time every roofed structure on Earth is compressed to dust, and the planet is remade into an eighteen-floor dungeon, broadcast across a trillion-strong alien audience for profit.
Central Project
Survive the ratings
A marine electrician, a pampered show cat, and a grieving alien guide must out-fight, out-loot, and out-charm a system that would rather they die entertainingly than live at all.
Rhetorical Mode
Achievement unlocked
A metafictional notification system, equal parts loot-box mechanic and sardonic chorus, interrupts nearly every act of violence, tenderness, and humiliation with a joke.
Central Tension
Slapstick versus slaughter
A novel that kills goblin infants for a punchline and then makes its own narrator sick about it, never quite settling whether the comedy is armor or evasion.
The Bede Epigraph
Rome and the Colosseum
Dinniman opens with the Venerable Bede's warning that Rome will stand only as long as its arena does, and then spends four hundred pages proving he meant it literally.
I  ·  The Courtenay Brief

The Colosseum Was Always Going to Come Back

The Venerable Bede, writing centuries after the Colosseum had gone quiet, is said to have warned that Rome would stand only as long as its arena did, and that when the games ceased the world itself would follow the ruin down. Matt Dinniman prints that warning as his epigraph and then, with a directness no writer trained in a graduate seminar would ever permit himself, simply makes it literal. Nine pages into Dungeon Crawler Carl, every roofed structure on the planet, every apartment building, every airplane, every cardboard box a person might have been sleeping under, is compressed into dust in a single instant, and the survivors are informed by a cheerful, game-show-host voice that the Earth has been repossessed by an interstellar mining concern and converted into an eighteen-floor dungeon, to be broadcast for the entertainment and profit of a audience numbering in the trillions. The arena has not returned as metaphor. It has returned as the terms of settlement for the species. Bede's aphorism, treated by every intervening century as a pious flourish, turns out to have been a business proposal.

What is this novel attempting to do? Something considerably more ambitious than its cover art, its self-published origins, and its genre designation, LitRPG, a portmanteau clunky enough to make an Oxford don wince, would lead a skeptical reader to expect. Dinniman wants to write a survival narrative with the propulsive, dopamine-triggering mechanics of a video game, complete with loot boxes, experience points, and a running tally of achievements, while simultaneously asking the reader to sit with the moral cost of turning suffering into content. He wants Carl, a twenty-seven-year-old marine electrician in a leather jacket and his ex-girlfriend's ill-fitting Crocs, to be funny in the specific, profane, blue-collar register of a man who copes with catastrophe by insulting it, and he wants that same man to be sickened, a few chapters later, by what the game has made him do. Does the novel succeed at holding these two ambitions together? For long, gleeful stretches, remarkably well; the comedy and the horror are not separate registers taking turns but the same material examined from two angles at once. Where it strains is in the sheer volume of the joke-delivery mechanism, an achievement notification fired at nearly every event, which occasionally buries an unsettling moment under one too many gags about the narrator's feet.

Why does this matter, to a publication that more customarily concerns itself with the Booker shortlist? Because Dungeon Crawler Carl, self-published in 2020 by a man who also designs cat-themed wall art for Target, has sold in the tens of millions of copies, logged well over a hundred million hours of audiobook listening, and is now the basis of a major television adaptation, all while remaining almost entirely invisible to the institutions, this magazine included, that certify what counts as serious fiction. A critic who wishes to understand how several million readers currently think about entertainment, capitalism, and their own complicity as an audience would do better to read this book than to read most of what wins prizes for saying the same thing more quietly.

Dinniman has written a novel about an audience that consumes suffering as content, and then he sold it, quite successfully, to an audience that consumes his novel as content. The joke is on all of us, and it is a very good joke.

— Courtenay on the novel's unexamined mirror
II  ·  A Deeper Literary Analysis

The Notification as Narrator

The novel's most consequential formal decision is not Carl's voice, distinctive as it is, but the device that keeps interrupting it: the achievement notification, a small floating text box that fires, uninvited, after nearly every meaningful event, congratulating the protagonist in a register that ranges from corporate PR to leering innuendo to outright cruelty. Carl kills a fleeing goblin with a stolen cooking pot and receives a notification that reads like a locker-room taunt. He straps on his first piece of magical armor and is informed, with weary sarcasm, that he is now a wizard. He develops a habit of killing enemies barefoot and is rewarded with a skill called Smush, described in a voice the text itself likens to a man narrating pornography. This is, functionally, an intrusive third-person narrator grafted directly onto a first-person account, a device with a longer pedigree than its video-game trappings might suggest: it performs roughly the same work as the mock-heroic narrator of a picaresque novel, undercutting its protagonist's dignity at the precise moment dignity would otherwise accrue. The difference, and it is not a small one, is that Fielding's narrator was a moral consciousness. Dinniman's is a corporate one, an AI answerable to shareholders and ratings, and its jokes are never neutral; they are, we are told outright, calibrated for audience engagement. The notification is not commenting on Carl's story. It is monetizing it in real time, in front of him, and asking him to laugh along.

