There is so much about sex that we don't understand as a culture. We have conflicting ideas on homosexuality, premarital sex, marital commitment, and personal gratification. Christians can site various studies about sexual satisfaction, and those on the other side have their claims. I can make no claim about knowing the intimate details of sex, but I have been doing my research into the concept as a whole. I want to look at one idea today.
Marriage isn't a restriction.
I've heard the argument that no one should have to wait for a ticket from the church, claiming their marriage as true, to have sex. Especially for those who are atheists this claims seems to be a bit outlandish. And I would be inclined to agree. There is nothing specific about the paper you get from a church that makes the sex you have with your spouse that much more legitimate than with anyone else. Note that I am saying that the paper has no significance.
What does have significance is the claim made with it. Marriage is a promise to be true to the one you are with. With the free-wheeling sex that is so common on the bar scenes these days, there is no real commitment to it. Even between those who claim to love each other, there is not that permanent commitment. Marriage is taking a vow that says you will stay with this person for the rest of your life. That makes sex a gift between husband and wife that will not be shared with anyone else.
In theory.
The thing is, with the cultural idea with sex being skewed, our views on marriage are just as messed up. Marriage was supposed to be a permanent bond between a man and a woman. That was the reason they were "allowed" to have sex. They would be wholly committed to each other. These days, that idea has died. Marriage is seen as a temporary thing, able to be picked up and dropped at our leisure. If we are unsatisfied with whatever situation we are in, we can get out and find something new.
With this change, that commitment expected for sex that comes from marriage is null. So to think that they need to make a commitment to have sex is irrational, at least in their minds. This is where the disconnect comes from. What we need to do as a society of Christians is address the real issues. These are the value of intimacy, the power of commitment, and the satisfaction that comes from deep connections physically and emotionally. Too often we yell about not having sex without getting the real mindset change that needs to precede it.
Also, I was going to call this article "Ticket to Ride" but that was just trashy.
Just something to chew on.
Saturday, December 8, 2012
Saturday, November 17, 2012
150 Hours of Bus
How would you like to drive a bus for over one hundred hours? Through a desert? That pulls to the right? And you can't stop? And it can stall on the side? It sounds awful right? Well, what if it was with a bunch of your friends? Will all kinds of goofy hats and costumes? And phone calls from friends that you work with? And guests that show up every now and again? And you're supported by a bunch of different businesses. And you keep a running video feed and chat with the internet? And it's for a good cause?
This is what Desert Bus for Hope is all about.
In 2007 the group behind the popular video series, Loading Ready Run, started a charity drive for by playing the horrible game Desert Bus for as long as they had supports and donations. They broadcast their self-induced torment to the world to help raise money. They've been doing this every year since, raising nearly one million dollars in six years, and bringing in countless celebrities and personalities to help their cause.
The reason I bring this up is because Desert Bus for Hope is happening again, right now. This is the first time I've actually watched it, but it's been incredibly entertaining. But behind all the crazy voices, ridiculous hats, and generally goofy acting, I really appreciate what they are doing.
The organization that they are raising money for is Child's Play. This charity was founded by the guys behind PennyArcade. The goal is to make the lives of hospitalized children better by providing toys and games for them. They are also out to crush the stereotype that gamers are all antisocial, maladjusted, adult children. And the results speak for themselves. Child's Play has raised somewhere over 12 million dollars to date.
The Loading Ready Run crew might not be known for being the smartest comedy, but they are entertaining. They've been working and growing for years and now reach a wide audience. And what are they doing with their influence? They're working to better life for others. The reason I want promote their work is for the same reason Child's Play was instituted.
The world of gaming is as wide and varied as that in TV or film. There are good people. There are stupid people. And unfortunately, the stupid people seem to get a lot of the recognition. But the community has a deep soul to it. First and foremost, we are all human. We are not some monstrous entity made of immaturity and Mountain Dew.
I would invite you all to check out Desert Bus for Hope and consider supporting then. If nothing else, you can enjoy their antics. But I hope you see the real reasons behind it all. They've already spent over a day playing.
