The lows are low, but the highs are home

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August 2011

Got a call from the Technology Maintenance Department
  • *phone rings, I rush to grab it in case it's an actual person calling*
  • Telemarketer: "Hello, I am calling from the Technology Maintenance Department regarding your Microsoft Windows PC."
  • Me, about to lie through my teeth: "Oh, I see - actually, we don't own any Windows computers. We're a Linux household."
  • *CLICK*
Aug 18, 2011 1 note
#telemarketers
Some neat stuff!

Stumbled upon the website psychologyofgames.com, which I will hyperlink even though you could drag it into your address bar, and in addition to being worth exploring on your own I thought I’d link to a few interesting pieces. And actually, I’ve posted about them before - their Three Reasons We Buy Those Crazy Steam Bundles article is very good at keeping me from wasting my money!

  • Burnout and Crunch is a fantastic piece, and it applies to any kind of work you might be doing - it’s more the psychology of game developers than the psychology of actual games
  • Psychological Flow and Fake Plastic Rock is about flow, which I swear I’ve posted about before but can find no record of… if I haven’t, this is a good, easy to understand explanation and it’s written well, too
  • Psychological Weight of History is about the weird way we value things, as is this post about the endowment effect
  • Jam and Game Reviews is about why we’re bad at rating things based on their different parts, but I’m not totally sure how I feel about his conclusions. If you want a review on whether a game is “good”, as a piece of software with graphics and sounds and stuffs, that’s one thing - and most people could probably write that. If you want a review on whether a game is “fun,” as a thing with stuffs you can do, that’s pretty easy - and anyone could write it. But if you want a critique, on whether a game is “good” as a piece of art that delivers some kind of message, that more or less bypasses the problem with typical game reviews (usually a mix of the first and second options). Sure, you can tell people it looks nice and has fantastic voice acting, but if the same game had wonky graphics it would probably still be worth playing. Harder to appreciate, maybe, but worth playing.

        A follow up to something I posted long, long ago is Procedural Generation and User-Generated Content II: Storylines, AI, and Emergent Gameplay. I didn’t title it, so don’t blame me. While I like the idea of generating random contexts, and I’m sure it is being done already in the games we play. The emergent storylines part, in particular, is very interesting to me from an AI perspective - but also in terms of what the player can be allowed to do in something like a browser-based game where players have to be explicitly allowed to do things. Also, basing the game on text (i.e. most of the browser-based games I’ve played, because games made in Flash are “flash games”) makes it super easy to add mechanics. You want to let the player seduce, or murder, or steal from, or lie to any NPC in the game? Easy, just give them dialogue options. No need to animate it all, or have art, or a button dedicated to doing this action, or show what happens when they succeed or fail.

        All of that being said, I’m dubious about the idea of totally procedural games. It would have to be very, very sophisticated to match the kind of output talented human writers and game designers can come up with. As soon as a player realizes that they’re being sent to [kill] [X] [for Y coins] for the seventeenth time, by some randomly selected character archetype (last time it was a peasant, this time a wizard!) it will all fall apart. Not only that, it would be hard to craft deep and truly meaningful experiences - mature experiences! - without a human hand to guide the complexity.

        Catherine is deep and meaningful by virtue of its subject matter, but then there are games like The Witcher (first and second) that become deep and meaningful through the complexity of the situations they present. Any given quest has various interpretations, based on who you talk to and what you know. So then any procedural generation has to make your gameplay situation, but also add a lot of context in terms of ulterior motives and hidden information unavailable to the player. And then you get into the realm of things that need so much processing power, they have to be generated during development rather than at game time, and that’s cheaper than paying humans but far less dynamic.

        Game AI vs Traditional AI offers interesting insight into AI in games, and why it sometimes seems to lack in the Intelligence department. I don’t have much to add to what’s already there, but if I tell you that it’s an article about how to make players feel like they are The Batman will you be more interested?

        Yeah, I thought you would be.

        Trenches seems like a relatively interesting webcomic project between Penny Arcade and the guy behind PvP, at least as far as a webcomic with five comics can be “interesting.” However, what is very interesting is their Tales From The Trenches that accompany each comic - anonymous stories from people who have worked as game testers. These are fantastic tales of horror, and I highly recommend reading a few. The one you’ll see linked to if you read this the day I post it, titled “Ship It,” is particularly soul-crushing.

Aug 18, 2011
Remnomicon: firefox 6rem-nomicon.tumblr.com

vael:

https://www.mozilla.com/en-US/firefox/6.0/releasenotes/

Honestly seems more like a release for developers. The problem with firefox releasing like this is that they’re trying to compete with Chrome… but chrome users aren’t even aware when their software is updated most of the time….

https://addons.mozilla.org/en-US/firefox/addon/is-it-compatible/

This puts an addon’s compatibility versions right in your addons thing, and all of my addons have assumed compatibility for FF 7-12. Probably because all the developer has to do is type “compatibility = 7” in a file and it claims to work. I actually still haven’t updated from FF 4, but now that I see everything is compatible even with FF 6, I may as well update.

Still, I’d be interested in knowing what Chrome does differently with its addons from Firefox. Or does it just have different kinds of addons? If an addon doesn’t change anything that a browser update would (interface, deeper fiddly features) then it makes sense it would always be compatible, but those are the best kind of FF addons. Also, I have my addons set to update themselves automatically in FF 4, so I never know when I’ve gotten a new version of one. You can set the same option for Firefox updates, but I like to have control over that.

Aug 17, 2011 2 notes
Aug 14, 2011 5 notes
Catherine: A mini-critique

[Continuing from yesterday’s post about Catherine, here’s the critique part. Or at least, critique-ish. It was meant to be one post originally, but it got to be really long. As in, I spent three hours writing it, so… Best to split it up. You know, this seems to happen whenever I talk about the game…]

        Up until the end, I was also going to say that Catherine is a great example of how you can make meaningful gameplay. There’s a lot of symbolism in the game, and most of the gameplay is a metaphor for one thing or another. Then they shot themselves in the foot during the ending. “Did you notice the central conflict that this game’s masterful creators placed at its core?” says the narrator. And then they tell you what that was. So… what did I say about literal references to these deeper meanings, because otherwise players won’t notice? “The stairway Vincent was forced to climb could be taken as a metaphor,” the narrator says after explaining the central conflict. And then they tell you what it was. And we were so close to a game that just hints at this stuff! You get a few hints in the game towards the end, and at the start there’s a nod towards the metaphor as well to get you thinking. So you’ll probably get a rough idea of what’s going on if you think about what’s going on as you play, and that’s great - some serious analysis would piece the full story together, even if they never explained it. And then they did! It’s not necessarily a bad thing, but I kind of wish they hadn’t. Still, at least everyone will get the idea, and maybe take the time to re-evaluate the game based on the explanation.

        I’ve got a few things to mention inspired by comments on a (spoiler-filled, you’ve been warned) community blog on Destructoid called, simply enough, “Catherine Sucks”. One of the main problems the author has is that most of the game feels like the “rising action” of your typical three act structure, and Vincent really only makes up his mind in the game’s final hours, which makes the conclusion feel weak and a bit rushed. Commentor (commentator?) ‘fulldamage’ notes that the sort of long-form character development the author is looking for is the “hero’s journey” type, exactly what you got in Personas 3 and 4 - by contrast, Catherine is more like a short story, and it focuses on just one pivotal moment in time rather than an entire lifetime of the characters. The comment by 'Noir’ echoes something stated in the Art Book included in the game - the character designer, Shigenori Soejima, writes that the characters in Catherine are all fully-grown adults who don’t necessarily grow throughout the story as the teenagers in Persona games would. When you meet someone for the first time, you’re not going to get every detail about their lives or see some long struggle to overcome their problems - you just pick up bits and pieces of what’s important to them as you talk to them, and that’s more or less what happens in Catherine. 'The Silent Protagonist’ also mentions that it’s a more “adult” - dare I say “mature”? - kind of story because none of the characters are blank slates or in need of psychological profiling, but how things are said and what’s left unsaid can speak volumes.

        I didn’t mention the game’s story in my “review” up there because that would imply that you’re taking something as is, and just playing through the game to unlock the story that the developers made for you. Browsing through the GameFAQs board for Odin Sphere on the PS2, a few people said that even though the gameplay can get tedious (since you play 6 different characters, and start over each time and do the same basic stuff) it’s worth playing for “the story.” At that point, why not just look up the cutscenes on youtube or download a completed save file so you can watch the cutscenes in theater mode? That’s what we call film, where you passively watch something that’s delivered to you, as a finished product. From that point of view, the first comment by 'VenusInFurs’ on the c-blog I linked to is absolutely right - the plot and characters are “sub-par” and it’s a “typical anime,” and the last three hours truly do get “beyond silly.” “There’s nothing deep here, it’s not intellectually stimulating or mature,” says 'VenusInFurs.’ But that’s if the situations in the game mean nothing to you, and you’re just watching what the characters choose to do without thinking about it. If you empathize with the situations, and make decisions based on your honest feelings, there’s a thousand different stories to be told by this game. And like the other commentors mentioned, there’s a lot of character development for you to infer from the dialogue, in the sense of things to learn about the characters (i.e. how they develop for the player) as opposed to ways that the characters themselves change over time.

        Speaking of the plot twists towards the end of the game, they occur so quickly that it might make your head spin. I truly don’t want to spoil the game for anyone, and I don’t accept the “willing to be spoiled” idea because it will ruin the game for you should I ever bring my PS3 to your house and make you play it. Which is something I would rather do than post story spoilers! Suffice to say that the game could have ended at one point, and it would have been pretty interesting and tragic. Fifteen minutes later, a (literally) crazy ending opportunity comes up, and it would have been phenomenal. But the game continues after that, and ruins the whole thing with a really dumb explanation. The problem is that they take a game that has been totally “normal” - the Nightmares stages are weird, but they’re nightmares, right? - and throw that all out the window. Either of the two points that I mentioned - the tragic one, and the crazy one, which you’ll understand if you’ve played the game - would have been so much more fitting, and even interesting. So, yeah, from that point of view the game has a pretty bad “story.” But again, that’s only if you take it all at face value and care nothing for the situations the game puts you in.

        If it weren’t for the part where they explain it all to you, there’d be a lot of analysis to make about Catherine. And there’s stuff I could analyze about it anyway, but that would require spoilers, and I wanted to avoid those in this particular post. Mainly, the purpose of this post was to say how much I love the game and convince people to buy it. Then a little bit of critique, just the amount I can do without really mentioning anything specific. Kudos to you if you made it to the end of this post, and I hope you give the game a shot if you haven’t already. If you already have, have an internet high-five.

Aug 10, 2011 1 note
#gaming #Catherine
Catherine, Katherine, and Catherine (the game)

First, some good news: Catherine sold really, really well. It’s the highest selling game at launch that Atlus USA has ever published, so advertising, word of mouth, and good reviews all clearly paid off. To whoever failed to advertise Shadows of the Damned and Child of Eden: you’re doing it wrong, but it sucks that your games sold so badly.

        Anyway, here’s the “review” part of this post. The English voice actors are absolutely fantastic. I mean, these are award-winning performances. When they give the award for best voice acting to some other game at the Spike TV Awards and whatever other award shows games have, it’ll be an absolute sin. As for the music, Shoji Meguro’s score is fantastic as always - the game features a lot of remixes of classical music, but mostly avoids the really iconic stuff so you don’t find it overly familiar. So, the audio: terrific.

        In terms of the visuals, the game has a great aesthetic. The character models in particular deserve special recognition, because they look “better” than anything I saw in Heavy Rain, or that I’ve seen from LA Noire. It’s probably got something to do with the light anime vibe and the fact that they weren’t going for photo-realism, but Catherine dodges the uncanny valley completely. I mean, the thing about the former two games is that they tried to portray completely realistic people, and it was weird to see because it was done imperfectly - you can’t necessarily render every little wrinkle on someone’s face, much less animate and shade it perfectly. But I actually think I like the in-game parts of Catherine more than the anime parts, because it looks that good. In sum, the visuals are just as good as the audio.

        The gameplay has two different parts: the puzzles, and everything else. I’ll start with the puzzles, set in the main character’s nightmares. I found them tough, even on Easy difficulty, and I wouldn’t recommend even playing on Normal your first time through the game. In Easy mode, you have the option to undo 9 (?) of your most recent moves, so you don’t have to restart the level if you push a block the wrong way. Which happens, even when you’ve been playing the game for hours. I don’t play a lot of puzzle games, really, and I didn’t know if I’d like the Nightmare stages at first. But the action is really quick, and when you complete a difficult boss stage it’s a whole lot more satisfying than some jRPG boss fight.

        Aside from the regular stages in the story, there are 128 (!!) stages in an arcade cabinet in-game, and a whole bunch more stages in the Babel mode that you unlock by getting gold medals on Normal difficulty. I don’t really want to tell you what the puzzles are like, or how they introduce different types of blocks, because none of that matters. The puzzle stages are intense, and you’d be hard-pressed not to enjoy them once you give it a shot. I had to look up walkthrough videos to get past a few mind-bending stages, because sometimes you just wont get what they want you to do. Even so, I finished the game and found myself wanting more puzzles, which - as much as I like the game - is more than I can say about the battle system in Persona 4.

        The “everything else” gameplay is all of the social simulation stuff, but some of that occurs at the “landings” in between Nightmare stages. The game’s story mode is referred to as “Golden Playhouse,” and a narrator introduces you to the game by saying that your role as a “viewer” is to help guide the main character, Vincent, and that his fate depends on you. You aren’t supposed to be Vincent, or agree with the way he deals with situations, but instead make honest choices when talking to people and answering questions. Your choices influence Vincent’s inner thoughts, and at different points in the game a meter will come up and you’ll see the results of your “guiding.” For example, what you do before Vincent first cheats on his girlfriend decides how he reacts to waking up with a strange woman in his bed - you don’t get to literally choose whether he thinks “oh shit, what have I done” or “SCORE!”. So when you’re playing, be honest and just go with what you’d do IF you got into a similar situation - even if you wouldn’t do the kinds of things Vincent does.

