Afterellen vs. Maxim, round n + 2

May 15th, 2009 by Brianna

Afterellen’s Hot 100 list came out earlier this week. Maxim’s came out a day later. AE published a hilarious comparison of the two a day later.

Salient features of the AE list:

  • Portia is #1!
  • Lena Headey’s request was answered (#3).
  • The separate 10 hottest WOC, woman over 40, and out women lists predictably caused the 100 list to contain more people from those categories.
  • Jill Bennett’s stay in the top 5 was short-lived. (Yes, it was a bit weird having her there, but I’m still sad!)
  • Math Geek alert! I think Jennifer Beals and Leisha Hailey are now tied (at 3.33) for highest average.
  • This page contains the hottest photo of Lucy Lawless ever!

I’ve already commented on the futility of comparison between the AE and Maxim lists, and I still think it still stands. Yeah, yeah, we know, gay women watch gay TV shows, and Maxim editors make their picks while drunk. (Another interesting tidbit from that page – one of their criteria is ‘hotness’ as in ‘how hot is their career?’ So… the popular people are guaranteed to win!)

I have just three further observations:

A. Certain AE readers: It’s just a couple of silly lists. There’s no way anybody can say that one list is ‘hotter’ or ‘narrower’ than the other. And the relative hotness also is not a personal insult to you! So just look at the pictures and be happy, please?

B. All of the Maxim pictures were of the women in lingerie. Which isn’t as hot as they think it is. It’s just boring. And objectifying.

C. Sarah Warn must feel really weird counting the votes. AE staff exclude themselves from the list, of course, but you just know people vote for her (and Lori), anyway. I’m imagining her sitting in front of her computer, deleting her votes, <Sarah Warn voice>”Dammit people! Stop voting for me!</Sarah Warn voice>

Anyone But Me – Episode 7

May 12th, 2009 by Brianna

It’s back! Anyone But Me – Episode 7 is here.

Aaaaand we’ve got drama! Or at least drama, ABM style.

Episode 7 was the mirror image of episode 4, only more so. Both began with Aster and Vivian in bed together. In both, there was a party, which Vivian did not want to attend. And both ended with a fight. In ep4, Vivian was sad and hurt that Aster didn’t want to spend time alone with her. In ep7, Aster is more than hurt – she seems almost devastated. She says “I won’t be the friend again. Not even for you.” And she walks off. It seems this has happened to Aster before. And she won’t let it happen again.

To make things even worse, there’s something… not really flirting, but just something, between Vivian and Sophie. (Don’t do it, Vivian!)

I was hoping (but not really – that would be boring!) that this wouldn’t happen. It almost seems inevitable, though. Vivian was completely out in NYC. She moves, and she’s not out anymore. I get the impression that it took her a long time to come out in the city – perhaps she didn’t start with Aster until after she was out. Now, she wants to do it slowly all over again, but Aster’s not having it. It’s almost like Vivian is trying to start a new relationship with Aster right on top of their old one.

Fascinating.

I personally can’t blame Vivian. New places are scary, especially for an introvert like Vivian (or me!). I can hardly blame Aster, either – she is ‘right’, after all. It’s just life; a bad situation.

Things that were wonderful:

  • The opening mirror shot – which, now that I think of it, reflected this episode’s relationship with ep4!
  • The aunt’s question. I take it she bit her tongue and said something else?
  • Archibald. Can’t dance. That was so me, it’s not even funny.
  • The overall feeling. I know I’ve said this a million times, but it’s even better than ever. Some of the early episodes had scenes that just seemed… awkward, especially in the camera and sound work. This episode had no such problems.

Things that were not-so-good:

  • The scene with the Dad and Aunt seemed out of place. I wish there was time for more about Dad, but you can’t have everything!
  • Is Jonathan really that big of a jerk? Yuck.

Little touches that made me laugh:

  • Archibald trying to dance.
  • Aster’s relationship advice. “She knows.”
  • The expression on Jonathan’s buddies’ faces when Sophie started going off.