I'm so getting quarantined for all this steaming.
Just something to chew on.
This is what Desert Bus for Hope is all about.
In 2007 the group behind the popular video series, Loading Ready Run, started a charity drive for by playing the horrible game Desert Bus for as long as they had supports and donations. They broadcast their self-induced torment to the world to help raise money. They've been doing this every year since, raising nearly one million dollars in six years, and bringing in countless celebrities and personalities to help their cause.
The reason I bring this up is because Desert Bus for Hope is happening again, right now. This is the first time I've actually watched it, but it's been incredibly entertaining. But behind all the crazy voices, ridiculous hats, and generally goofy acting, I really appreciate what they are doing.
The organization that they are raising money for is Child's Play. This charity was founded by the guys behind PennyArcade. The goal is to make the lives of hospitalized children better by providing toys and games for them. They are also out to crush the stereotype that gamers are all antisocial, maladjusted, adult children. And the results speak for themselves. Child's Play has raised somewhere over 12 million dollars to date.
The Loading Ready Run crew might not be known for being the smartest comedy, but they are entertaining. They've been working and growing for years and now reach a wide audience. And what are they doing with their influence? They're working to better life for others. The reason I want promote their work is for the same reason Child's Play was instituted.
The world of gaming is as wide and varied as that in TV or film. There are good people. There are stupid people. And unfortunately, the stupid people seem to get a lot of the recognition. But the community has a deep soul to it. First and foremost, we are all human. We are not some monstrous entity made of immaturity and Mountain Dew.
I would invite you all to check out Desert Bus for Hope and consider supporting then. If nothing else, you can enjoy their antics. But I hope you see the real reasons behind it all. They've already spent over a day playing.
I'm so getting quarantined for all this steaming.
Just something to chew on.
Saturday, November 10, 2012
Whose Freewill is it Anyway?
If there is one sure fire way to get Christians arguing, it's to bring up the ideas of predestination and freewill. Typically everyone in the argument will be on one side or the other. Either God has predestined everything in your life to happen and you have no control over what goes on, or you have the freedom to choose where your life will take you. This is one of those topics that get everyone riled up, with good reason. I believe, however, that we can approach this a little differently
Life is like a rerun of an improve show.
But before that, let me just address why this is such a major issue for Christians. What it boils down to is an understanding of our purpose on this earth. Each side has its strengths and weaknesses. Predestination offers undisputed confidence that God is controlling everything. They can hold onto the fact that God knows what happens in the next year, the next week, and the next second. The downside to this seems to be that there is no chance for anyone to make a meaningful choice in their lives. God has already chosen who will be saved, who will live and die, who will marry who, everything. The choices that we think we are making amount to nothing really. With that, the idea of why do anything at all starts to creep in. On the other hand, if it is all freewill, then that is all different. The choices we make have impacts on the our lives, and the lives of those around us. Making that choice to become a Christian becomes a herculean effort on our part to align with God. The things in life that we choose have significance then. But that does make it hard to recognize things like God's omniscience. If the choices are our own, made right then and there, then we might end up "surprising" God. If He doesn't already know what we will pick, then are is He really all-knowing? As you can see, there's a lot of theological weight on either side.
Now then, I would guess that most of us have seen the show Whose Line is it Anyway at some point. It is an improve show centered around four actors (Ryan was my favorite) and their host Drew Carey. The actors would get random scenes and personalities to act out for a few minutes. They did their best to be funny and original. It was a great show. The best part, was that Drew the host often didn't know what the actors would do, and his reactions were usually just as riotous as the audience. Even the reruns were good, but there was something different about them. If you had seen it before, then you know what choices the actors were going to make for the skits, even though at the time, the choices were freely chosen and unknown.
That is what I feel our freewill is like to God. God chose from an infinite number of worlds to create the one we live in today. He knew the history and future of each and every world. He experienced it first in His mind, before it was ever created. When He chose our world, God knew what choices we would make and what their outcomes would be. But we still have the freedom to choose.