        Anyway, I found a lot of meaning in this part of the gameplay, and it’s pretty good mechanically as well. You’re in the bar, and you spend your time talking to people, drinking, and answering text messages (which is great, by the way, and much more interesting than the e-mail mechanic in .hack or Xenosaga), and as time passes people will enter and leave the bar. Who you talk to, and what you say, influences their lives… although if you don’t talk to them, or care about their problems, then what happens to them probably doesn’t matter to you. There’s a theme of selfishness and selflessness to this part of the game, especially in the Nightmare stages, where most of the people you meet think that helping others will only give them more competition for survival. You can play the game as a selfish person who only cares about himself, or a kind, compassionate person who realizes that it doesn’t cost anything to give people a few kind words and helps others to help themselves. Although, because of the way the game plays, you don’t really get to know the characters well - it’s just a brief snapshot of their lives. More on that in a bit.

        So with all of that said, it gets high scores in every category and I really do think it’s worth $60. It’ll probably take you 12-15 hours to finish the story for the first time, which is a pretty good length because it doesn’t overstay its welcome but gives you enough to feel like you got what you paid for. After you’ve finished the game, if you replay on the same difficulty level, you can actually skip the puzzle stages and just play for the story if you want to try for different endings - you could probably blaze through in a few hours that way. If you hate the game after playing the demo, you probably won’t like the full game, but do give it a shot if you own a PS3 or 360. If you have both, I’d recommend the PS3 version, because I’ve heard the 360 version may not play as smoothly, and I hear the d-pad on the 360 controller sucks? But then, as someone who only owns a PS3, of course I would say that. Still, consider giving it a rental, and at least download the demo if you have a decent internet connection.

[This will continue tomorrow, it was really long so I split it up]

Aug 9, 2011 3 notes
#gaming #Catherine
Loose Ends, etc.

Tying up some loose ends here with a lot of small things that don’t quite deserve entire posts of their own. This is all the miscellaneous stuff I’ve been doing in recent weeks, but haven’t really gotten around to posting about. So, without further ado…

Anime:

  • Deadman Wonderland was alright, nothing spectacular though. The fights weren’t mindblowingly amazing, and the characters were pretty meh, so all in all it was your usual shonen stuff.
  • Blue Exorcist lost my interest about halfway through, and I didn’t watch the rest. More averagey shonen stuff than Deadman Wonderland.
  • The World God Only Knows season 2 kept the same level of quality as the first season - it was the kind of show that I’d start watching, and my brother would come over to watch it without knowing why. If you get the humour, you’ll really enjoy it.
  • Steins;Gate is still running, and it’s some pretty sweet time-travel stuff. I recommended Chaos;Head last summer (that’s a really long post, I’m just reminding you it exists), and Steins;Gate is better overall, I think. Okabe, the mad scientist, is hilarious at all times (I AM MAD SCIENTIST, IS SO COOL. SUNUVABITCH.). There’s some heart-string-tugging, too. Definitely worth checking out.

        I also watched Summer Wars last week while waiting for EBGames to open and give me my copy of Catherine. It was kind of the anime equivalent of a Hollywood summer blockbuster - in other words, take the forgettable cash-grab junk and replace it with beautiful art and a fun little scrappy-kid-saves-the-world story that doesn’t overstay its welcome. Also, they do some neat future-esque computer stuff that is actually possible, which makes it more awesome somehow. I was really happy when the gamer kid lends his laptop to a guy and switches to a different virtual desktop on his desktop-cube.

——————————————————

        I watched American Beauty a few weeks ago, and I’d definitely recommend watching it. I’m not sure what to say about it, really, because it doesn’t have any one core thesis, but it’s got a ton of little ideas worth thinking about and it’s open to a lot of interpretation. I don’t know a whole lot about any of the parts of film, but I can tell there’s a lot of artistry in it. If you’re going to watch a movie, you may as well watch this one instead of some dumb romantic comedy or popcorn-munching action movie.

——————————————————

        I’ve started and nearly finished Breath of Fire: Dragon Quarter for the PS2, and I think it’s fantastic. I really think it’s one of the better jRPGs I’ve played in recent memory, though my backlog for those has tons of quality stuff waiting to be played. It takes a lot from roguelikes - you can restart the game and keep the equipment, money, and some of the experience you’ve gained, and the more restarts you’ve done, the more you unlock of the story. It’s a very quick, focused version of a jRPG - I’ll probably be pushing 30-40 hours by the time I finish my first time, but the game rates a “perfect” playthrough as 8 hours or less. It’s just really solid mechanics, all the time. There are a few little town areas, with basic utility NPCs, and one relatively short sidequest. Well, plus the Antz Colony passive sidequest.

        Now, allegedly FF XIII was an attempt to streamline the jRPG and cut out all the fat, but it felt very lacking. It felt empty, dull, pretty and flashy but with no substance. Dragon Quarter, on the other hand, is streamlined and constantly satisfying. To me, FF XIII felt like it gave me no reason to enjoy what I was doing - it never seemed like I was making any progress, or accomplishing anything useful. Dragon Quarter doesn’t have that problem, and for one reason or another it’s just an inherently more satisfying experience. It’s probably just a great combination of all the things it does well, against the things FF XIII did not. Anyway, I super enjoyed it.

        Also, I’m going to talk more about Catherine soon, but it’s going to get its own post. So wait for that.

——————————————————

        I read Neil Gaiman’s American Gods during my vacation to PEI, Robert Sawyer’s Wonder, and Patrick Rothfuss’s Name of the Wind. All were excellent, and I recommend them wholeheartedly. I’m working on finishing Steven Erikson’s The Crippled God, and I started George R. R. Martin’s A Dance With Dragons and Frank Herbert’s Dune. I know I should finish one book before starting two new ones (at the same time!) but when I’ve got two houses and a car (where I’ve spent a lot of time lately) I need to have something to read all the time. Erikson is doing his thing, and I happen to love it. The HBO adaptation of Game of Thrones - which I haven’t mentioned yet, so know this: I love it, go watch it! - has changed my view of Martin’s work, and it’s better for it. Peter Dinklage’s voice behind Tyrion’s lines is just great. As for Dune, I’m enjoying it so far, but I’ll get back to you when I finish it.

——————————————————

        I’m probably forgetting plenty of stuff, but I can’t really call to mind everything I’ve done recently. Maybe I’ve already posted about the books I read, too? I didn’t think I said much about my vacation because it would be boring to tell you about how I hung out with my friends. I’ve been catching up on things in my bookmarks and Read It Later lists, which is nice, but many of them weren’t quite worth posting about. I haven’t been working on my Grand Quest To Finish All The Final Fantasies, but whatever. Although, I did read The Final Fantasy VII Letters and alongside the Final Fantasy Things tumblr, it’s got me feeling better about the vast amounts of time I’ve spent on this. There’s a certain sense of beautiful community behind these jokes, and I kind of don’t regret spending 50-100 hours on each of these games. Maybe it isn’t time perfectly spent, but spent well enough. I can live with that.

Aug 1, 2011
#anime #film #gaming #books #Final Fantasy

July 2011

Jul 31, 2011 1,262 notes
#gaming #Final Fantasy
The Catherine & Cheating Saga, Pt 3lamattgrind.tumblr.com

remnomicon:

lamattgrind:

Part 2 of my post from yesterday. If you haven’t read it, this won’t make as much sense. I said that I would write about “how I see love, why I say that Brittany “cheated” on me with an emphasis on the quotation marks, and why I have no problem with it.” Read on if you’re interested, and if not, you probably hate me by now. Sorry!

……

NOTE: THIS IS UNEDITED AND MAY BE OFFENSIVE AND/OR POORLY WRITTEN

—

Okay, I’ll admit that I still check your tumblrs and although I’m trying to keep a low profile… I really have to reply to this.
I guess this is partly because I don’t like your point of view but mostly because it’s just an interesting subject.

—

Hmmm, where should I start?

Well here’s something, it’s pathetic to be selfless.
I mean this and if you don’t already know why, you should by the time I’ve finished explaining myself.

You’re losing if you’re being selfless, you’re worse off, you care more than they do, etc.
I’ve never really had a good relationship that involved me being selfless, and by the looks of it, neither have you.

A relationship is more like a mutual agreement; you have something to offer them, they have something to offer you. This isn’t love, this is just my definition of a relationship.

Now, if you’re being selfless in a relationship, guess what? You’re losing, you’re with them because you love them, not because of what you can get from them.
You need that person to feel the same way about you for you to be on even ground.

A good relationship is a balanced one.
All in moderation.

Here’s where it gets complicated.
Love is a fickle and difficult thing, it’s difficult to control and it usually has awful timing. To put it simply, love is a mess.
You don’t want to take love lightly because it’ll bite on you on the arse as soon as you throw it off balance.

This is why you can’t be selfless, the most emotionally invested will be the most hurt by the end of it. Selflessness is the path to self destruction.

(I’ll write more on this if you ask me to.)

—

This is the part that sickens me. The fact that you could accept being cheated on, the fact that you’d let this shit happen to you.
I really wonder if you have any pride at all, you never seem to show any backbone and that’s one of the reasons why I never particularly made an effort to talk to you.

Y’know what? I don’t think I can talk about this subject without getting biased or angry. I guess I’ll write more (if you want to see it) when I can be sensible about it.

The difference here is that you’re looking at relationships as something game theory calls “zero sum” - in order for one person to gain, another person has to lose. Wikipedia’s example is cutting a cake - if one person gets a larger piece, then someone else gets a smaller piece. On the other hand, I see it as a “nonzero sum” situation - essentially a win/win situation. If I say something nice to cheer up a friend, I haven’t lost anything by giving them a bit of happiness. Which sounds dumb because you can’t give happiness but shut up. Anyway, now that I’ve introduced the idea of nonzero sum situations…

        What, exactly, do you lose by helping someone? You say that as if it’s a totally obvious conclusion. And caring about someone more than they care about you is only a problem if there’s a massive difference (i.e. they hardly care about you, while you’re under the impression that they are the love of your life) or you think that caring about someone entitles you to get something out of it. The thing is, whether you’re friends or more than that, having a good relationship with someone probably makes your life better. You enjoy talking to them online, or hanging out, or whatever. So you’re getting something out of the deal by default.

        Not to mention you aren’t entitled to anything. You don’t “deserve” to have someone love you, or stay in a relationship with you. You earn that. They could leave at any moment, so don’t take them for granted. They probably won’t, but so what? You shouldn’t treat someone badly under the assumption that you can make up for it later.

        There’s a fundamental problem here in that you say all of these things as if a relationship has to be zero sum. It doesn’t. I’ve become friends with Vael over the past two years, and not only has it not cost me anything to have great conversations with him, we’re both better off for it. Why would a romantic relationship be any different?

—————————————————————-

        It needs to be said that love isn’t binary - you’re not 0: in love and then suddenly 1: in love. When you kind of like someone, you definitely shouldn’t place their happiness above your own yet. When you’re starting to love them a little, you should think twice before doing something that would hurt them. Then when you love them a lot, you’re really, truly in love, that’s when you should be selfless. If you’ve come that far, they probably feel the same way. Ideally, they’d treat you equally well.

        If it’s a romantic relationship, and you break up, then whoever made that choice probably has good reason for doing so. A lot of the time, the other person probably still cares about them, and is naturally pretty hurt by that. But then, if your feelings for each other were mutual, why would you be breaking up? Of course the person who still cares will be hurt. So I don’t think it’s right to judge the end of a relationship the way you have. Alternatively, you’re judging entire relationships based on how they end, which is equally wrong.

—————————————————————-

        Two things that should be disgusting to anyone with a heart: basing a relationship on what you can get from someone, and basing a relationship on the need to possess. Granted, we all have acquaintances we only talk to when we need notes for a class we skipped missed, and other small things like that. I’d understand if people have a problem with being used that way - because, yeah, if you’re that person then you’re being used. But I’m not going to get worked up over something like that. Now, if someone only talks to you when they want to borrow large amounts of money, should you be ok with that? No, definitely not. But that’s different from giving someone your notes, or only being asked to hang out in specific situations.

        The second, then - the desire to possess. This is supreme selfishness, and it’s something a lot of people wind up in without realizing it. Love isn’t based on the desire to possess someone as an object, for them to be yours, and yours alone. Are you upset that your partner is leaving you because you care about them and think they’d be happier if you were together? Or are you upset because you’ve lost a thing that is yours and it makes you happy, which is what really matters? It’s one thing to be hurt, because something that made you happy is gone. It’s another thing to want it back only because it made you happy. When your happiness makes someone else unhappy, that’s a zero sum situation, and you should generally feel bad about that. If it’s someone you care about (or think you care about), you should feel especially bad about it, and doing so is proof that you care.

        So I ask you, what would having pride have done to change my situation? Should I have been proud to possess such a great thing, one that makes me happy all the time? Should I have been proud to have a girlfriend, simply because I did good things for her and her gratitude was confused for love? I’m proud to have done the right thing, even though it hurt. I’m proud that we managed to work things out in the end. I’m proud that I had the strength to pull through it all. I’m proud of the things that I can do, the good fortune I’ve had to lead the life I have, and the relationships I’ve forged along the way.

        I have enough of a spine to stand by what I believe, but not so much that I become a massive, bony dick who stands stubbornly by things that are proven wrong, and insults others because they disagree and not because they deserve such unkind words. It would sicken me to see someone act like that, and I could never live with myself if I were to act that way. Luckily, then, those kinds of people tend to be unaware of their true nature. I can only hope that someone would show me the truth, if I became so despicable.

Jul 30, 2011 2 notes
#personal #recap
Love Should Be Selfless, and Thoughts on Cheating

Part 2 of my post from yesterday. If you haven’t read it, this won’t make as much sense. I said that I would write about “how I see love, why I say that Brittany "cheated” on me with an emphasis on the quotation marks, and why I have no problem with it.“ Read on if you’re interested, and if not, you probably hate me by now. Sorry!

        I think the ideal form of love is selfless. If you really, truly love someone, then you should want them to be as happy as possible. If being in love requires you to get something out of it, then you don’t love them as much as you think you do. If I had forced Brittany to stay away from this guy, because I really did think that being with her was the only way I could be happy, that wouldn’t have been love. Or, at least, it would have been showing that I loved myself the most, and cared more about my happiness than hers. I let her go because I knew that if it worked out, she would be happier with him than she ever would be with me. We might have been content together, but because she didn’t truly love me, it wouldn’t be a perfect, happily-ever-after kind of thing.