Little touches that made me cry:

  • Vivian pushing Aster’s hand away from her waist as they walked into the party. It all went downhill from there.

Amazing as usual.

IRMouse update – One Last Time

May 9th, 2009 by Brianna

I am apparently quite stupid, and released the IRMouse code with a serious, serious error in it. (The whole thing wouldn’t work. At all) So, on the off chance that someone actually downloaded it, they’ll need to again.

Whoops!

Sampi: Useful Compexity

May 2nd, 2009 by Brianna

One of the more interesting concepts I’m trying to implement in Sampi is one I’m calling ‘useful complexity’.

There are two basic schools of thought when it comes to item distribution in CRPG games. The first is the ‘puzzle’ mentality. If you find an item, it’s meant to be useful. You usually need to find and collect most of the items in an area before advancing, and certain distinct items are needed to continue in the game. Adventure games, most interactive fiction, and some other games (Resident Evil comes to mind) adhere to this quite strictly. It simplifies things, as there’s no way for the player to become distracted from the goal.

The other mentality is the ‘flavor’ pattern: Add as many items as reasonably possible to create a sense of immersion. The ‘Elder Scrolls’ series of games is a good example along with most roguelike games, as well as some games with procedurally generated content, such as ‘Elite’ (The old space-trading game). These games have many, many items, more than the player could ever collect or even see. But most of these are just for flavor. They serve no function, enough so as to be entirely useless. There might be 20 swords at a shop in Morrowind, but you’ll only want the best one. The rest are dead bits. There might be 30 commodities at a space station in Elite, but you’ll only care about the one with the best price difference to the next station. And Every time you come across a new piece of armor in a roguelike, you check to see if it’s better than the one you have. You’ll only trade up, so by the end of the game there are hundreds of discarded armor pieces left lying around!

There’s complexity, to be sure, but it’s all fluff. The ’solution’ is still a puzzle. You still have to find the ‘best’ item. And now you have to sort through a hundred lesser ones to find it. While these extra items can add interest to a game, make the virtual world a bit less artificial and sterile, I can’t help but think that it might be possible to do more with all of these items. Instead of having plates sitting on the shelf, make the characters use them, and have them become annoyed if plates aren’t available. Rather than having several hundred weapons, out of which only a dozen are useful, give the characters preferences for them, make them useful in different situations, make them break often enough to cause real problems. The complexity needs to be made useful.

This concept extends far beyond items. Let’s say you need to get through a door to continue in the game. In most games, this means finding the one item (usually a key, but also perhaps a battering ram or lockpick) that will get you through. Perhaps there might be a way around that you need to find. Sometimes there might be two ways to get through, but it’s still a *puzzle* regardless. With useful complexity, there would be a dozen ways to get in a door. Find the key, hide and wait for someone to come out, drill the lock, smash it down burrow underneath, etc. And most would be valid for any door, so that you don’t have to hunt and guess. More importantly, with useful complexity, you shouldn’t feel the need to get through the door at all, if you don’t want to. You could go make your own door. Or stage a protest outside the door.

The idea is to reward creativity, rather than luck and perseverance. There is enough value placed on those two in real life as it is. I don’t see why we would want it in our entertainment.

The whole problem with this approach, of course, is that nobody wants to micromanage that kind of detail. If there are a dozen way to get through a door, you’d have to remember all of them, and then choose the one you actually have available at the moment. And nobody has that kind of time or concentration.

My solution is to have the game do the memorizing for you. You’ll walk up to the door. It’s locked. The game will remind you of the possible options, suggests several salient ones, and then give advice on how to best accomplish the one you choose. Thus, rather than trying to ‘beat’ a puzzle, the player is only left to decide which option is the most interesting!

In other words, the player will try to pick the option that makes the best story. Which brings me to the next concept: I want Sampi to be an interactive story more than I want it to be a ‘game’. More on this later.

I somehow never noticed this before…

April 27th, 2009 by Brianna

But hey… how else are you going to sell spam-based products?

Sampi: Starting to code!