It is sort of like Merlin from the T.H. White book The Once and Future King. Merlin claimed to live backwards in the book. He knew the choices that Arthur would make, and even the ones that he himself would get into (including being locked in a cave by a crazy ex for years). Everyone still had the freedom to choose their own actions, but Merlin would know what the outcome would be.
Knowledge does not limit the choices available. I can still make my choice even if God knows what it will be. The thing is, He made me free, and He put these opportunities into my life. He wants what's best for me, even if I don't make that choice. I could if I was informed enough, or not so stubborn, but sometimes I chose wrong. This isn't because God destined me to choose wrong, but because He lets me choose. God already knows where humanity is going, we just have to make the choices to get there.
I do wish He had caused me to pick some different friends a few summers back. Wouldn't mind missing that event.
Just something to chew on.
Life is like a rerun of an improve show.
But before that, let me just address why this is such a major issue for Christians. What it boils down to is an understanding of our purpose on this earth. Each side has its strengths and weaknesses. Predestination offers undisputed confidence that God is controlling everything. They can hold onto the fact that God knows what happens in the next year, the next week, and the next second. The downside to this seems to be that there is no chance for anyone to make a meaningful choice in their lives. God has already chosen who will be saved, who will live and die, who will marry who, everything. The choices that we think we are making amount to nothing really. With that, the idea of why do anything at all starts to creep in. On the other hand, if it is all freewill, then that is all different. The choices we make have impacts on the our lives, and the lives of those around us. Making that choice to become a Christian becomes a herculean effort on our part to align with God. The things in life that we choose have significance then. But that does make it hard to recognize things like God's omniscience. If the choices are our own, made right then and there, then we might end up "surprising" God. If He doesn't already know what we will pick, then are is He really all-knowing? As you can see, there's a lot of theological weight on either side.
Now then, I would guess that most of us have seen the show Whose Line is it Anyway at some point. It is an improve show centered around four actors (Ryan was my favorite) and their host Drew Carey. The actors would get random scenes and personalities to act out for a few minutes. They did their best to be funny and original. It was a great show. The best part, was that Drew the host often didn't know what the actors would do, and his reactions were usually just as riotous as the audience. Even the reruns were good, but there was something different about them. If you had seen it before, then you know what choices the actors were going to make for the skits, even though at the time, the choices were freely chosen and unknown.
That is what I feel our freewill is like to God. God chose from an infinite number of worlds to create the one we live in today. He knew the history and future of each and every world. He experienced it first in His mind, before it was ever created. When He chose our world, God knew what choices we would make and what their outcomes would be. But we still have the freedom to choose.
It is sort of like Merlin from the T.H. White book The Once and Future King. Merlin claimed to live backwards in the book. He knew the choices that Arthur would make, and even the ones that he himself would get into (including being locked in a cave by a crazy ex for years). Everyone still had the freedom to choose their own actions, but Merlin would know what the outcome would be.
Knowledge does not limit the choices available. I can still make my choice even if God knows what it will be. The thing is, He made me free, and He put these opportunities into my life. He wants what's best for me, even if I don't make that choice. I could if I was informed enough, or not so stubborn, but sometimes I chose wrong. This isn't because God destined me to choose wrong, but because He lets me choose. God already knows where humanity is going, we just have to make the choices to get there.
I do wish He had caused me to pick some different friends a few summers back. Wouldn't mind missing that event.
Just something to chew on.
Friday, November 2, 2012
Darth Mickey
Lucas Arts was bought out this week by Disney, and I am impressed. That is a big move for the house of mouse, and it'll have a lot of ramifications on the entertainment industry as a whole. The Disney touch will now be on their movies, games, and books. I've heard a lot of fans bemoan the change. For some reason, Star Wars in the hands of George Lucas is a good thing to them. I'm might not agree.
I think this acquisition will open some great doors for fans.