        This is mainly a romantic thing, because it’s not like you ever formally agree to spend the rest of your life with your closest friends. Still, when you care about someone a lot, you should be more interested in what you can do for them than what they can do for you. Since they (hopefully) care about you the same way, they’ll take care of you just as selflessly. And everyone wins.

        So, as for infidelity specifically, I should start by saying that I wouldn’t ever do something like that to begin with. The fact that I could accept it from my partner doesn’t mean that I condone it. To me, the worst thing about a one-night stand would be if it was kept a secret - that’s a betrayal of trust, which hurts. Who cares about the sex at that point? If they come clean right away and don’t make a habit of it, it’s forgivable. And could you really blame someone if they fell in love with someone else? It sucks, but sometimes people just click. Again, if they keep it a secret and start seeing someone else, that’s intentional and wrong. But it’s love, and if they’d be happier that way, let them go and move on. I do think that we can be monogamous with the right partners, and I’m willing to forgive a lot. And, yeah, I’m tough enough to let someone go so they can be happy. It’s hard to appreciate right away, but I think it’s the best decision to make.

        It never really bothered me that much that Brittany was with this other guy, that she had feelings for him, and so on. It was never a secret - she asked for my permission repeatedly, and I gave it every time, with the one condition being that she not do anything behind my back. If she’d done all of this and pretended our relationship was fine until the day that we broke up, I would have been infinitely more hurt. I would have no issues telling people that she cheated on me. If I were to say that now, it would make it seem like I was victimized - when in reality I personally encouraged her to go after this guy. Yeah, we were "officially” together while all of this was going on, but that really doesn’t matter. She didn’t want to hurt me, but at the same time, she was falling in love with this guy and going back to me would have been impossible. I can’t honestly say “no, you should stop yourself from falling in love, and also you should stay in a relationship where you are content rather than search for one where you are truly happy.” Even if someone could do that, why would they? And why would you want them to?

        Anyway, now you probably understand better why neither of us is honestly worried about old feelings coming back. The people who were worried about that, they don’t know this stuff - they just know that we dated in the past and now I’m offering her a place to stay. I’m still surprised that I’ve never posted about this before, but now I have and now you know! It’s probably not worth the effort to explain all of this to people so that they can understand why we could live together and not consider being more than friends. But the people who know we were together ought to know why we broke up, and not just that we did.

        I mean, man. How did I not write about this before? Still amazed by that.

Jul 29, 2011 2 notes
#personal #recap
Catherine, and Some Personal History

I’ve been thinking for the past week about what different people get from reading my tumblr. Random internet strangers probably just read the posts about things they’re interested in. People who know me well will get to know me better. But for people who don’t know me yet, it’s not a perfect window into my life - there are a lot of things that don’t come across all that well in text. I post about the things that interest me, and I post a lot of information about my life, but not so much about more abstract things - what I believe in, what kind of person I am, and so on. There’s not much point in simply telling you those things. because there would be nothing to back it up, and even if you accept that I’m nice because I said so, it wouldn’t really leave much of an impression on you. Trying to show you things like that with words is tough, but I’ll think about it and work on a few drafts to give the internet at large a better idea of who I am.

        I started playing Catherine last night, and aside from being a pretty satisfying puzzle game (as long as you don’t get really stuck on a hard part), it’s an absolutely wonderful thing to experience. I’d be surprised if I got more than ten hours out of it, but the value of playing it can’t be measured in time spent playing. The basic gist is that you guide Vincent, a 32 year old underachiever, through the worst week of his life. First, his girlfriend of five years, Katherine, starts talking about marriage. Then he drinks a bit too much and has a one-night stand with a girl named Catherine. What happens from there depends on the player’s decisions, but it’s a really well-crafted experience.

        If you absolutely love puzzle games, there’s probably $60 worth of gameplay in there, but everyone else should play the game on easy and act as honestly as possible. It’ll get you thinking about what you would do in a given situation, and about relationships in general. Which is absolutely fantastic, and I’m so glad that this is a “mainstream” video game. I mean, ok, it’s not a AAA blockbuster release, but it’s not some budgetless, vague indie game either. It’s a game that deals with marriage, cheating, responsibility, the nature of relationships… It’s a work of art in every definition of the word.

        So I’ve been thinking a lot since I started playing it, and naturally one of the things I’ve been thinking about is infidelity. Apparently, I’ve actually never written about this before, which is surprising because of what happened between Brittany and I. It’s kind of an important detail, which makes it strange that I’ve never mentioned it. It also means I have to write about it now, in order to get into the stuff I want to say. Alright, so, here’s the quick and dirty version. When we were in 9th grade, Brittany got involved with a guy a year younger than her, and she was really serious about him. It ended badly, she did her best to get over it, and then in November of 10th grade we started dating again. In PEI, high school doesn’t start until 10th grade, so when we moved onto high school she didn’t really see the guy until the fall of 11th grade.  Before too long, despite having a girlfriend, he started flirting with her. She was wary of him because he proved to be a supreme asshole the first time, but I knew she was drawn to him in a way she’d never been drawn to me, and so I gave her permission to talk to him and braced for impact. Fast forward a few months, and by November things are very serious between them and we finally break up ten days before our anniversary.

        I don’t think I need to get into what happened between them after that, but suffice to say that he was actually worse than a supreme asshole. An uber asshole, if you will, the horrible embodiment of all the terrible things women expect from men. Meanwhile, I had encouraged my girlfriend - who I loved dearly, and who was at the time my one source of happiness - to leave me. In the end, her relationship with him made her reevaluate her feelings for me, and there ended the possibility of us getting back together. Understandably, our relationship became strained as things went on, and we spoke less and less often. Eventually it seemed like we couldn’t even manage to carry on a conversation. Considering she was my only close friend, the only person I thought I could share my secrets, doubts, and fears with, this was hard for me. I was incredibly lonely, and of course I spoke occasionally with my friends and family about this stuff, but it was this loneliness that led me to meet Vael and open up to him.

        What I realized, over time, was that I missed Brittany as my best friend far more than I missed her as my girlfriend. We went from speaking all day, every day to never speaking at all, and that alone was hard. Not having anyone to talk to about personal stuff was worse. I don’t remember the exact details of what happened, but at some point I must have told her this and asked if we could “just be friends.” Yeah, I said that, and I said it after we’d broken up. Delicious irony, if you can ignore my crying, desperately lonely 16-year-old-self long enough to laugh about it. Of course there were issues to work through, and of course I struggled with my feelings for her. After all that time, I couldn’t just snap my fingers and only think of her as a friend. But in the end, it all worked out, and now we’re friends and she’s living in my mom’s house. It’s been almost a week now, and it hasn’t been at all awkward for me (although I’ve been at my dad’s house this whole time). She doesn’t find it weird being there, and I assume being around me is no different than it was a month ago. Which is to say I haven’t asked about that, but maybe I should.

        SO OK NOW WE’RE BACK TO CATHERINE AND THE THINGS IT MADE ME THINK ABOUT. Now I can tell you how I see love, why I say that Brittany “cheated” on me with an emphasis on the quotation marks, and why I have no problem with it. Except that when I say now, I actually mean tomorrow, because this is really long. And the chances of people reading it all probably increase when it’s split up. So, that post will go up tomorrow morning, and I hope you all enjoy it!

Jul 28, 2011 1 note
#Catherine #personal #recap
#AltDev Design links

Just a couple of links to share today as I try to clean out my bookmarks a bit. They’re #AltDevBlog posts about the practical parts of actually being a game designer, and not just a programmer who kind of designs or a designer who just throws things together. They also have a number of great comments by industry folk; Mike Birkhead in particular has some great comments, so at least read his if you choose to ignore the rest of the comments.

Respecting Design tackles the issue of everyone thinking they know how to design a game. You don’t know how to design a game just because you’ve played a few games. “No one in their right mind opens up the code depot, alters files at random, and then, when rightfully questioned on their sanity, say in defense, "Hey, everyone’s code is valid man”. So why is it ok for game design?“ Reading this made me realize that, yeah, I don’t know shit about being a game designer. I can read all the blog posts I want, but that doesn’t mean I know anything useful. Not that I thought I was a game designer, mind you, just that I thought I was learning about it. It would probably be more accurate to say that I was learning around it, if that makes any sense. Circling the perimeter without ever entering it.

Design Docs Debate is less of a debate and more a collection of interesting links in the comment thread and a few good comments - specifically, Slone’s and Mike Birkhead’s. It sounds to me like the original poster is in a program where they got really anal about the requirements - but then I remember hating essay outlines in tenth grade, too. From the sounds of things, it seems like a good design document is pretty similar to a good outline (for an essay, or a short story, or even a novel) - you can go without to a certain degree, if you’re ok ending up with a lesser result because of it. Being able to create a good one is one of the things you just end up doing when you want to produce better results, because if you sit down without a plan, your final product will be nothing like what you envisioned.

Random thought - ever notice how the "blog post” has supplanted the essay? Two hundred years ago you could be an “essayist,” someone who writes essays. Now you’re just a blogger, and your wonderful essays are just “posts” like any other. I’m going to use the term essay, so there. Lead by example, right?

Jul 24, 2011
#links #gaming
Jul 23, 2011 3 notes
#anime
Further thoughts about game reviews

A while back I posted about game review scores, and in the mean time, Extra Credits has done an episode about game reviews and one of Metacritic’s co-founders had stuff to say. Then I wrote a lengthy post that was mainly about how I rented inFamous 2 and was disappointed enough in its sameness to stop playing after only a few hours and never want to touch it again. I knew it was terrible and chose not to post it, and then the article about Metacritic was posted, so now I’m starting over and actually being relevant.

        While it makes sense that most of the games we play are pretty damn awesome and could rightfully be given an 8 or 9 out of 10, I almost think it’s unfair to compare them to games nobody in their right mind will review. Compared to Carnival Extravangaza Mini-Game-Collection-for-the-Wii DX, inFamous 2 is probably the greatest game ever created. So, fine, there are games that are absolutely terrible and deserve low scores and others that are “average”, somewhere in between shit and gold, that deserve middle scores. But why shouldn’t games be reviewed in relation to each other? Why shouldn’t you give an 8/10 game like inFamous 2 a score of 6/10 as an action-adventure title (or whatever you want to call it)? Why does Assassin’s Creed Brotherhood - which I’ll admit I enjoyed the tiniest bit more than AC II, and it does have the benefit of its actually worthwhile multiplayer mode - get a high score despite being almost the same as last year’s game?

        I know that people’s jobs depend on review scores, and I know that tons of people (hopefully) worked really hard on these games. But a reviewer has every right to say that it’s nothing you haven’t seen before, and you may as well go pick up last year’s Game X for half the price because it was marginally better. That’s something I’ve seen before in film and novel reviews, though it’s not like I read a huge amount of them. It makes more sense for more knowledgeable readers, who will know exactly what you mean if you say “it’s like X, if they took out the interesting characters” because they’ve played/watched/read X already. Meanwhile, less knowledgeable readers get a good recommendation and a better idea of what they’re getting into.

        I know it’s uncouth to compare games to… well, anything else, because we’re all tired of being in the shadow of other mediums. But criticism for other mediums is very well established, and most game reviewers don’t deserve the title of “game critic.” They can be useful in their own ways, but I feel that reviews (with an occasional splash of critique) are naturally inferior to critiques (with an occasional splash of review). How many war films have been released recently that have nothing new or interesting to offer? Not many, because there’s more to film making than making an easy profit.

        And how many military shooters have been released that have nothing new or interesting to offer? Too many, because there’s little more influential in mainstream game development than the need to make a profit.

Jul 21, 2011
#gaming
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The world is such a wonderful place!

Jul 20, 2011 1 note
net slum: re: Demivael.tumblr.com

vael:

lamattgrind:

“I’m really bad at reading fantasy”, and we’re all bad at “reading” games

I don’t think that the mark of a good author is to mask their symbolism to the point where people like you and the author of that article cannot see the meaning. I definitely think it’s a common…

The only way to make it obvious would be to have a character come out and explain it - the point of symbolism is that you’re using a symbol to convey something other than its literal meaning. I think that, in writing at least, symbolism is easier to pick up on than in something visual like a graphic novel or a film - look at the people analyzing Watchmen for the tiny things hidden in the corner of some panel or whatever. Which, from my understanding, was intentional on the part of the creators, but even so. At least with a novel, stopping to think about whether it might be symbolic is usually all you need to do. Direwolf is the sigil of the Starks, stag is the sigil of the Baratheons, and they find a direwolf killed by a stag - all the pieces are there, you just need to think about it.

        It’s harder when you’re dealing with recurring themes or symbols that readers/academics notice, despite the author never intending them to mean anything. The accepted wisdom in critical analysis is that it’s perfectly valid to find meaning in something the author never intended, but that also means you have to do a lot of work to make sense out of it. Hence why they look for them to show how smart they are. In that case, the reason it’s so “well hidden” is that it wasn’t meant to be found.

        Getting back to your point about what makes an author good, I think there are a lot of different things they could be good at. Some authors are really great at writing (I hope the distinction makes sense, it’s the easiest way to say this), and they know just the right words to use and know when to follow the rules and when to break them. Others, like George R. R. Martin, are incredibly meticulous in their planning and know from the beginning how they’re going to set up everything that follows. Steven Erikson and Martin both do a fantastic job of playing with point of view, making good use of dramatic irony and… reverse dramatic irony? Leaving the reader guessing at what a character knows and their motivations, giving them bits and pieces of information as other characters discover the truth.

        In short, I’d say you could be a great author and a terrible writer, which makes me feel less guilty about some of the books I’ve read. Any story that takes several thousand pages to relate is bound to have issues, but they’ve got their strengths too. I realize this is completely tangential to what you posted, but I’d never thought of it this way until typing it just now - I felt like I shouldn’t defend an author because of their bad writing, despite enjoying their books overall. Well, good. Now we’ve all learned something!