April 22nd, 2009 by Brianna

And then had to restart again due to stupidity.

Sigh…

Introducing Sampi!

April 20th, 2009 by Brianna

Introducing my latest crazy idea – Sampi, a new computer role-playing game!

I don’t actually have anything to release yet, but the idea has been rattling around in my head for a while. I finally got started on it the other day, so I thought I’d begin blog about it. For one thing, perhaps it will raise some interest, and more importantly, it should help me organize my thoughts somewhat!

A bit of history – once upon a time, there was a game called Omega. Omega was a roguelike. If you don’t know, a roguelike is a sort of RPG with text-character based graphics, randomized content, usually centered around exploring a dungeon. Omega was unusual in that it allowed the player to explore a wilderness area, in addition to several dungeons. Most notably, the player started in a town, albeit without any people. I had played several roguelikes prior to Omega, and my first thought on opening the game was, “Wow, a city! With guards!” Two seconds later, “Where are all the people?” It was a bit disappointing. The great thing about roguelikes is that nearly everything is random, making them far more interesting than a traditional RPG. But they don’t really have anything other than random monsters to kill. No plot, no real NPCs, etc. It looked for a moment that Omega would have all of that, but it (of course – it was made some 20 years ago!) didn’t.
A roguelike. (Nethack, in this case)

Omega inspired me, though – make another Omega, only with people in the city! (and Blackjack! and Hookers! – sorry….) I even tried to hack Omega somewhat, but the source was pretty limited and the effort failed badly. I’ve kept the idea around ever since, though. Since then, I’ve played other, more mainstream, RPGs and been dissatisfied with many aspects of those as well. So, I’m going to try and make a new roguelikeish RPG – named Sampi (for now)

Some planned goals, to be expounded on later:

  1. Random, but coherent, dynamic content.
  2. Interactive story-making in place of ”gaming’.
  3. One part game, one part society simulator.
  4. Gender-balanced (plus a copious amount of gender-fuck!)
  5. Unbiased otherwise (unlike many mainstream RPGs!).

A note about the name – I was going to call it Omicron, but that seemed boring. So, I changed it to Sampi, an obsolete Greek letter. I’m not completely happy with the name, though. It just doesn’t have… spunk, I guess. Perhaps I’ll find a better one – or get used to this one!

Day of Silence + Amazon

April 17th, 2009 by Brianna

A couple of random thoughts….

Firstly, I felt rather moved today at seeing several dozen other students observing the Day of Silence today. Apparently some people actually care, even amongst the hyper-conservative environment we have here here.

Second, I really hope someone gets to the bottom of this whole ‘amazonfail’ debacle. I find it very hard to believe that they would ever intentionally derank LGBT books. (Especially when they didn’t derank many other, extremely vulgar books, both gay and straight) This has all the markings of an attack. It happened over easter weekend, for goodness sake! They’re calling it a glitch – but they won’t really know what happened until they go through all the logs, which could take weeks. For that matter, the logs may not even exist at this point, and if it was some ‘report as offensive’ feature that is responsible, it may be impossible to ever really know. Amazon is an enormous website, after all. It might even be nothing but a typo in a script somewhere, unbalancing an automated flagging spider.

And yet, there’s this. Which, if accurate, means that they’ve been ignoring the problem for a while. And that amazon is understaffed with lazy bums. Which is expected, but disgusting. I don’t think it’s worth boycotting them at the moment, but I’d really like to know more.

Economics Doesn’t Matter Anymore

April 17th, 2009 by Brianna

When I started this blog, I thought I’d be writing frequently about the economy. I’ve always liked the subject. It’s the easiest way we have to quantify human behavior, and therefore fascinating. And given the current economic state of the world, analyzing it should prove especially interesting. Which money/banking system really works? Will these bail-outs hurt or help the economy as a whole, and will they help the right people? And on and on.

Yet somehow, every time I sit down to write, I can’t come up with anything that’s not half-baked, worthless, or irrelevant. For a time, I thought my problem was lack of knowledge. Perhaps by observing more, by reading more, by increasing my understanding of how the world work, I could begin to really understand the economy.