Let's be honest, most of us know that George Lucas is kind of a hack. His first few movies were good because he had good directors who told him when things were stupid. It's pretty common knowledge now that Luke was going to look like Darth Vader in Lucas's original vision, but the director wouldn't let that on set. So Lucas had some major help from the outside. When he got control and started his own work, things get messy fast. Anyone remember the fourth Indiana Jones movie? No, you don't. It never happened. And the prequel trilogy? Another fowl up. George Lucas has been abusing his toys for too long now.
With Disney in control, and the promise already of a new series of Star Wars films, I think there is a lot to look forward to. For starters, Disney is pretty nice to its intellectual property. We heard a lot of complaints when they bought Marvel comics, but look how that has turned out. We've had a run of enjoyable, if generic, superhero movies, and the comic section have continued publishing unhindered. Disney executives didn't charge in and make drastic changes, but they improved on what they had. With all the junk Star Wars has been accumulating, Disney might be the spring cleaning the universe needs.
Along those lines, Disney's production values are phenomenal. The prequels had some glaring issues in production, and faltered because of it. Lucas Art's film section is strong, but they couldn't seem to pull it together in the best ways. Something that always bugged me were the transitions between scenes. This might sound like a small complaint, but it get's bigger if you recognize it. They basically use the same transitions that comes stock in Window's Movie Makers. They have the pinwheel, the box out, even the slide checkerboard. Once you notice it, you can't stop noticing it (which means that I've just ruined the movies even more for you). Disney is held to a higher stander than most, and they'll apply those expectations to the works with the Star Wars franchise.
This might also see a revival in quality Star Wars videogames. The recent releases has been decent, but not as great as they could be. Star Wars: The Old Republic, Bioware's MMO, recently took to the free-to-play model even after saying initially that it would not. With the backing of Disney, developers will have more that they can invest into the projects and have a better end result. We might even see the release of Star Wars: Battlefront 3, which had been canceled, even though it was basically finished, by the president of Lucas Arts two years ago. Fans have been waiting for it, but management decided to shaft the fans.
Star Wars is being brought under the umbrella of one of the most prolific companies we have around. There is so much good that can come from this. Despite the fans woes, I believe this will give Star Wars the new life that it so desperately needs. I would hate to see such a fun franchise go the way of others, becoming hallow shells with no innovation. I expect a great deal of good from this.
And if Darth Vader happens to be in Kingdom Hearts 3, awesome.
Just something to chew on.
I think this acquisition will open some great doors for fans.
Let's be honest, most of us know that George Lucas is kind of a hack. His first few movies were good because he had good directors who told him when things were stupid. It's pretty common knowledge now that Luke was going to look like Darth Vader in Lucas's original vision, but the director wouldn't let that on set. So Lucas had some major help from the outside. When he got control and started his own work, things get messy fast. Anyone remember the fourth Indiana Jones movie? No, you don't. It never happened. And the prequel trilogy? Another fowl up. George Lucas has been abusing his toys for too long now.
With Disney in control, and the promise already of a new series of Star Wars films, I think there is a lot to look forward to. For starters, Disney is pretty nice to its intellectual property. We heard a lot of complaints when they bought Marvel comics, but look how that has turned out. We've had a run of enjoyable, if generic, superhero movies, and the comic section have continued publishing unhindered. Disney executives didn't charge in and make drastic changes, but they improved on what they had. With all the junk Star Wars has been accumulating, Disney might be the spring cleaning the universe needs.
Along those lines, Disney's production values are phenomenal. The prequels had some glaring issues in production, and faltered because of it. Lucas Art's film section is strong, but they couldn't seem to pull it together in the best ways. Something that always bugged me were the transitions between scenes. This might sound like a small complaint, but it get's bigger if you recognize it. They basically use the same transitions that comes stock in Window's Movie Makers. They have the pinwheel, the box out, even the slide checkerboard. Once you notice it, you can't stop noticing it (which means that I've just ruined the movies even more for you). Disney is held to a higher stander than most, and they'll apply those expectations to the works with the Star Wars franchise.