Jul 20, 2011 3 notes
#writing
Cognitive Science at Carleton: Year 2

Classes for the fall

PSYC 2001 - Intro to Research Methods in Psychology

PHIL 2501 - Intro to Philosophy of the Mind

LING 3002 - Phonology I

COMP 2001 - Intro to Systems Programming

CGSC 2001 - Intro to Cognitive Science

Classes for the winter

PSYC 2700 - Cognitive Psychology

PSYC 2200 - Biological Foundations of Behaviour

LING 2005 - Linguistic Analysis I

COMP 2004 - Programming in C++

CGSC 2002 + tutorial - Theories & Methods in Cognitive Science

[edit: I wish tumblr would put multiple spaces between paragraphs to make my walls of text less intimidating, because I’m bound to write them anyway]

I’ve been surprised before, but officially, I actually only have the one tutorial in the winter. I expected to have a tutorial in COMP 2004, and LING 2005, while LING 3002 is a strong candidate too. Won’t be surprised if I come to class and they tell us to sign up for tutorial times, anyway.

        The one problem with my schedule this year is that I couldn’t fit the french course I wanted into my schedule: FREN 2401 - Mechanics of language: French (liberally translated from fonctionnement d'une langue: le français). Basically, studying the structure, sounds, and so on of both Canadian French and French from France. France French. First of all, I thought it would be interesting, but it would probably help with my french too. In a grammar course, they mainly just tell you “this is how it is.” But a linguistic analysis could tell you why it is that way. The other thing is that I still want to do a minor in French and for that I need four credits, or eight classes. FREN 2401 is a full-year course, and both of the available times conflicted with classes I need for my degree. There are more french linguistics classes beyond this first one, so I’d take those later and fill out my required credits.

        So anyway! Instead of taking some french courses I wasn’t particularly interested in, which is a recipe for disaster and apathy, I grabbed a couple more programming courses. Considering how many jobs I couldn’t apply for because I didn’t have experience with C++, I thought it would be a good idea to get some. Unfortunately, COMP 2001 is required for COMP 2004, which also means I wouldn’t be “learning” C++ until january. Applying for a job that’s asking for a year of experience with C++ and saying “well, I’m taking the course right now…” probably wouldn’t go over well, I’m going to use the wonderful resource that is the internet to introduce myself to C++. I probably won’t have any time to actually work on a project with it in the fall, between class and helping Mako, but I’ll start reading all those AltDevBlog posts about C++ and learn some pro tricks hopefully. Then COMP 2004 can (well, hopefully it will) teach me the rest. And I’ll keep up with Java a bit, because why not? If I do get a summer job as a programmer, it doesn’t matter a whole lot whether I’m using Java or C++.

        Oops, this is getting pretty long. Well, the rest of the classes are pretty self-explanatory. All required for my degree, and they should all be interesting, so yay. Linguistic Analysis II is only offered in the fall, so I’ll be doing that next year and that way I won’t forget everything I did in Analysis I. The tutorial for CGSC 2002 will probably involve Python somehow, because Jim Davies is teaching it. Otherwise, I can’t imagine what we’d be doing. I don’t think we’d be doing actual research in an undergraduate class, that’s all.



        And, of course, my notes will be up on UniNotes as I take them. When classes actually start, or when I go pick up text books (because it would take thirty times longer when classes have started), I’ll be able to tell you more interesting things.

Jul 19, 2011 5 notes
#Carleton
"I'm really bad at reading fantasy", and we're all bad at "reading" gamesginocean.wordpress.com

A piece written by Joseph Leray on his blog. He’s a pretty cool dude. First, I wanted to say that I’m equally bad at reading fantasy, even after writing essays about symbolism and studying novels and plays in AP English. I still don’t pick up on this stuff in a first reading, which means wasting time reading again to notice that the author constantly refers to a certain symbol. It’s not difficult! I’m probably just too used to either reading for fun (and not looking for deeper meanings) or reading because I have to (and trying to finish as quickly as possible). The good news is that I won’t have to do that ever again :D

        However, I wouldn’t make a post just to say that. The same can be said of playing a game - there’s a literal layer and a symbolic layer, not just to what happens (mainly, things the developers wrote) but also to what you do as a player. Analyzing the stuff that happens in cutscenes and dialog is no different from analyzing literature or film. But the things that you do, the actual interactive process of choosing to do something, is something few people know how to analyze. It’s mainly just the designers themselves who know what they were trying to say. The problem is, there’s no easy way to learn how to analyze the process of playing - either you practice by thinking very deeply about a game you know well, or you read things other people have written and learn bit by bit.

        It’s something you have to design for, though, because it’s not like every game has “meaningful” gameplay. Shooting someone in Call of Duty doesn’t symbolize a whole lot beyond power fantasy. On the other hand, killing a colossus in Shadow of the Colossus has a lot of symbolic meaning. The thing is, you need a certain amount of “literacy” in the medium to get that. Otherwise, it’s just a thing that you do. If the developers don’t incorporate some sort of literal reference or hinting to the symbolism of the player’s actions most players won’t notice. So why design something most people won’t understand? I think that point of view is holding back a lot of games.

        Still, we do get the occasional shining example in mainstream games, and there are plenty of fantastic indie games with deeper meanings. Although we usually find out about their deeper meanings on developer blogs and interviews. Meanwhile, we’re getting more and more sources for deeper analysis and discussion among industry folk. Now all we need is a liberal arts degree where you do nothing but play games and write essays about their deeper meanings, and we’ll be a real legitimate art form!

Jul 18, 2011 3 notes
#gaming #books
Maps: The Strengths and Weaknesses of jRPGsboingboing.net

I haven’t been able to actually finish many tumblr posts lately, though I’ve started plenty or set articles aside to write about. I’ve been working through my Read It Later list, finally, and it’s great reading long internet articles on my Kindle. Anyway, I’m going to try writing shorter posts and see how that goes.

        This is kind of a bittersweet article for me, because I like jRPGs and he puts a lot of the reasons behind that into words. But then at the end, “our games are for kids,” is so terribly disappointing to me. May as well give up on Final Fantasy now, apparently. Hopefully they figure that out before dumping millions of dollars into development.

        It’s not all bad, though - Square-Enix may suck at console RPGs now, but they’re not the only ones making them. The DS is chock full of great ones, and hopefully the 3DS can continue that. The thing about the DS is that it’s dirt cheap to develop for, but I doubt the 3DS is. Actually, very few current gen jRPGs have been very good… At best, they’re just prettier PS2 games and that makes them pretty mediocre. Stuff like Hyperdimension Neptunia, Ar Tonelico Qoga, and Record of Agarest War appeal mainly to their dedicated existing fan base, if at all.

        I’ve got enough of a backlog to play through that I’d never notice if no good games were released ever again, but still. It would be nice to see something fantastic. Something like, say, Cthulhu Saves The World, which is literally the best jRPG I’ve played in recent memory. And it’s three dollars, and comes with a second game. WHY AREN’T YOU BUYING THIS? It’s less than a stupid Starbucks coffee!

Jul 17, 2011
#gaming #Final Fantasy
Improve the world, and be happy!

[Alternatively titled: How I Learned to Stop Being Suicidal and Love Life]

A few weeks ago, a friend of mine told me they were feeling suicidal. Don’t worry - things have turned around completely, and this friend is feeling happy for the first time in a long while. Still, it made me think about the way I used to feel when I was suicidal - how I felt when I was 10, and the slightly more refined thoughts I had during junior high and high school. It made me realize how much I’ve grown up, and I thought it was worth sharing. I’ll try to be concise! Sometimes you have to explore a few tangents, but I’ll try to keep them relevant.

        I gave a quick history in my Depression post last year, and I touched on my suicidal thoughts as well. One thing I forgot to mention was the feeling that I had nothing to live for. When I was 10, I thought that I was so smart and wanted to do great things - but I knew that the world doesn’t work that way and figured I’d wind up in a crappy office job, living a “normal” life. I was just a kid, you know? The life of an adult, in my mind, consisted solely of their job. It never occurred to me that I could have a normal job, and still do great things.

        I wanted to improve the world, though, and since I wouldn’t do it at work, I thought it was impossible. Then I thought I could do it by taking myself out of the picture. When I realized that would only make things worse, I looked for other ways to make the world a better place. I figured that if I could improve at least one thing, no matter how small, I would have lived a worthwhile life. When I met Brittany in junior high, I decided my one thing would be to help her. I figured I could help her with her problems, and then she’d go off and be happy and it would all be thanks to me. I didn’t think that would take too long, and after that, even if I killed myself, I would have made the world a better place. It never quite worked out that way, but I held onto the idea that I could make people’s lives better in some small way and live a good life.

        I knew that I couldn’t kill myself if anyone would be left behind to mourn me and blame themselves for my death, so I decided I would have to disappear quietly. The day no one would notice I was dead, I could slip away and that would be that. I figured that I could leave home after high school and gradually lose contact with my family, and then I’d just have to make sure they couldn’t trace my identity after I died. I felt that it was inevitable that everyone in my life would leave me, so when that happened, I’d be free to end it. “Unfortunately” for my tenth grade self, I’ve made new connections and gotten closer to everyone else, more or less foiling this plot.

        You know how sometimes you can’t figure out whether something actually happened, or you just had a dream and thought it happened? I get that sometimes, except I can’t remember whether I said something or just thought about saying it. Either way, in high school I once said (or thought I said) that I “wanted to be happy when I grew up.” Which is super dramatic, and sad, and that’s what really made me want to say it. I was also trying to say that it didn’t matter what I “was when I grow up,” in terms of what career I chose - as long as I had enough to survive and something else to make me happy, I’d be ok.

        What I realized, thinking about all of this, is that I’ve done it. I grew up. I’m happy with my life, and I’ll still be happy no matter where things go from here. That’s not to say that everything is perfect; I just know that I can deal with and overcome pretty much anything. I’m happy with who I am, and I think I’m a good person. I doubt I’m radically changing the lives of everyone I meet, but I’ve made good friends and I’m helping out whenever I can. Enough to say I’m a net positive influence on the world, at least, which was always the plan. And that’s enough to make me happy!

Jul 11, 2011 1 note
#personal #recap
Old friend, new roommate

Should I apologize for not posting while I’m on vacation? I feel guilty about it anyway, but I’m thinking most people focus on their vacation and don’t post at all. Well, I love you too much to stay away for long. Also, I can’t help but think up tumblr posts when I should be sleeping, and the best cure for that is to actually write one before bed.


        If that’s not a significant caveat, I don’t know what is.

        Anyway, I have news! News big enough for its own post, even. It’s a big change, technically, but at the same time I’m hoping for a minimal amount of changes to accommodate it. If that makes sense. Ideally, I’ll be able to continue working at the same pace I have been and life will go on as usual, except with an extra person living in my house.

        I’ll skip the long story of how we got to this point and summarize: Brittany is moving in at my mom’s place, and she’ll stay there while I’m at my dad’s. I’m giving up my bedroom, but I prefer to sleep on the futon in the basement anyway, so all that’s left is to figure out where I’ll move my “office.” No big deal, although everybody’s worried about us living together, but it’s not as bad as it sounds.

        If you’ve been reading my tumblr long enough, you probably know Brittany as my ex-girlfriend. But we broke up two and a half years ago now, and I don’t think our status as an ex-couple (do people say that? makes sense to me) defines our relationship anymore. I mean, yeah, we dated and we broke up - but there’s no tension, no unresolved issues, none of the things you would expect when you’re meeting someone’s ex for the first time. And the more time I spend with her now, the more comfortable I am with the way things are - we’re friends, the same way I’m friends with Vael, Sebastian, or Max.

        I’ve been offering to let Brittany stay with us pretty much since we decided to move to Ottawa, mainly because I’ve always thought her family treats her terribly. Her mom has been threatening to kick her out recently, or at least make her pay rent, which is difficult considering how few jobs are available in Summerside. Ottawa, on the other hand, has many more opportunities. So I asked my mom if she could stay with us, because it would be cheaper for her than getting an apartment in Summerside, and she’d have better odds of saving up money for school. Fast-forward to our vacation, and Brittany came out to dinner with us. One of the first things my mom says is “so Brittany, are you coming back to Ottawa with us?” At first she said maybe, and then there was much discussion and working out of details, and now the answer is yes.

        I figure I’ll be introducing her as my friend from now on, and that’ll avoid plenty of awkward situations where people misunderstand or assume things. Not like it’ll be a secret that we dated, but if it comes up, I’ll just say she turned me into a newt and then I got better. Or something along those lines. I just want to say that I got better and make it clear that it’s a Monty Python reference.

        Anyway, that’s that. There’s not really a whole lot to say aside from re-assuring everyone about the way things are between us now, so there you go. Consider yourself assured!

        tl;dr: my ex-girlfriend is going to be my roommate, but it’s not what you think

Jul 5, 2011 1 note
#personal #recap
In case you're wondering why Google is changing things.

vael:

http://googleblog.blogspot.com/2011/06/evolving-google-design-and-experience.html

And no, no one seems to like the grey bar at the top. You either go completely grim or don’t attempt at all, Google.

I like the grey bar at top, it fits perfectly with my firefox theme and at first I actually thought it was influenced by my Gmail theme. I hated the white bar with the little blue highlights before, so this is awesome.

I’m too busy doing things/not having internet access to tumbl, but I’ll get around to it soon, I swear!

Jul 1, 2011 1 note

June 2011

Username Origin stories

Lots of stuff going on ‘round here, but I’m feeling pretty tired and thought of something somewhat interesting to post. The origins of my tumblr’s name and url! Or my account name, or whatever you call the x in x.tumblr.com. And on a related note, the origin of the “Demi” name you’ll see people refer to every once in a while.

        “The lows are low, but the highs are home” is a quote from the song Chasing Hamburg by Polar Bear Club, the title track from their 2009 album. Apparently the song is about one specific gig they played in Hamburg, the idea being that it was an awesome show and they’re “chasing” that kind of fantastic feeling. What I took from that specific line was sometimes life is shitty, but that’s not the point - you’re living for the high points, which more than make up for the lows. It’s not just optimism for the future, it’s having the resilience to deal with the crappy stuff on the way.

        “lamattgrind” is an anagram of my first and last names, in the sense of “this is about the daily grind of my life.” University is a bit less monotonous than high school was at times, but it’s still pretty grind-y. Go to class, study before going to the next class, repeat once or twice before going home. Then prepare for tomorrow’s classes. It’s not so bad, but there’s a definite predictability to it. Which sounds pretty depressing, but it’s not actually that bad.