Carl's own prose voice, delivered in a hindsight-inflected first person that knows how the story turns out even as it withholds the ending, borrows its cadence less from fantasy fiction than from hard-boiled crime narration, the wised-up, profane, chip-on-the-shoulder voice of a man who processes catastrophe through insult because the alternative is unbearable. It is a well-controlled instrument. Dinniman lets Carl's guard slip only rarely, and always at moments the reader has been carefully positioned to feel: a memory of his father surfacing, unbidden, over a stranger's corpse; a long silence after he discovers goblin infants in a room he has just firebombed. The prose refuses to dwell in these moments, cutting away almost as quickly as it arrived, which is itself a characterization choice rather than a failure of nerve. This is a man who does not know how to sit with grief, and the novel's own restlessness enacts that inability rather than merely describing it.

THE CRITICAL EYE

A cat who has never once heard a compliment she didn't deserve

Princess Donut, the show cat transformed by an enchanted biscuit into a talking, spell-slinging companion, is the novel's true achievement of voice, and its sharpest satirical instrument. Her diction, imperious, faintly Victorian, entirely unbothered by the apocalypse's effect on her personal brand, is sustained with remarkable discipline across hundreds of pages without curdling into a single joke repeated past its welcome. She is, transparently, a satire of pageant culture and influencer entitlement, a creature raised from birth to perform for an audience and rewarded for it, who greets the end of the world chiefly as an opportunity for better ratings. That the novel later reveals her handlers dose her treats to make her a more compelling interview subject, and that she is, by her own account, still a child in most ways that matter, is a detail the text raises and then largely declines to sit with, a blind spot examined at length below.

III  ·  A Bit of History

Bread, Circuses, and the Patreon Economy

The lineage Dinniman is working within is older than the internet forums where LitRPG first found its readers. Juvenal, writing of a Roman public that had traded political agency for grain and gladiatorial games, gave the phrase panem et circenses to posterity as an accusation. Bede's epigraph makes the same accusation in miniature: civilization and spectacle are load-bearing walls for one another, and the removal of one brings down the other. What is novel about Dinniman's treatment is his refusal to let the audience remain safely abstract. Where The Hunger Games keeps its Capitol viewers at a comfortable satirical remove, and where Stephen King's The Running Man, a text the novel itself gestures toward by name, imagines a game show audience recognizably human and therefore condemnable in familiar terms, Dinniman's audience is trillions of alien citizens across a Syndicate of three billion star systems, an audience so vast and so alien that outrage on their behalf becomes almost impossible to sustain, which is precisely the point. Cruelty at a sufficiently galactic scale stops registering as cruelty and starts registering as market share. The novel's real historical intelligence lies in recognizing that modern spectacle does not require a villain twirling a mustache. It requires only enough distance, physical or moral, between the audience and the consequence.

The novel's more immediate ancestry runs through reality television's own history of manufactured jeopardy, from the tribal-council theatrics of Survivor to the explicitly lethal premise King borrowed from Roman spectacle in the first place, and through the video-game-inflected web serials, many first published chapter by chapter on sites such as Royal Road before migrating to Amazon, that gave LitRPG its name and its readership. This is a do-it-yourself literary culture, closer in its economics to the pulp magazines of the 1930s than to contemporary trade publishing: Dinniman wrote the book while playing bass in a punk band and designing greeting cards, released it himself, and built his audience one Patreon subscriber at a time before Ace Books and Audible came calling. The author's note appended to this very volume, in which Dinniman begs the reader directly for an Amazon review because, in his own words, the series lives and dies by them, is not an accident of marketing. It is the novel's central thesis, restated without any fictional distance whatsoever, aimed at the reader instead of at Carl.