This might also see a revival in quality Star Wars videogames. The recent releases has been decent, but not as great as they could be. Star Wars: The Old Republic, Bioware's MMO, recently took to the free-to-play model even after saying initially that it would not. With the backing of Disney, developers will have more that they can invest into the projects and have a better end result. We might even see the release of Star Wars: Battlefront 3, which had been canceled, even though it was basically finished, by the president of Lucas Arts two years ago. Fans have been waiting for it, but management decided to shaft the fans.
Star Wars is being brought under the umbrella of one of the most prolific companies we have around. There is so much good that can come from this. Despite the fans woes, I believe this will give Star Wars the new life that it so desperately needs. I would hate to see such a fun franchise go the way of others, becoming hallow shells with no innovation. I expect a great deal of good from this.
And if Darth Vader happens to be in Kingdom Hearts 3, awesome.
Just something to chew on.
Saturday, October 27, 2012
Character Design: Spontaneous
So some of you might forget that I am actually a professional writer, not just some chump with access to blogspot.com and a keyboard. I forget myself sometimes. I've decided to take a bit of time to stretch my writer's muscles every now and again. So I've decided to start up a recurring section looking at what makes a good character. Usually this will be inspired by whatever I happen to be indulging media wise at the time. Let's get started.
Good characters think on their feet.
Romantic movies and books always point out how women want men to be spontaneous, to do the unexpected. A cute thought, but not what I mean. Spontaneity is the notion of not settling into a routine. That is not, however, what we expect out of a hero. A hero needs to have a plan when there seems like there can be none.
Take Batman. Batman has contingency plans for everything. His main strength, however, is his mind and his ability to think. In his work, if a plan goes wrong, he will be able to think up how to come at the problem from a different angle. Even as plan A fails, plan B is being implemented, plan C prepped, and plan D going into beta. Thinking on his feet is the reason Batman can come out on top.
Now what does this mean for writers? It's all well and good to say that characters need to think on their feet, but how do you put that in as a writer. That comes through in the execution of sequences. Here's what I mean. When crafting a scenario where you the author knows something goes wrong, there needs to be a back up plan that the character can implement later. The mechanics for that have to be in the works before hand as well. That is your job as the writer.
When writing the scene, there can be little indication that there is other plans in the works. It's so tempting to drop little hints that, when looking back, give away what happened. This is a big thing in movies, and can be pretty cool. But most savvy readers can pick up on stuff like that, especially if it is in a suspense or mystery story. That ruins it for them and makes the plot predictable. The goal should be to execute the new plan in a way that seems organic. It should seem to flow from the failed first plot and round out the story.
Surprisingly, Scooby-Doo was great at this. Fred always came up with ingenious (and stupidly elaborate) plans to catch the bad guys. Typically something would go wrong and the monster would avoid the first trap. Then, Scooby and Shaggy would find a way to haphazardly catch the monster for the big reveal. These situations show that a secondary option can appear completely out of the blue as long as the writer understands how to make the character seem like they thought of it on the fly.
I'm still trying to figure out how they managed to screw up Batman's plan when he teamed up with Scooby.
Just something to chew on.
Good characters think on their feet.
Romantic movies and books always point out how women want men to be spontaneous, to do the unexpected. A cute thought, but not what I mean. Spontaneity is the notion of not settling into a routine. That is not, however, what we expect out of a hero. A hero needs to have a plan when there seems like there can be none.
Take Batman. Batman has contingency plans for everything. His main strength, however, is his mind and his ability to think. In his work, if a plan goes wrong, he will be able to think up how to come at the problem from a different angle. Even as plan A fails, plan B is being implemented, plan C prepped, and plan D going into beta. Thinking on his feet is the reason Batman can come out on top.
Now what does this mean for writers? It's all well and good to say that characters need to think on their feet, but how do you put that in as a writer. That comes through in the execution of sequences. Here's what I mean. When crafting a scenario where you the author knows something goes wrong, there needs to be a back up plan that the character can implement later. The mechanics for that have to be in the works before hand as well. That is your job as the writer.