        As for the Demi thing, that’s a bit of a longer story, but I’ll try to skip the boring parts. A few years ago, I stumbled upon a browser based game called MonBre. You needed to pick a first and last name for your player character, so I went with “Rakki Lesthys” - the names of two characters I’d used in a story a long time ago, and continued to use in party based RPGs. Eventually I decided to change to a more masculine name, and at work grabbed inspiration from a box of pastries. “Demi Lune” seemed like a great name at the time, despite being more feminine in retrospect and thus defeating the purpose of the change. As I became close friends with the creator of MonBre, a certain Vael Victus, he decided I qualified for adoption into the Victus family and the name changed to Demi Victus.

        Did you want to know any of these things? Probably not, but now you do! I’d planned to do a similar post on the origins of all my various interests and hobbies, which would either be far more interesting or far more boring. If I get the itch to finish that, you’ll see it when it’s done.

Jun 23, 2011 5 notes
#recap
Jun 20, 2011 3 notes

Now that I’ve started tagging my posts, I’m getting followers from random corners of the ‘net who are probably only interested in one portion of what I post. Unfortunately, this isn’t a dedicated gaming blog or a blog about anime or any one specific thing. It’s my personal blog, so it’s only about those things insofar as they’re a part of who I am. I wouldn’t bother to follow someone if I wasn’t interested in most of their posts, but that’s just the way I do things.

        As I’ve mentioned before, this isn’t some expertly curated internet persona. I’m not trying to present some ideal version of myself and get thousands of readers. I’m just sharing myself with anyone that’s interested, including my flaws (not that I have many… right?!). Looking back, there are some posts that I probably shouldn’t have made, and a number that I wouldn’t have bothered to make now. But that’s ok, because they’re wholly representative of who I was when I wrote them. I can read them and remember how I felt at the time or think about how much I’ve changed.

        Just keep that in mind if you ever decide to brave my archives.

————————————————————-

        On an unrelated note, I’m starting to feel a bit guilty about how I’ve been spending my time lately. Having failed spectacularly thus far to establish a new circle of friends in Ottawa, I’ve got nothing to do other than hang out by myself and do whatever I feel like doing. Watch a bit of anime, play three different games for an hour each, whatever. It hasn’t been particularly stressful, but it’s not like I’m having the time of my life.

        I’m looking at forcing myself to do something productive, but I… don’t really want to. I guess I should mention that, for better or for worse, I do have a job. More on that later. It doesn’t start until July, though, so I’ve got some time to relax. Should I really spend that time working on something I don’t really want to do, like learning C? I guess that could help me get a job next summer. But I have a hard time caring right now. I don’t think I’d feel particularly fulfilled if I were working on that. Which is what I’m looking for, really - something I can be proud to have accomplished. Just not sure what that is at the moment.

Jun 18, 2011
#personal
Game review scores lolgamefront.com

You’re expecting a lengthy diatribe, right? For once, you’re (mostly) wrong!

I’ve used the terms “better” and “for the most part” several times in this review, and I think those two terms sum up inFAMOUS 2 well. It’s not perfect, and it’s not quite a great game, but it’s better than its predecessor and for the most part very good. It’s a game with plenty of enjoyable content, and it’s one you won’t regret buying. It is, quite simply, a good time.

That’s the ending paragraph of the review, and here’s the score: 87/100. I played the first inFamous, and here’s what I’ll say about it: it’s your average third person adventure title. After playing the demo of inFamous 2, I have this to say: it’s still your average third person adventure title. But now it’s a sequel. I doubt I’ll even rent it, because I’ve got other, fantastic games to play.

So why is this game, one that’s pretty much average, not quite great, but still pretty fun, getting 87/100? Why is every review it receives going to give it an 8 or 9, with the most blasphemous heathens stooping to a 7? Ask any self-respecting critic, in any other medium, what score they’d give to something fun, but not quite great. They’ll probably say 6 or 7. And they’re right. It’s game reviewers who are wrong.

Jun 12, 2011
#gaming
Massive Collection of Links

I’ve been holding off on a link-based post for a while because I’ve had more interesting things to post, but now I really need to clear out my bookmarks, so here’s a giant pile of awesome stuff for you!

Anime:

  • The English dub of Durarara!! is not only airing on Adult Swim for people who dislike subbed anime, it will also be available for streaming online

Assorted Lifehacker stuff:

  • How Self-Control Works, and How To Boost Your Willpower
  • How to Cook Pasta Correctly
  • Showhopping Finds Upcoming Shows Around You for Your Favourite Bands
  • Quixey Finds the Software You Need (you search by function, not by name - far better than using alternativeto.net and then going looking for a feature list)

Gaming:

  • What Does Your Game Believe In? (highly recommend it, speaks to how games can be designed to convey a specific meaning - but only if it’s planned from the start)
  • Games Wii Forgot: Little King’s Story (I might actually pick this up, because it sounds both fascinating and fun)
  • The Many Meanings of Difficulty in Games (this is actually a real academic study, but it’s not so long or awfully written that you won’t get anything out of it - I’d recommend reading it!)
  • The Good Grind (perfectly captures my thoughts about FF XIII and Demon’s Souls)
  • We Need to Aim Higher (if Mike Acton is any indication of the people Insomniac hires, my love for them is justified a thousand times over)
  • Everything Good Old Is New Again (Good Old Games :D you are gentlemen and scholars)
  • Infinity Blade Review (this is pretty neat in terms of writing and web design, you’ll see why when you “begin bloodline 2”)
  • What Game Developers Do (the last bit about pillars is pretty interesting, and I’d say that kind of “include only things that support your main points” philosophy applies everywhere)
Jun 9, 2011 3 notes
#links #gaming #anime
For You To KnowIn Mourning

There’s a site I found a few years back called MetalStorm, and every year they take user suggestions in various categories for “best of” awards, which are then voted on by the users. In the first few months of the new year, results go up, and I find lots of great new music. It’s a great system!


In Mourning is one of the bands I found there after their first album, Shrouded Divine, came up as number 11 on the top 20 for 2008. I feel like their second album, Monolith, was on a genre-related best of list, as well, but can’t seem to find it. Anyway, I liked Monolith enough to very seriously consider buying it, which is something I never do. I mean, I own three CDs.

Listening to the first song from Monolith today, I decided it was high time these guys got their own post. So here it is! The song’s called For You To Know, and the lyrics are here, although if you listen to the song you’ll probably realize I didn’t catch most of it. So don’t read too much into it! Just enjoy the sweet, sweet sound of metal.

Jun 8, 2011
#music
Halifax Explosion poem

[Apparently I wrote this when I was 12, for some school project I think. If you’re interested, google Halifax Explosion. It’s pretty short, but enjoy it while it lasts!]

The wind,

The snow,

The bitter cold,

None can hide, the 

Devastation, the sorrow.

The Lord shall visit

Halifax to take the

Innocent to

Heaven.


A daughter crying,

A Mothers tragic fate, 

A Fathers heartfelt wish

for an end to this war

Three years fought.


Babes cry, adults weep,

Families are torn apart,

Shattered like the windows

In their homes.

Jun 8, 2011
#writing
Jun 7, 2011 1 note
#writing
Game Analysis: Final Fantasy IX Revisiteddestructoid.com

There’s a very, very fine line between “really clever” and “too clever to be true” when it comes to critical analysis. Whether it’s a book, a game, or a film, a lot of so-called brilliant people cook up some ridiculous theses and wind up on the wrong side of that line. On the other hand, people unfamiliar with critical analysis tend to assume it’s all nonsense, but that’s no better - there are a lot of good things to be said about themes and metaphors even when they weren’t a part of the author’s intent.

        Critical analysis of games is still in a weird position right now, because most people - and most gamers, too - don’t accept the idea that gameplay can be used to convey meaning. The other problem is that gaming lacks a lot of the specialized terms and knowledge that other mediums have developed, so analysis of games tend to be done through a literary or film-centric lens. So it’s a real treat to find analysis of the actual interactive part of a game, not just its narrative or themes.

        Revisited: Final Fantasy IX’s Mechanics of Identity by Joseph Leray (of Destructoid and Electric Hydra fame) is one of those rare pieces that actually gets mainstream exposure. I’m sure there’s plenty of critical analysis going on somewhere, but it’s certainly not getting published on Destructoid and Kotaku and driving millions of hits. Which is a real shame. FF IX Revisited is a “really clever” piece, and it’s pretty well grounded in actual evidence and logical conclusions. So it’s sad to see the couple of comments saying “sorry, but you’re full of shit, it’s just a game man.”

        What makes FF IX Revisited so great is that it has a limited focus and plenty of good evidence for its arguments. Identity formation and social roles are sensible themes that could even have been intentional - unlike most of what people say about Catcher in the Rye. In the comments, Joseph says at one point that the really fascinating part isn’t that FF IX does something new or exciting with its narrative or gameplay - just that “the two parts reflect off of each other so seamlessly.” That, right there, is the whole point - the ludic elements (gameplay) have an actual meaning, and a real connection to the narrative component.

        Most games have no ludic meaning beyond simple power fantasy, and that’s because they’re designed to convey fun to the player, not meaning. Games are what they are because they’re interactive and systematic, and if we don’t use these unique properties for any good purpose, we’re wasting the incredible potential of the medium. Film didn’t become a respected medium in its own right on the basis of well-written dialogue (writing) or acting (plays) - it was the unique possibilities provided by the medium that proved film could be art.

        In the United States, games are now legally considered art. The thing about critical analysis is that it requires you to look at something as more than just a simple piece of media, and that’s what we need in the gaming press right now. Film and book critics are expected mainly to do critical analysis, while gaming critics simply aren’t. Because the popular press spreads the idea that there’s a deeper meaning to everything, it’s a lot easier for people to accept a film or book as a work of art. The more we get pieces like FF IX Revisited on big name sites, the closer we’ll be to mainstream acceptance.

Jun 6, 2011 1 note
#gaming #Final Fantasy
net slum: re: demi's IMvael.tumblr.com

vael:

Now Demi, do you really think I could pull off such a ruse as a game design? You may remember in the beginning of my envisioning for game 3 that I said “stealing a soul in game 3 is different than in EBZ, because you would actually be doing it”. The fact you can even *actually* do anything is enough to be interested because it instantly adds that fact to the narrative. “I went there, and THEN I talked to the person.” Instead of clicking on the storylet that tells you you did. “Casing” a place to rob may not be too different from EBZ, but how could it be? How much do I develop just to, what, perhaps make casing a bit more interesting, when there’s pickpocketing, lockpicking, and arson available to the player?

As I said, RPGs are “raising bars” along to a storyline, and while some gameplay is just so damned interesting that you simply must continue playing, (see your latest addiction to final fantasy’s job system) I’m not creating those kinds of systems. I’m slowly leaning towards more and more story-driven gameplay, but that doesn’t mean I’m neglecting the fact that I am still making a game. EBZ is wonderful, but we both know it’s not much of a game, and that being true has even made its players (players?!) question what a game truly is.

While you say “actually doing it” as opposed to “the game telling you that you did it,” they’re pretty much the same - except in the case of “actually doing it,” you have to click a few extra links. In Echo Bazaar, you click “investigate the reporter” and then some text comes up to tell you that you followed the guy and overhead a suspicious conversation. It feels kind of hollow, because it’s pre-baked stuff you’ve simply unlocked by pressing the right button, but if you really care about the story then it’s usually ok. I think most people will agree that this isn’t a very good mechanic, but I also think that most people will find something to like in Echo Bazaar, so it succeed fairly often.

        When you’re “actually doing something,” it seems like it would be more like this: you click “follow the reporter!” and then “hide around the corner!” and then “eavesdrop on the conversation”? You’d get more or less the same text, but broken up into three parts. It would make the game more interactive, in theory - there would have to be other options along the way, so you have better control of what happens. In this case, success or failure is on your choices as the player, not random chance. But I don’t think it would be inherently better than what Echo Bazaar does. As a player, it’s hardly more interesting and you just have to press extra buttons to get what you need. As the creator, it radically increases the amount of “content” you need to make for all the different options. So it’s a question of execution.

        The distinction has merit, though, because the same thing comes up in a lot of dialogue based games - in Mass Effect, or LA Noire, you’re given small snippets or themes of dialogue to choose from. Then the writers put the rest of the words in your character’s mouth. So you’re talking to a suspect in LA Noire, and you pick “doubt” because you have a little feeling of doubt - and suddenly your character is outright accusing the suspect, potentially losing their trust or making them angry. And that sucks, because you, as the player, didn’t mean for your character to do that. The problem here is that your interactive role as the player isn’t perfect - you just give vague directions to the character and the writers fill in the rest.

        I haven’t actually played LA Noire myself, but I’ve been reading about it and I’ve listened to a number of podcasts about it. From my understanding, a lot of the “gameplay” is pretty terrible - the driving sucks, the shooting sucks, the interrogation is a bit iffy, and so on. But solving mysteries is really fun and really interesting. Enough to make up for every other fault the game has. Essentially, the game is carried entirely by its atmosphere and story, so even though the mechanics suck it’s completely worth playing.

        (As a side note, a lot of people who are really into gaming as a medium have argued against LA Noire being a “good” game, and rightfully so. Its strong points are borrowed from other mediums, and it’s probably the current pinnacle of “interactive movie” games. But that just means we don’t need to make more games like LA Noire. I think it’s a great opportunity to learn about what people enjoy, and what they’re willing to pay for. A game that isn’t about action can actually be successful - that’s a strong message for publishers. And if every game told a story as well as LA Noire…)

        So the point of all that is this: if you’re telling a great story, and your players are engaged despite the simple mechanics for delivering it, things will probably work out. Grinding in Echo Bazaar is completely boring for the player because it’s a simple mechanic and nothing beyond that. But being involved in some grand mystery at the Shuttered Palace, or talking to suspects (in the Rubbery Murders content you buy with Fate) is super cool, and unlocking things like Stormy Eyed feels rewarding despite the mechanics. It all works because you’re engaged, and that should be the ultimate goal of every mechanic in a game.