But I’m not getting it. Things don’t make any more sense now than then. And the more varied economic points of view I read, the more confused I become. Here’s an incomplete list, plus the attendant problems:

Socialists – More government – of the right sort!

So… how do we control it?

Communalists/Ecofeminists – Local Government, and don’t call it that!

Bigger groups always absorb smaller ones.

Neo-Anarchists/Socialists – The government is an evil conspiracy!

And you’re suggesting… what? Anarchy? Really?

Mainstream Liberals – Tax and Spend!

Where’s it coming from? Also, see the next one…

Mainstream Feminists (I’m only talking about economic policy here) – Tax and Spend on the right things!

Who determines that? And how to remove the capitalists without destabilizing everything?

Neo-Conservatives – Spend w/out taxing!

How on earth is that even possible?

Real Conservatives – Status Quo…!

Yes, these people still exist.

Libertarians – Smaller Government! (I still call myself this, by the way.)

What are we going to replace the government with? Private enterprise? My left ear…

All of these groups do have some good ideas. They are all right about some things, even if some are more delusional than others. But none of them really have the answer – not in a way that can be proven, or even truly understood.

But I think I’ve finally decided on the problem (partly inspired by this post): It’s pretty obvious. The world is a powercracy. You can gain an advantage with any of the following:

Capital (In some places)
Intelligence (of the right sort)
Class/Race/Gender/other privilege factors
Physical/Athletic Ability

On the whole, the people who have these things insist on exploiting those who don’t. And no amount of government regulation, philanthropy, or education of the oppressed can change that.

Because the trouble with capitalism is the capitalists.

The trouble with socialism and commualism is the demagogues. (Not lazy people, as some like to say!)

The trouble with anarchy is violence.

And so on. Even if you could somehow remove the capital, the privilege will remain. If some miracle could remove that, the economic intelligence and physical differences remain. Unless you clone all identical people, you can’t get rid of it! (You can’t really regulate it out, either – so long as most people are trying to oppress, regulation just gives those in the government more power, most of whom are also potential oppressors, and so it continues) Some people are simply better at taking advantage than others. That’s the root cause of power, and unless those people decide to stop using their advantage, the world will continue as it is. Unfair, favoring the few.

Here’s what it boils down to: If you’re consuming more than you’re producing, if you’re exploiting more than you’re exploited, you are part of the problem. Not part of the solution. ‘Economics’ doesn’t matter. All that counts is individual influence.

Thus, worrying about ‘money’ is completely pointless.

From an economic point of view, all we need now is a way to correctly measure one’s influence. (And a way to convince the exploiters to stop – but that’s a different subject)

Enjoying Music – Country, Electronica

April 13th, 2009 by Brianna

I like to complain about art snobs on occasion. And I like to think that I’m not one. But I’ve been having a minor problem lately with regard to two things: electronica and modern country. Here’s why:

I listened to a bunch of older country this weekend while digitizing some vinyl (and wrote a FWF post about one song), and I think I’m learning to enjoy it, just a little. I’m concerned though – the songs I like best are the most ‘rock’ like and the most ‘folk’ like. I still can’t stand the stereotypes. And I still think that modern country is unbearably whiny! Perhaps it’s just not my aesthetic. But that’s the whole point, isn’t it… Then again, I have noticed that the ‘bored’ aspect of country heightens the impact of some songs (think calm and soothing), so maybe I just need to listen until I get understand the ‘whiny’ aspect too.

On to electronica – I actually like electronic music as a whole, I really do. It’s just one particular aspect that’s driving me nuts: the highly altered voices. It’s those effects that sound rather like a voice is being used to set the pitch for another instrument, together with just enough of the original voice to still form words. I assume it’s done with some kind of complex comb filter, etc., but it sounds to me like somebody’s being tortured! Which is not a nice musical sound. At all.

Gah. I’m getting the shivers just thinking about it. Maybe I’ll never learn to like it. Maybe that’s okay…