IV  ·  Getting Philosophical

Sisyphus Gets a Health Bar

Carl's recurring, italicized mantra, you will not break me, thought rather than spoken, arrives at his lowest moments like a private liturgy, and it places him, whether Dinniman intended the company or not, in direct conversation with Camus's absurd hero. The dungeon is, in the fullest sense, an absurd cosmos: a universe indifferent to Carl's dignity, governed by rules he did not consent to and cannot appeal, run by an intelligence that openly admits it will manipulate his suffering for better ratings whenever doing so proves profitable. Camus's Sisyphus finds meaning not in escaping the boulder but in the lucidity of his continued pushing; Carl finds something structurally identical in his refusal to perform gratitude for a system built on his exploitation. The novel does not use the vocabulary of French existentialism, and it would almost certainly resist being told it has written a treatise on the subject, but the philosophical architecture is there, load-bearing, beneath the profanity and the exploding goblins.

A second and more troubling frame concerns the ethics of killing an enemy the text has explicitly granted personhood. Goblins in this novel speak, joke, run workshops, raise families, and, in one sequence, are firebombed by Carl's own hand along with an unknown number of infants sheltering nearby. Donut's reaction, a shrug and a joke about baby Yoda cosplay, sits in the text specifically to be contrasted with Carl's real nausea, and the gap between those two responses is where the novel does its most serious ethical work, however briefly. This is the oldest problem in the literature of just war, the dehumanization required to permit violence without unbearable guilt, staged here almost as an experiment: the game grants Carl every rhetorical tool a soldier is traditionally given to ease that guilt, calling his enemies monsters, awarding him points for their deaths, and the novel lets us watch those tools fail to fully work on him even as they visibly succeed on nearly everyone else in the dungeon. Carl's own service in the United States Coast Guard, mentioned almost in passing, gives this discomfort a biographical anchor the text is careful never to overstate.

The Marxist reading, meanwhile, all but writes itself, and Dinniman seems entirely aware of it. Mordecai, the guide-figure, is quite literally indentured: his labor, his body, and even his home have been seized and repurposed by a corporate entity, and his contract term is extended indefinitely unless his current charges perform well enough by the metrics that entity has set. This is alienated labor rendered as science fiction so literally that Marx's own vocabulary, the worker estranged from his product, his labor, and his species-being, requires almost no translation. Odette, the talk-show host who has replaced her severed legs with the salvaged limbs of monsters, completes the picture: a body literally reconstructed from the spoils of the spectacle economy, a walking advertisement for the very system that maimed her, entirely lucid about her own commodification and entirely unable, or unwilling, to exit it. Her confession to Carl, that she loves nothing in the universe more than money and that his survival is valuable to her only insofar as it is profitable, is delivered without a trace of villainy, which is exactly what makes it philosophically serious rather than merely cynical.

The dungeon does not ask Carl to believe he is free. It only asks him to keep performing as though the question had never occurred to him, and his refusal to do so is the closest thing this novel has to a soul.

— Courtenay on the novel's existentialist architecture
V  ·  The Blind Spot Detector

The Joke That Runs Too Long

The first and most persistent blind spot is comic overload. The achievement system's running gag about the AI's apparent foot fetish, introduced as a single sharp joke about the absurdity of gamified violence, is repeated with such frequency across the back half of the book that its satirical point, the obscenity of an entertainment system finding erotic pleasure in a man's method of killing, gradually erodes into simple repetition. A joke told once is satire. The same joke told a dozen times becomes the very content-machine the novel is otherwise diagnosing, generating engagement through repetition rather than earning it through insight, an irony the text itself never quite seems to notice about its own construction.

The second concerns Donut's chemical manipulation, raised and then largely dropped. That her handlers dose her treats to sharpen her performance for a televised interview, a detail delivered by Odette with a shrug and a comparison to a glass of wine, is disquieting: a childlike character, by the text's own repeated description, drugged without her knowledge to make her a better product. Carl's discomfort registers for a paragraph and then the narrative moves briskly on to the next set piece. A novel this alert to the ethics of spectacle owes this particular thread more weight than a single uncomfortable page, and its swift retreat from the implication feels less like authorial restraint than like an author who has, for once, out-run his own satire.

The third is a persistent and unexamined speciesism baked into the game's own scoring. Goblins possess language, families, culture, and, the text insists more than once, roughly human-equivalent interiority, yet the novel's economy of experience points and loot rewards treats their deaths as an uncomplicated resource to be farmed, no different in mechanical terms from a rat or a cockroach. Carl's nausea after the nursery bombing is real, but it never quite metastasizes into a sustained interrogation of whether the entire loot-and-level structure he depends on to survive is itself a moral catastrophe dressed up as a video game mechanic. The novel raises the question with real force and then, needing Carl to keep leveling up in order for the plot to continue, quietly sets it back down.