        (My points about LA Noire comes from a number of podcasts (Destructoid’s Podtoid, The Escapist Podcast, Japanator’s Japanator AM, The Electric Hydra) but I don’t have the exact episode numbers, and also this article on GameFront)

Jun 2, 2011 2 notes
#gaming #echo bazaar

May 2011

May 30, 2011 2 notes
#gaming
The Rise and Fall of Final Fantasysocksmakepeoplesexy.net

Looking at the comments on an excellent Destructoid piece about Final Fantasy IX, I came across someone who puts me to shame with his FF Nerd power level. I knew from the beginning that I wasn’t going to blog my way through the games, but I’m even happier now that I chose not to do that, because I could never hope to do it better than this guy.

        I spent a couple of hours last night just skimming through all of these, so take that as a warning about how much he wrote. Check out a couple, you’ll get a good idea of how dedicated he was to this. He’s got a good sense of humour, and the writing is solid too. He also chose to play the original versions of each of the games, in some cases requiring fan translations, which boggles the mind. I’ve been playing the GBA releases of FF I-VI (DS release for FF III), and they’re a whole lot nicer than what he had to deal with. The game I remember as FF II is radically different from the one he describes (in terms of gameplay), but then I haven’t played the game since I was twelve, so that might have something to do with it.

        So yeah, this guy is my hero.

————————————————————–

The Final Fantasy V And Pitchfork-related Section Of This Post

It seems like everyone has the exact same reaction to FF V’s job system. Pitchfork captures what vael and I felt nicely:

Final Fantasy V’s two-dimensional characters get tossed around by an implausible scenario with more plot devices and contrision than you can shake a moogle at. This seems to be the main reason a lot of players aren’t too fond of the fifth installment. A week or so I was talking about this with Polly, who is not a Final Fantasy V fan. “So what if the plot is silly,” I told her. “It’s still a pretty fun game.”

  “Pat,” she answered. “A little kid running around with a cereal bowl on his head is silly. Final Fantasy V’s story is just retarded.”

“WHAT?” I asked. “WHAT WAS THAT? I’M SORRY, I CAN’T HEAR YOU OVER ALL THIS JOB SYSTEM.”

I’d be really surprised if he didn’t know about it, considering how in-depth his knowledge of the games are, but FF V’s job system has a feature he doesn’t even mention. I don’t the game ever actually tells you what happens when you “master” a job, but something very important happens, and it’s probably the best part of the game’s design. Nevertheless, the “oh my god this is so well designed” reaction can only reach new heights when you find out about the connection between Freelancers and mastered jobs.

        When you reach the maximum level of a job, it’s considered to be “mastered” by that character. At the start of the game, the Freelancer job is pretty lame: you can equip anything, but you don’t really have any abilities. Later on, you can mix and match any two abilities you like.

        Now, by default, you can use all the passive abilities of a job when you’re using it, without taking up your second ability slot. A Monk can use Counter without equipping it, and a Thief can use Sprint the same way. But when you’ve mastered a job, this ability extends to the Freelancer job. If you master both the Monk and Thief jobs, as a Freelancer, you’ll have both Counter and Sprint innately. On top of that, you get the best of their innate stat boosts, too. So you get great strength, stamina, and agility.

        So the Geomancer job may have a pretty lame ability (and some helpful passive abilities), but it only takes 175 ability points to master it, as opposed to something like 600 for the other magic jobs. That means a really easy boost to your magic stat towards the end of the game for your fighters. The other magic jobs, for obvious reasons, give better stat boosts than the Geomancer job, so your Summoner/White Mage won’t get much use out of mastering it.

        Playing the end of the game as a dual-wielding Ninja with the Ranger’s Rapidfire skill is pretty awesome. But playing the end of the game as a Freelancer, with Rapidfire and Spellblade, and the best stats and skills of the Ninja, Ranger, Geomancer and Mystic Knight is amaaaaazing.

————————————————————–

The Final Fantasy V And Update-related Section Of This Post

Looking over yesterday’s post, I had a quick thought about the characters in Final Fantasy V, who are interchangeable from one another barring a few minor stat differences - they may be roughly identical in the gameplay, but they still have their own personalities and look (unlike in FF I or III, each character has their own “look” when using a certain job) and the player defines their own gameplay roles for the characters based on your progression through various jobs and customization of the characters.

        By contrast, in FF I the party you choose in the beginning only has meaning to the gameplay, while choice of job in FF III is fluid and contributes nothing to the actual character. They may get names in the DS remake, but you can make your job level 99 Black Mage a Ninja and your job level 99 Thief a Magus, and it makes no difference.

        On a final note, which will spoil a bit of FF V’s story, swapping a character for another wholesale is a difficult thing to pull off. In the beginning of FF V, you have Galuf as a party member - he’s a tough old man, well-suited to being a physical fighter. Later in the game, your progress with his character is transported to a character named Krile - a young girl, best used as a mage. If you’ve been training Galuf solely as a Monk up until this point, suddenly you need to change the role you’ve defined for the character. On the other hand, if you know it’s coming, you can train him as a more general character such as a Blue Mage or Mystic Knight.

May 30, 2011 2 notes
#gaming #Final Fantasy
You have [3] games remaining

There’s something I’ve been working on for a few years now, but I’ve never actually mentioned to anyone. A personal quest of mine, I guess. It’s not really a secret, I’ve just never bothered to explain it. I told someone yesterday, though, and I think he was impressed, so I feel like posting about it now.

        My goal is this: play every game in the main Final Fantasy series to completion. A dozen games right now, thirteen if you include FF X-2. I’ve finished some of the earlier NES titles in 20-30 hours, but the newer games are easily twice as long. More if you run around doing sidequests and finding secrets, which I tend to do. I’ll post my final times when I’m all done, but let’s just say I’ve put hundreds of hours into this series.

        At the moment, I have three games left to finish: Final Fantasy V, Final Fantasy VI, and Final Fantasy VIII. I’ve put a few hours into FF V already, but I haven’t started the other two at all. At a wild guess, I’d say 40 hours each for FF V and VI, but VIII could take a while longer than that depending on how much extra stuff I do. It’s looking good, though - I think I can finish before the end of the year, even if I get a job for the summer.

        I don’t know for sure when I started doing this. I think it was a little over a year ago that I told myself I’d actually finish them all, but it was a few years before that when I decided to collect all of the games. I still remember when I got each of the games, but the thing is - I rarely ever finished them. I actually did complete II, VII and IX before dedicating myself to it. But since last spring, I’ve finished FF I, III, IV, X, X-2, XII, and XIII. Most of those games only took 10-20 more hours to finish from when I’d stopped playing, which may sound ridiculous if you don’t play RPGs, but it means I was pretty close to the end.

Here are a few things I’ve learned so far:

  • Basic plots can work, over and over again, as long as they’re well executed - you can make a dozen “go save the world” games, but if you make the player an integral part of the story and give them compelling short-term goals, they really won’t care (good examples: FF VII, FF X - bad examples: FF XII, FF XIII)
  • When the player takes control of existing characters, choose your “protagonist” carefully - the player shouldn’t feel like someone else is doing all the important work, but making the protagonist a supporting character can make things really interesting (Yuna is the most important character in FF X, and it’s her job to save the world, yet Tidus is the protagonist and manages to be integral to the story anyway - Vaan is the protagonist in FF XII, but Ashe is the only character that really matters to the story, and you’re left feeling totally unimportant)
  • Repetitive gameplay can be rescued by altering the feedback by a tiny bit - if the player has to fight 50 battles in order to get a single level up, they’ll feel like they’re making no progress, but if you give them stat boosts every 10 battles it’ll seem like they’re constantly getting stronger (FF II is great with this, while ability points in FF V and IX fill a similar role of constant feedback)
  • It takes a lot of work to make a great character, but it pays off in the end, so don’t skimp on the supporting characters - every character needs their own personality (this means you need to write well enough to show it off), a unique look to complement that, and an interesting role in the gameplay (every game from FF IV to X has a… mostly great cast, but X-2, XII, and XIII have boring, underdeveloped, and relatively uninteresting characters - they’re very pretty, though!)

        There’s probably a lot more to be said than that, but I haven’t thought of it yet. You really need to compare individual games in order to notice this stuff, because the strong points of one game can shed light on the problems of another. So even though I’m almost done playing the games, I’m nowhere near finished thinking about them. I could easily write this much about Dissidia Final Fantasy, the fighting game that pits characters from across the series against each other. I intend to write a whole lot more about the stories and characters of FF XII and XIII.

        I mean, someone’s gotta do it.

May 29, 2011 3 notes
#Final Fantasy #gaming #recap
Down with profit!

For my 300th post, I thought I’d go a little high-brow and talk about a book I’ve been reading called Beyond the Profits System by economist Harry Shutt. The subtitle is “Possibilities For a Post-Capitalist Era,” so that should give you a pretty good idea of what he’s about. I’m really not interested in economics and things like that, but I picked up the book for five bucks when I was buying a textbook, and it was certainly worth the price. It’s a pretty rough read, though - the writing is very academic, and I think it might actually be intended for use as a textbook. Considering I’ll never take the class it was used for, I can’t really verify any of what was in it. A cursory search reveals pretty much no information on it or the author, but that’s normal for a textbook.

        With all that being said, I’m going to assume the book is credible until proven otherwise. The basic idea is that the current model of capitalism, focusing solely on growth and profits, is doomed to fail and needs to be replaced for the sake of public good. First of all, there’s the matter of absurd inequality - not only do we have countries that are far more prosperous than others, but within individual countries, there are people starving to death and others making money faster than they can spend it. Second of all, there’s something called “the business cycle” inherent in capitalism: eventually profits bottom out, and in order to get back the huge growth rates of the past, there needs to be a huge recession. I won’t get into it too much, but from what I understand, the idea is that capitalism revolves around investing excess capital in order to continuously get more. But eventually profitable investment opportunities run out, because there’s too much excess capital. So then you have crashes like the Great Depression, followed by comparatively amazing recovery.

        The part that I found most interesting was a section on how companies could survive without pursuing maximum profit. Ideally, in whatever new system would replace capitalism, non-profit ownership of enterprises would be encouraged. Privately owned companies like we have now would be encouraged in different ways to not accumulate profit, such as tax breaks for distributing the money to their shareholders or employees. New companies could be publicly owned (nationally, or even locally) or owned cooperatively (for example, social enterprises). It’s hard to say which is more interesting - the problems this shows with capitalism, or the good that could be done by the alternatives.

        The way things are currently, the shareholders and so on who create companies basically receive all the profits the company makes. I.e. the people who have lots of money, get to make more money. Employees get more or less the same salary regardless of how profitable their work has become for the company. Meanwhile, the goal of the company is to do one thing: maximize profits. Doing the “right” thing doesn’t matter, unless it happens to be the most profitable thing.

There are some pretty big parallels between the business of book publishing and video game publishing, so I’ll use those as examples. Some of the similarities are…

  • most aren’t profitable, and it’s mostly a gamble on the part of the publisher that any individual product will be popular enough to turn a profit
  • the ones that do turn a profit are used to help fund the ones that aren’t
  • publishers essentially pay the creators with loans, leaving them entirely dependent upon the publisher until they achieve widespread success
  • artistic merit or quality, generally speaking, don’t matter as much as profitability
  • the price you pay for the final product includes a cut for everyone involved in its creation - the publisher takes their cut, the manufacturer takes theirs, and so on, until the actual creators receive their tiny portion
  • depending on the publisher and the terms of their agreement, the actual creator may not have much control over what they create, whether that be in the form of rights or the actual content itself

        There are probably more similarities, and there are differences too (for example, authors are usually expected to promote their own books these days) but you should see the problems here. Economically, it makes perfect sense that only the most popular products actually turn a profit. It makes sense that writers/game developers wouldn’t get anything from the sale of their product until it actually turns a profit. They wouldn’t be doing it if it didn’t make economic sense, right?

        But it doesn’t make any logical sense, or emotional sense for that matter. Authors who don’t become massively successful with their first novels are basically forced to write until they can somehow pay off their initial advance. Game developers that don’t put out a huge success are shut down, and hundreds of jobs are lost. Publishers can gamble with people’s livelihoods by deciding what books and games are published. The vast majority of the time a game developer is closed down by a publisher, it’s really not their fault - see the Guitar Hero series, wait for the Call of Duty crash, and the closure of Pandemic Studios after the release of, arguably, their best game. Then we as consumers have to pay heavily inflated prices, mainly because of things like production costs that could be avoided through digital distribution.

        This is why it’s so interesting to imagine how books and games could be funded in other ways, and in a way that puts the focus on the actual creators. I love holding a physical book, but I don’t like paying thirty dollars for a book - especially when the author gets, at best, a few dollars of that. Reading on my Kindle is wonderful, and paying ten bucks for a digital version of a book is lovely. I like to have a game’s case in my collection, too, but getting an indie game from Steam for ten bucks is almost absurdly convenient. Steam and Amazon probably take their cut from this, but otherwise, someone could create a game or a book and get actual money for it, right away. These services already exist! We don’t even need to change anything to take advantage of them!

        As for funding, Kickstarter is pretty much the perfect example, although it could probably use some more accountability from the people getting the money. The Kickstarter for the PC version (and enhanced 360 version) of Cthulhu Saves the World is a perfect example of this. They only needed $3000, but they got twice that much. Now they’re going to sell the game, and a previous game they created, for $3 on Steam. Two games for three dollars. Development funded by the kind of people awesome enough to donate $750 dollars. If you look at the page, what amounts to a “pre-order” of the game was originally $24. They only needed 125 people to pitch in $25 in order to fund the game, and they got 110. The other fifteen people gave fifty dollars instead. And I’m going to get the game for three bucks! I really want to donate $25, but three bucks is a lot better for my budget :(

        It’s probably a little bit harder with books, but I guess a great idea for a game could easily turn out badly, just as a great book idea could be poorly written. Even so, you create a Kickstarter or something, ask people to pay for the product in advance, and then you have enough money to survive while you’re creating it. Everyone wins in this situation. There are, literally, zero downsides. Except for publishers and retailers, who are no longer necessary in this system. Darn.

        Just to wrap up, think of it this way: if you were a self-employed game developer or writer, you wouldn’t really need to “profit” from what you make. As long as there was enough money coming in, you could pretty much keep doing what you love forever. No need for a fragile salary based job, no need to worry about publishers, just a direct connection between the money and the creation of the game.