When writing the scene, there can be little indication that there is other plans in the works. It's so tempting to drop little hints that, when looking back, give away what happened. This is a big thing in movies, and can be pretty cool. But most savvy readers can pick up on stuff like that, especially if it is in a suspense or mystery story. That ruins it for them and makes the plot predictable. The goal should be to execute the new plan in a way that seems organic. It should seem to flow from the failed first plot and round out the story.
Surprisingly, Scooby-Doo was great at this. Fred always came up with ingenious (and stupidly elaborate) plans to catch the bad guys. Typically something would go wrong and the monster would avoid the first trap. Then, Scooby and Shaggy would find a way to haphazardly catch the monster for the big reveal. These situations show that a secondary option can appear completely out of the blue as long as the writer understands how to make the character seem like they thought of it on the fly.
I'm still trying to figure out how they managed to screw up Batman's plan when he teamed up with Scooby.
Just something to chew on.
Saturday, October 20, 2012
A Pirate's Life For Me
Yes, I've been gone for a while, but I'm back. I know you think that I'll probably be writing about something that is deep and spiritual for me. And you would be right...just not now. Instead, I'm going to take a look at the internet, media, and profit. Basically I'm just avoiding writing about what I've been thinking about. On to the subject.
I believe we are thinking about piracy wrong.
While I wish I was talking about the high seas and raiding local villages for plunder, I'm taking about the ideas of digital property. Interestingly enough, a recent survey suggested that the ones who pirate music illegally are also the ones who buy the most legally. Honestly, I can understand. I feel that those who really like music always want to expand their libraries of music. They may pirate music to sample it, then purchase the one's they like. I can understand not wanting to invest in something you don't know if they're any good. I appreciate this because it shows that "pirates" are not just cheap, greedy music grabbers who don't support the artists.
The thing is, however, digital property is something we don't understand. It is created material, and some ownership of that is true, but that falls more under copyright laws than protection. See, I don't believe in plagiarism as acceptable. It should never be okay to take someone's work and use it for your own gains. I should not be able to copy the direct idea from a Stephen King novel and try to sell it. That is intruding on an artist's work.
But acquiring the work is another thing entirely. The thing about digital media is that it is not a physical thing. Taking a book from Barnes and Nobel is depriving someone else of a physical, limited material. Meaning, there are only so many physical copies, and you have denied someone access to one of them. However, with digital media, there is only the information file. It costs nothing to copy the material and send it to someone. In that regards, you are not depriving anyone of anything.
I do think that there needs to be some kind of protection for this material. If all material is free, then there will be no profits for anyone. I can see this causing a lot of trouble in the videogame world. There is so much capital poured into them that there needs to be some kind of return. On the flip side, so much media is so expensive, that it is hard to come by it in a legal way that is also personally responsible. What we need, I believe, is not laws that demonize the individual, but one's that help the company. It is such a hard thing to regulate, but there should be ways to legally obtain this kind of information. We need to take time and think about how to best regulate and not to punish.
I do think it should be a crime to listen to Justin Bieber, however.
Just something to chew on.
I believe we are thinking about piracy wrong.
While I wish I was talking about the high seas and raiding local villages for plunder, I'm taking about the ideas of digital property. Interestingly enough, a recent survey suggested that the ones who pirate music illegally are also the ones who buy the most legally. Honestly, I can understand. I feel that those who really like music always want to expand their libraries of music. They may pirate music to sample it, then purchase the one's they like. I can understand not wanting to invest in something you don't know if they're any good. I appreciate this because it shows that "pirates" are not just cheap, greedy music grabbers who don't support the artists.
The thing is, however, digital property is something we don't understand. It is created material, and some ownership of that is true, but that falls more under copyright laws than protection. See, I don't believe in plagiarism as acceptable. It should never be okay to take someone's work and use it for your own gains. I should not be able to copy the direct idea from a Stephen King novel and try to sell it. That is intruding on an artist's work.
But acquiring the work is another thing entirely. The thing about digital media is that it is not a physical thing. Taking a book from Barnes and Nobel is depriving someone else of a physical, limited material. Meaning, there are only so many physical copies, and you have denied someone access to one of them. However, with digital media, there is only the information file. It costs nothing to copy the material and send it to someone. In that regards, you are not depriving anyone of anything.