The fourth and final blind spot is structural rather than moral: the book ends without resolving a single one of its major mysteries, the identity and allegiance of the shopping-cart-pushing Agatha, the significance of the Valtay Corporation's contraband technology, or even the outcome of the class selection its final page interrupts mid-sentence. This is, transparently, a deliberate serialization strategy rather than a failure of craft, but a reader encountering the book without foreknowledge of its seven forthcoming sequels could be forgiven for experiencing the ending less as a cliffhanger than as an unfinished manuscript, a risk every open-ended serial runs and this one runs more nakedly than most.

VI  ·  Percival's Verdict

What Dinniman Accomplishes

It would be a lesser critic's error to let the ledger of complaint above obscure what this novel does with real and uncommon skill. The tonal control required to move, within a single chapter, from a slapstick death by exploding tractor to a quiet, unbidden memory of an abusive father, and to make both registers feel like the same man's honest voice rather than two different books awkwardly stitched together, is a difficult trick, and Dinniman pulls it off with a consistency that many writers working in ostensibly more serious registers fail to manage even once. The prose never condescends to its genre, and it never apologizes for it either.

The world-building's satirical precision regarding late capitalism and media exploitation is sharper, and more sustained across four hundred pages, than in most novels that announce their satirical ambitions on the dust jacket. The patron economy of Views, Followers, and Favorites; the casual corporate menace of a company that will manipulate a dying man's loot table if doing so improves the ratings; Odette's unblinking confession that profit, not affection, governs her every kindness, these are not decorative touches. They are a coherent, internally consistent theory of how entertainment capitalism actually behaves when the mask is allowed to slip, and the novel earns every ounce of its cynicism by grounding it in specific, mechanically consistent detail rather than vague gestures at dystopia.

Above all, Dinniman has achieved something the literary novel too rarely attempts: a moving account of found family assembled entirely out of exploitation's leftovers. Carl did not choose Donut, did not particularly want her, and initially entertained the thought of using her, quite mercenarily, as leverage against his ex-girlfriend. That this unpromising beginning develops, over the course of the novel, into something recognizable as love, expressed through bickering, shared danger, and an increasingly desperate mutual loyalty, is earned rather than assumed, built one small scene at a time rather than declared in the abstract. It is, in its own profane and frequently absurd way, the most sincere thing in the book.

VII  ·  Final Musings

Who, Exactly, Is Watching Whom?

It is instructive to set Dungeon Crawler Carl beside the two traditions it most nearly touches and whose company clarifies precisely what road Dinniman chose not to take. Suzanne Collins gives us a Capitol audience the reader is permitted to despise from a clean satirical distance, comfortably foreign to the reader's own habits of consumption. King's Running Man gives us a game show audience recognizably American, recognizably us, but filtered through enough dystopian remove that the accusation still feels, in the end, aimed at someone else's living room. Dinniman removes that remove. His audience is not a stand-in for the reader. It is trillions of individuals so vast, so alien, and so thoroughly monetized that the novel never bothers pretending the comparison is metaphorical, and in doing so it forces a harder question than either of its more celebrated predecessors quite manages: not would you behave like the Capitol, but are you already behaving like the Capitol, right now, holding this book.

Because here is the thing this novel never says out loud, though it leaves the evidence in plain sight on its own final page. Dinniman closes the book with an achievement notification congratulating the actual reader for finishing it, followed immediately by a direct, unfictionalized plea: leave a review, because the series lives and dies by them. That sentence is not marketing copy bolted awkwardly onto the back of a novel. It is the novel's thesis, restated one final time with the fictional distance removed entirely. Views lead to followers. Followers lead to favorites. Favorites lead to sponsorship. The reader who closes this book, opens a retailer's app, and taps five stars has just completed, in miniature and in perfect earnest, the exact transaction the novel spent four hundred pages condemning trillions of anonymous aliens for performing on Carl.

Whether that recognition constitutes an accusation, an invitation, or simply an honest admission that no one, author included, has yet found a way to opt out of the attention economy that funds their survival, is a harder and more unsettling question than the one the novel spends most of its length answering, which is merely whether Carl can reach the second floor alive. He can. The reader finishes uncertain, all the same, whether to close the book satisfied, or to notice, with a small and specific discomfort, that they have just spent several hours enjoying, at a considerable and comfortable remove, the extremely well-produced spectacle of another man's suffering, and are now being asked, quite politely, to rate the show.

Percival Cavendish Courtenay Chief Literary Critic, The Paragon Review

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