What a beautiful world such would be… - The World Ends With You

May 28, 2011 6 notes
#economics #gaming #writing

I’ve collected some links to post, but there’s something personal I’d much rather post so I’m doing that instead. It’s not the least bit interesting, but if I’m going to be selfish and talk about something uninteresting, I may as well give people the choice to hear it or not. I feel bad whining about stuff to people I know, anyway, so here’s me avoiding that… while also doing it in the most economic way possible. Hah!

        Oh, and if you were terribly excited about me posting poetry, I don’t have my hands on it yet. You’ll see it when I do, though.

        So anyway, I’m still unemployed. In theory, that should be great, because I “could” sit around all day and play video games and just enjoy life. Then when I magically get a job, I’ve already had my vacation in advance. Problem is, that job isn’t coming along, and it’s getting harder and harder to keep looking. There are no metaphors severe enough to describe my rapidly sinking standards, but still, no job. The odds get worse the more time goes on, really: January was probably prime time for applying, April was probably an ok shot given that I’d have four months of work, and the start of June is really pushing it.

        It’s very easy to be pessimistic and say “nobody wants to hire me in a full time position for three months,” or “nobody is really hiring at this point anyway,” and things like that. It’s also easy to be a naive teenager and say things like “well, I might make two thousand bucks, but if I finish university with only two thousand bucks in debt, I’d be pretty happy.” Plus those things are a lot more fun than applying for jobs endlessly, either sending out e-mails or walking in and asking a manager if they’re hiring. That’s mainly just to make me feel better, though, and it feels a little bit false anyway.

        The whole crux of the problem is that my mom is being overly rational and future-oriented about all of this. I wouldn’t really be stressed out about not having a job if I didn’t have someone breathing down my neck saying “well what are you going to do? take the summer off and play video games? go on a trip with the last of your money and not be able to afford to do anything while you’re there?” My mom is awesome, first of all, so I’m not about to say “yo screw off MOM, I’m an ADULT NOW RAAAH.” It’s not that she doesn’t have a point, either. Even so, this cycle of feeling-good-and-applying > not-getting-the-job > feeling-terrible-and-useless > not-applying-to-jobs is not that great.

        Having money would be great, and jobs give you money, so in theory that would make having a job great. At what expense, though? Do I really want to flip burgers for three months?

        Anyway, you’ve now been spared the trouble of thinking of something new to say about this whole topic. Not for the first time, probably, since I don’t have much else to talk about lately. There are more jobs to apply for, and I’m sure one of them is finally going to be the one I get, but I’m not really feelin’ it.

        I’ll at least try to feel better about that, though. Makes life easier.

May 25, 2011

I watched Thor last night, and it was pretty good. Made my dad stay around so we could see the post-credits stuff, with the other nerds. I think they’re getting better with the whole comic book adaptation stuff - the first Iron Man, the Hulk movies from 2004 or whatever, most of those felt pretty incomplete. Iron Man 2 and Thor don’t really like an advertisement for the comics, or some kind of abridged version like novel adaptations. So that’s all good, and I would recommend seeing it for sure.

————————————————————–

        Apparently my dad found a poem I wrote about the Halifax Explosion some years ago, and an unbiased third party told me that it was really good. He’s mentioned recently that I wrote such a thing, and I was slightly skeptical… But he told me enough about it that I accept it as a thing, so I’ll post it soon for you guys.

        I actually wrote a number of other poems in junior high, mainly for/about Brittany. Perhaps luckily for you, they’ve all been lost. Eaten by my dog, actually. But I think a few of them were really, really good - to the point where I actively wish I could find them again. I remember a few lines, themes I used… It’s incredibly frustrating to know that I wrote these, but all that’s left is the little bits I remember.

        I mean, if everything I’ve written on here were to disappear, I wouldn’t think years later “wow, that was some great stuff, I wish I could show it to people."  I accept the possibility that if I were to find one of these poems, they wouldn’t be as good as I remember. Even so, I just feel like one of the best things I’ve ever written was eaten by my dog. That’s a crappy feeling, man! At least I’ve got the one, anyway.

May 24, 2011 1 note
Eve Victus: Abortionevevictus.tumblr.com

remnoca:

evevictus:

I had told Cameron a while ago that I would make a post about my views on abortion. I’m finally doing that! First of all, I’m against abortion. There are many reasons to why I’m against it.

http://www.angelfire.com/ca/trance12/abortion.html

All of those facts are true. I did a lot of research,…

Right, I’m in a pretty argumentative mood, so I’m going to call this website out on its bullshit with its stupid fucking shitty music in the background and the spam of god-damn christian propaganda.

  • A fetus, at as little as ten weeks old, already has all major organs in place and functioning, has developed or is developing these major organs, and features such as fingers and toes. The fetus has also developed a brain AND a complex nervous system, thus respond to stimuli and even feel pain.

Right, this here is wrong wrong wrong.

At ten weeks the embryo becomes a fetus.
This ‘article’ has already shown that they’re going to play with their words and that they’re anti-choice.
[Most pro-choice articles don’t give you bullshit, they’re not pro-abortion, they want people to have a choice and they generally have no/less bias because of certain things like religion. ]

Edit: I’ve found a back-up of the article: http://www.plannedparenthood.org/files/PPFA/Facts_Speak_Louder_than_the_Silent_Scream_03-02.pdf

I’m so glad I wasn’t wrong about that website. I mean, it’s on angelfire. That alone was enough to keep me from looking at it, never mind my fairly solid belief that people should at least be able to make their own decisions on what’s right for them and their (potential) family.

        Also I didn’t read any of the rest of what you posted from that article because the formatting was terrible. But it’s ok, really, because I don’t really want to argue about abortion. Realistically, most people aren’t ready for kids or will just be terrible parents. You could argue about the joys of being a parent and so on, but I don’t think bad parents feel that stuff. Kids know when they’re resented or unwanted, and it’s awful to raise a child in such an environment.

        In short, if everyone had good parents, everyone would be awesome and life would be great.

May 23, 2011 6 notes
Pee-Ess-Pee

I got a PSP recently, and I just finished FF VII: Crisis Core today (great game, a lot of its features and aesthetic were carried on to FF XIII, but even Sephiroth is more likable than everyone from the latter). I’ve been playing a lot of Dissida 012, too, which is also great and probably the only fighting game I’ve ever loved. Mainly because it’s pretty much 100% an RPG.

        The third game I own, which I bought in order to snag a $50 discount on the cost of the PSP, is Dynasty Warriors Strikeforce. Let me tell you about this game. It’s going to be a lot less funny to read about, but I’m going to write it anyway so I never forget.

        When you select “new game” from the main menu, you’re given the choice between three dynasties. There’s a green guy (benevolent), a blue guy (likes talent?) and a red guy (noble, possibly evil). The nice guy sounded like an ok dude, so I picked him.

        Then I had to select from one of ten other guys. Wait, what? There’s a bunch of stuff that doesn’t make any sense until you start playing the game, so you just pick a guy that looks cool. I picked a guy with a big sword and maybe a spear hidden somewhere. Apparently, his name is Mu Chao.

        For choosing the green guy, I got to watch a little cinematic about how he wants to help people and some warriors united under his banner. Then the narrator tells you “they gathered together and rose up like a dragon.”

        Ten seconds later, they start glowing, turn into a dragon, and fly away.

        A clear sign that this game is going to be well worth the negative ten bucks I paid for it. The ancient Chinese art of “turning oneself and companions into a dragon.” A lost art, obviously.

        Some general tells you to go check the notice board, so you do, and there’s a mission to go beat up some bandits. Great, tutorial mission!

        Or not, because the game doesn’t tell you the controls. In fact, it doesn’t tell you anything. You just press buttons and people die. You get points the more people you slaughter, and at the end of a mission, your points are converted into something else and you get experience points. I levelled up, and either because of that or from the mission, I gained proficiency points in a few weapons and ability points (defense, attack, life, etc.) and I still don’t know what any of that means.

        Will I play this game for more than an hour? Who knows! As long as it’s easy and silly, it could be worth firing it up every once in a while.

May 20, 2011 2 notes
#gaming
“If all existence is a dialogue, how is it there is still so much unsaid?’
’“Against a broken heart, even absurdity falters.”’
’“Because words fall away.”’
’“A dialogue of silence.”’
’“That deafens.‘”
—Steven Erikson’s The Crippled God, p. 12
May 19, 2011
Critical misunderstanding of video games

Speaking of the creator of AVALANCHE, he’s got a long (but very interesting) article about the consumption-based nature of the gaming industry and the problems it’s causing. It’s called Of Games and Swine, for some reason, and I do recommend you read it. The crux of the issue is that not only are most gamers critically unaware of the medium (like the kind of people who only watch summer blockbuster films), nearly all the critics are, as well. I think this sentence about sums up the problem:

Our standards for professional videogame reviewers in this industry end right after “do you really like playing videogames and do you know how to write?”

        Either most people don’t look at games as something with the same critical depth (not a great term, but hopefully you get the idea) as other mediums, or the people who do understand these things aren’t sharing their knowledge with enough people. It’s pretty easy to learn how to critically analyze a film or a book, but that’s not the case with games. But that doesn’t mean there’s nothing to analyze. The people who understand these things are going to have to explain it to the rest of us, so we can all get past the basic, literal understanding of the games we’re playing.

        For the most part, any time someone tries to critically analyze a game, they limit themselves to tools available from other mediums. It’s easy to analyze the music in a game, or its art, or its writing. But few people seem to understand how to analyze the gameplay, or the level design. Or they just aren’t doing it in public. I’ll admit that there are probably plenty of games designed simply based on how player feedback - “oh, they tend to run out of ammo here, we’ll have to add a supply station” - but that doesn’t mean every game is designed without any deeper meaning.

        One final note on this, Clint Hocking (known for Splinter Cell: Chaos Theory, Far Cry 2, and being a super smart guy) is one of those people with the knowledge to critically analyze a game. I actually don’t know where I read or heard this, but it’s probably somewhere on his blog… Anyway, he mentioned somewhere an encounter he’d put in one of the Splinter Cell games where the enemy soldier begged for his life and mentioned his family. From what I understand, you can either kill enemies or simply knock them out, and the idea was to make the enemy more than just a tough, anonymous grunt. Then he said “if one single person even understood the reason I put that there, I’d be happy.” Out of hundreds of thousands of people who likely played the game, he figures not a single one will understand what he was getting at.

        Turns out that a number of people did get it, and have spoken about it in various places, but I can’t decide which is more tragic: the fact that we don’t truly understand the games we play, or the fact that the brilliant minds behind them don’t take the time to share their knowledge. If they would collaborate, create a place to share knowledge and spread the kind of critical understanding that allows them to make great games… If such a thing were to happen, I’d say it would only take ten years to establish the kind of widespread critical understanding found in other mediums.

May 15, 2011
#gaming

It’s Sunday, and I have Some Things for you! First, some good news: PSN is back up in the US and Canada, coming with a firmware update that does nothing but inform you that you should change your password.

        Next up is FromWhereToWhere, a firefox extension that “threads” your history, showing you how you got to a specific page. As in, if you were on your dashboard and click on the link for the extension, then go to wikipedia, then go through a bunch of articles, it would show each of the steps along the way. I used to use TreeStyleTabs in a similar way, but this is far more useful. I highly recommend it. If you’re worried about security, they say it just uses firefox’s existing history tracking. Theoretically, you should be able to use it on older history as soon as you install it.

        On a much more niche note is AVALANCHE, a fan-made brawler based on Final Fantasy VII and starring Tifa for no real reason. This game actually introduced me to OCRemix, as it uses music from the stellar FF VII remix album, Voices of the Lifestream. It’s a decent game, and if you actually want to try it out, there’s a recent beta available on the creator’s website. You may also want to download the font changing mod here.

        Back to general interests, I’d like you to watch the Extra Credits video from last week, Gamifying Education. If there are any teachers you particularly like, you should share it with them. If there are any teachers you dislike, you should definitely share it with them! I doubt one video on the internet is enough to reform the education system. However, it’s more than enough to help individual teachers, and that’s better than no progress at all.

        Also on The Escapist is an older Extra Considerations article about console gaming. Extra Considerations has Yahtzee, the writer(?) behind Extra Credits, and another smart guy called Movie Bob discussing various topics in gaming. Guest writers come in sometimes, too. Anyway, this particular article is all about how little innovation there is in the industry, and how the Wii came and went without many games actually using its controller for anything interesting. Also, how video games shouldn’t be limited by what the player can physically do in real life. Could you play Final Fantasy VII with Kinect? Of course not, because you can’t jump fifty feet in the air or use a sword as tall as your body.

———————————————————————

        Wrapping things up, I’ve got an anime recommendation: Mahou Shoujo Madoka Magica, aka Madoka Magica. I don’t want to say a lot about it, because it’s best left as a surprise, but check it out and don’t be fooled by the cute and cuddly exterior. It’s not on crunchyroll, sadly, so you’ll have to find it yourself. This tiny paragraph doesn’t do it justice, but I liked it a lot and I think it’s worth your time.

May 15, 2011 2 notes
#links #firefox #gaming #anime
The Attic And The World Of EmotionsSadist

It’s been a looooong time… since I’ve done a music post, that is. I’d kind of forgotten about doing them, until I started going through my archive last week. So today I bring you The Attic And The World Of Emotions by death metal band Sadist!

The first songs I listened to by Sadist were from their latest album, Season in Silence, and I liked them immediately. Off the top of my head, their other albums haven’t grabbed me as much, considering I don’t remember them much. But I really like Season in Silence, and the rest is at least good enough. Or I haven’t listened to them enough.

Lyrics here, because I still like DarkLyrics and viewing an entire album at once is awesome. How am I supposed to read a concept album’s lyrics, or notice some recurring theme, if it isn’t all on one page? Come on, internet.

May 13, 2011
#music
May 12, 2011 3 notes
#writing
eeeeepcrunchyroll.com
May 11, 2011
#anime

So instead of being productive last night and this morning, I went through all my old posts and tagged them. Then with the help of my lovely assistant, Vael Victus, I edited my theme a bit to add a link to my ask page (which has always existed, but never been used, because I never mentioned it and didn’t know how to create a link in HTML) and a tag cloud on the left to make use of those wonderful tags.

        I wish I could embed the cloud in a post, as a way to show you all the tags, but I can’t think of any way to do that. So go here and wait for them to load, over on the left. Then click the tag you’re interested in!

        I just need to remember to tag all my future posts, so that the tags continue to be useful. If you don’t share every single one of my interests, it’ll save you from having to read through absolutely everything I’ve ever posted. My only regret is that by trying to avoid making multiple posts per day, I’ve made a lot of posts that cover multiple subjects. So you’ve got posts that are tagged with anime, books, links, and gaming. If you’re looking at the books tag, you’ve got this giant post and only the last paragraph really matters to you. Sucks for you, I guess.

        I still need to fix up the colours, and then I’ll be marginally happy with the design. Actually, I’d be happy with the design if the colours weren’t atrocious. FINISHED! Still, now I’ve got tags and you can see them and use them maybe!

May 9, 2011

This post is going to be really short to make up for the last one being really long. I didn’t realize how long it was D: But that’s ok, nobody was forcing you to read it.

I’ve been “relaxing” a lot recently, which is to say “doing anything except working.” At the moment, the work I need to do is:

1) Get a job

2) Work on the experiment I’ll be running in the fall (write 62 more sentences, work on ethics proposal)

So this is me admitting that I’ve been screwing around for a few weeks and need to stop for a little while. Sadly, these two things are more important than writing beautiful tumblr posts, playing video games, and watching anime.

I’ve set up LeechBlock to keep me in line again, and now that I’ve publicly stated my responsibilities, I’m hoping for some help in sticking to them. So my job is 1) and 2), and your job is 3) abuse me if I tell you I’m not working.

I’ll be back in a week!

May 8, 2011 1 note
Bad Writing Showcase 1

I’m calling this Bad Writing Showcase 1 because I can’t think of a better name, even though I hope there won’t be a Bad Writing Showcase 2. Still, I could screw up another post, and I could also showcase writing that isn’t mine. Bad Writing Showcase 1 just gives a better sense of closure than “Bad Writing Showcase.”

        Moving on. Below is a post I wrote a little over a week ago, which I never published because I felt pretty bad about it. I spent a lot of time writing it and trying to make it good, but as it is now, it can’t be what I want it to be. I’d have to do a complete re-write of it (my old Persona post is in a similar situation) and I just don’t really feel like doing that. When I say it isn’t good, what I really mean is that it isn’t good by my standards - I know I can write better than this. I’ve made these same mistakes before, and learned how to fix them. In fact, it’s eerily similar to the MacBeth essay I wrote. I’ve also made the same mistakes a ton of times in other blog posts, but it’s getting to the point where I need to do better.

        Much like my MacBeth essay, if it’s taken paragraph by paragraph, the writing is pretty solid. But much like my MacBeth essay, it was written without a thesis or an outline. It’s just a bunch of slightly related thoughts strung together, with a sloppy introduction and conclusion that try desperately to make some cohesive point out of all the individual paragraphs. It’s ok to sit down and throw out a big rant, because I can post whatever I want and who cares if anyone likes it or thinks it’s good? But I kind of want to take things I’ve written and say “hey, look at this, it’s really damn good and incredibly smart.” Also I fantasize about being paid to write smart things for video game blogs but that’s a risky proposition. So, in short, if I wanted to do those things, I would need to apply all my knowledge about writing to at least a few posts.

        That means taking the time to plan out my thoughts in advance, starting with a clear thesis and making sure everything I write serves to support it, and revising to fix the messy spots. I’ve been working on that for a while, and I’ve got a couple sheets of paper covered in notes for when I sit down to write one of these wonderful posts. It’s getting to the point where the individual paragraphs I had planned are becoming essays in their own right. I need to get other things straightened out first before I can start writing seriously, though.

        Anyway. I’m not going to go through this and point out everything that’s wrong with it, because I wrote it and I don’t want to tear my own work apart. Plus I don’t want to be tempted to improve it. I may start over at some point, but for now, it’s testament to the day I realized I can’t expect perfection to simply flow out of my fingertips. If you’re really bored, check out older posts and see how I couldn’t find a way to write a solid conclusion because they suffered the same problems.

——————————————————-

Gaming and the mainstream

Inspired by a MovieBob episode I overheard my brother watching, in which he has the following to say about film critics and the general population:

It’s often said that the problem with film critics is that we’re out of touch with normal people, because we see hundreds of films a year and thus get tired of formula quicker, and bored more easily, than people who only see a dozen or less. As such, we tend to overpraise certain films for things like narrative abstractions, explicit sexuality, taboo subject matter, or creative violence, because we’re just desperate for anything that surprises us - and conversely that we’re overly dismissive of otherwise solid films because they aren’t different enough to keep us awake.

        He mentions gaming, as well, to say that if every gamer were like Yahtzee or the Extra Credits crew, we wouldn’t get things like Halo: Reach (as he called it, just Halo 3 with a jetpack added). I don’t think that’s anywhere near as interesting as a subject, though - it’s just simple economics, and it applies to games, movies, books, television… If it sells, you make it, even if it’s derivative/unoriginal/starting to get stale after eleven iterations/not even that good/etc.

        Gaming is in a worse position than other mediums, because it doesn’t have the long history of great examples that break the mold that other mediums have, and it’s still a commercial industry at its core. Most games today are made as merely average commodities, as opposed to the exceptional (Portal 2) or the intellectual (), and that’s just how the industry is right now. There’s nothing wrong, per se, with making your game based on mechanics or “fun,” but it’s not really enriching anyone’s life if you have nothing interesting to say beyond “look how realistic our explosions are!” If you don’t have any issues with that, by all means, make what sells.

        But what I’m really here to talk about is the gaming public (your parents, perhaps your children, your co-workers who don’t know what a ‘source engine’ is) and the way they’re different from gamers. It’s not just the gaming media that have completely different ideas and expectations about games from everyone else - the gaming media is for gamers, by gamers, and we share their ideas and expectations. Perhaps it would be more accurate to say that they share ours. But to be accepted as a medium and an art form, games are going to have to deal with the radical differences in its audience. Things are better than they used to be - smartphones and the Wii have brought gaming to the general public, but compared to books and film, it’s still a niche.

        People like your parents and your “non-gamer” co-workers and friends probably play as many video games per year as I watch movies: a handful at best. “Gamers” either play or keep up with more games per year than so-called “non-gamers” have played in their entire lives. We may scoff at minigame collections for the Wii, or cry that “Angry Birds is just a reskinned version of a flash game I played years ago,” but for the average person, these are totally new to them. We may have played similar games in the past, perhaps even better games, to the ones “non-gamers” buy in droves. But there are only a few million “gamers.” Meanwhile, there are billions of “non-gamers.” Very few developers can afford to cater to the gamers now, because the audience isn’t big enough to sustain the costs of development for modern systems. Of the few million gamers out there, how many only buy strategy games? How many only buy shooters? Each genre has its own niche audience among the greater gamer population, while “non-gamers” don’t even know what those terms mean - they just buy the fun games.

        Hollywood makes films for people who only watch a few movies per year, and film critics complain about it. But film is accepted as a medium because the average person still watches some movies, and they’ve probably even watched a few really good ones. The absolute gems of film are just as accessible to them as the summer action films - all they have to do is buy a ticket (or DVD) and sit down to watch. Video games still aren’t accepted as a medium because they’re foreign and strange to most people, who only play those few accessible titles. The difference is that games made for people who have been gaming for years are NOT as accessible as Wii Sports Resort, and the average person can’t get over that hurdle. My dad will occasionally take our Wii and Wii Sports Resort with him when he goes out, and play it with people who have never even seen it before. Could you do the same with Starcraft 2 or The Witcher? Of course not, because they rely on you knowing a lot of other things that you’ve learned from previous games.

        (Side note: among the people who play games on their computers at all, I would guess that the proportion of “gamers” to “non-gamers” is far more skewed than that for dedicated gaming consoles and handhelds, making core games and complication the rule rather than the exception)

        MovieBob said that film critics are “out of touch” with normal people, but he went on to justify that in the context of a film critic. To him, being out of touch and having higher standards for films is no problem, because it leads to a greater appreciation of the medium that “normal people” don’t get when they only watch movies like Transformers 2. But that justification only works if you care about film as a medium, and aren’t one of the people who just want to see something fun or interesting. Hopefully something fun and interesting that blows up. The average person will still see the film critic as out of touch, because to them, Transformers 2 was still fun to watch, and the film critic is just too jaded to enjoy it.

        So what happens to video games? A medium built on us, the gamers, all of us out of touch with what normal people can handle? If you tell someone who hasn’t been gaming for years to “press the L3 button” on a PlayStation controller, they’ll just glare at you. Using a piece of plastic that has four directional buttons, four face buttons, four shoulder triggers, two analog sticks (which press down to provide two more buttons) and now three “control” buttons (start, select, and the PS/X button in the middle of 360 and PS3 controllers) is not a skill most people have. Swinging your arm to swing a sword is much easier to understand, with the next best thing being a button that says “kick” used to make your character kick. Why is it any wonder that normal people like my father can play games on the Wii or in an arcade (granted, not very common these days, but they can handle it), yet he can’t figure out how to watch a movie on my PS3… or how to turn it off afterwards?

        And now, I realize the solution is incredibly simple. Just wait. In another decade or two, everyone will have grown up playing video games. Problem solved. When most people were illiterate, books didn’t have much widespread acceptance as a medium. “Moving pictures” were probably incredibly frightening to people who didn’t grow up with them. Now that video games are in the hands of an audience at least ten times the size of what it used to be, it’s only a matter of time. Yes, video games are complicated. Yes, most people don’t understand them. But that’s changing, as more and more games fall somewhere between “dead simple” and “requires fifteen different buttons to play.” Before long, there will be plenty of games for people of every skill level, and then the medium will be accepted by the general public.

May 6, 2011
#writing #gaming
Video Games Live Ottawa

On friday I had the wonderful pleasure of experiencing Video Games Live - basically, music from video games performed by an orchestra (with choir). First of all, holy crap, the music was good on its own. When you knew the piece, that was just a bonus. Second of all, it was a pretty sweet event all told, music aside - they had booths from Microsoft and Sony, demo hardware, a Guitar Hero tournament, a costume contest… It’s pretty much the closest thing to a gaming convention Ottawa will ever have. I highly recommend you see them if they’re playing in your area.

        Let’s move on to the summary of all the fun I had (that you didn’t :( ), shall we? I don’t know about you, but that sounds great to me! From what I understand, here’s what Video Games Live does: play shows anywhere there’s an orchestra willing to play the music, with video accompaniment of cutscenes and gameplay from the games. They travel around and play with local orchestras, playing an assortment of the 80 or so songs the creator has arranged for the project. They try to play different songs everywhere they go, so it’s worth going more than once. They take suggestions on songs, too, so if I got to choose I’d love to see Assault of the Silver Dragons from FF IX, or Eternity ~ Memory of Lightwaves ~ from FF X-2, or even Destati from Kingdom Hearts. I would have been the happiest boy in the world if either of those were played.

        Well, life is full of minor disappointments. They played lots of other great stuff, though! In no particular order, they played a medley of retro games (Joust, Centipede, Ghosts ‘n Goblins, etc.), the opening sequence for Assassin’s Creed 2 (literally, they played the video behind, and did the music as it played), a similar video-and-music arrangement for God of War 3 (not sure if the video is from the game or not, as I haven’t played it, but it showed stuff from all three games so the song may have been a mix as well), an arrangement of songs from the Halo series, a medley of vanilla Megaman songs (from Megaman to Megaman 10, but no Megaman X or any of that stuff), an arrangement of character themes for Street Figher 2 (if Guile’s Theme is in SF 2, they played it) a piano medley of Final Fantasy songs (this made me so happy, I knew every song XD), a piano medley of Mario songs (half of which was played while blindfolded, and received the night’s first standing ovation), and maybe a few others I’m forgetting… There’s more, but the others bear special mention, so I’ll get to that.

        They picked two people out of the crowd to compete for a high score in Frogger, while the orchestra played the background music. The ultimate winner was a man lovingly nicknamed “Jesus” by the crowd. Jesus only hopped on the lady frog once. What a great monogamous example for us all.

        After the intermission, the winner of the Guitar Hero tournament was brought on stage to play a song alongside the orchestra (on Guitar Hero, obviously) - if he could score 175,000 points on Hard, playing Jump by Van Halen, he’d win some stuff. His response: “I want to play it on expert!” He got 200,000 points in the end. Pretty cool.

        They also played Baba Yetu (the song from Civilazation IV that won a Grammy, the first for any video game), accompanied by the original singer for the song, because apparently he’s from Toronto. Pretty sweet.

        The vocalist for all the songs was Laura “FluteLink” Intravia, who (I think) was recruited by the group after they saw a skit she’d performed and uploaded to youtube. She did the skit live, with a plush Navi over her shoulder, which was cool.

        Now I’ll give you three guesses what the finale was. Here’s a couple of hints: the title ends with the word “angel”, it had to be played by an orchestra and a choir, and it’s more than ten years old.

        If you called it before the end of that sentence, congrats. If you didn’t, you need to brush up on your gaming history and dust off a copy of Final Fantasy VII - the finale was One Winged Angel, and it was great. Lots of people did their best to sing along, mostly poorly, because who remembers all the lyrics anyway? You know, except the Sephiroth part. While it was an obvious choice for the finale, that certainly doesn’t make it a bad choice, because it was a totally fitting finish.

        Everyone stood and cheered, and a chant for one more song rose up around the room. It continued for a minute or two, and died down a little when it started to seem like we weren’t going to get it. Then it got a bit stronger, and finally they came back for an arrangement of music from Chrono Trigger and Chrono Cross. Everyone pulled out their backlit screen of choice (DS, cell phone, PSP) and waved them around. Probably looked really, really awesome from down on the stage. One guy was waving a laptop. A couple of the guys we’d met up with while we were there waved the copies of Chrono Cross they’d bought just before coming to the show. Lucky bastards got them for twenty bucks…

        All jealousy aside! After that song was done, everyone stood again and clapped and clapped until they said “if you guys keep standing, we’ll just have to keep playing!” Spoiler: we stood. For our second encore, we got a rendition of Still Alive, with lyrics up on the big screen for the two people who didn’t know them already. Everyone sang along, and it was great.

        Everything about it was great.

May 3, 2011 3 notes
#gaming #music
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