I do think that there needs to be some kind of protection for this material. If all material is free, then there will be no profits for anyone. I can see this causing a lot of trouble in the videogame world. There is so much capital poured into them that there needs to be some kind of return. On the flip side, so much media is so expensive, that it is hard to come by it in a legal way that is also personally responsible. What we need, I believe, is not laws that demonize the individual, but one's that help the company. It is such a hard thing to regulate, but there should be ways to legally obtain this kind of information. We need to take time and think about how to best regulate and not to punish.
I do think it should be a crime to listen to Justin Bieber, however.
Just something to chew on.
Friday, June 15, 2012
From Concentrate
Guy's aren't good at multitasking, it's a fact that we should all have accepted by now. I know for me, that when I am doing more than one thing, they tend to suffer in quality, if only slightly. If I take it one task at a time, I tend to do better and stay more organized. Things require focus and concentration, for video games, to writing, to any kind of work.
The same is true of our relationship with God.
Talking to God is easy, right? Just start talking and to Him and He'll listen, despite how we ramble. God listens and we have a healthy, happy relationship. No problem. Except that's not usually how it works. I have a watch that has a few alarms that go off through the day reminding me to pray. Do it do it as every time? No, sadly. I keep myself busy, and it seems like I've built up a reaction to just hit the off button and move on. More often than not, I don't pray.
For me, talking to God requires a lot of focus. When I really need to talk to him, I have to go off on my own, find somewhere where I can think quietly, and literally talk out loud to Him. Whatever my problems are, whatever I need to deal with, I say it to the air, knowing He will hear me. The thing is, I need that silence. I get so easily distracted by whatever is going on around me that I don't focus on God like I need to.
Quiet time is important in the Christian walk. That's not new. I think, however, that we need to do more than just take time to be quiet. We need to practice focus. We need to start in our quiet time, learning how to concentrate on God, then be able to take that concentration with us into our busy lives. That's one of my goals for the summer. In the heat of the kitchen, during the rush of meal preparations, I want to be able to take a few seconds and focus on God. It'll take effort, but that's what I'm hoping for.
And girls, I still doubt how good you all are at multitasking.
Just something to chew on.
The same is true of our relationship with God.
Talking to God is easy, right? Just start talking and to Him and He'll listen, despite how we ramble. God listens and we have a healthy, happy relationship. No problem. Except that's not usually how it works. I have a watch that has a few alarms that go off through the day reminding me to pray. Do it do it as every time? No, sadly. I keep myself busy, and it seems like I've built up a reaction to just hit the off button and move on. More often than not, I don't pray.
For me, talking to God requires a lot of focus. When I really need to talk to him, I have to go off on my own, find somewhere where I can think quietly, and literally talk out loud to Him. Whatever my problems are, whatever I need to deal with, I say it to the air, knowing He will hear me. The thing is, I need that silence. I get so easily distracted by whatever is going on around me that I don't focus on God like I need to.
Quiet time is important in the Christian walk. That's not new. I think, however, that we need to do more than just take time to be quiet. We need to practice focus. We need to start in our quiet time, learning how to concentrate on God, then be able to take that concentration with us into our busy lives. That's one of my goals for the summer. In the heat of the kitchen, during the rush of meal preparations, I want to be able to take a few seconds and focus on God. It'll take effort, but that's what I'm hoping for.
And girls, I still doubt how good you all are at multitasking.
Just something to chew on.
Saturday, June 2, 2012
Fermenting Games
I’ve never drank wine, but I understand a little bit about it as a concoction. Wine ferments and needs to age to reach a peak of flavor. Typically, the older the better. As we know, this process doesn’t work for everything. Try fermenting milk and you’ll just have a disgusting pile of curd. Some things don’t age well, including my topic for today.
Some games age well, others not so much.
You’d think that newer games are going to be better than the old, right? Better hardware offers better graphics, new developing methods help create innovative gameplay, and general growth in the medium allows for more mature storytelling. This is not always the case. Ask any Silent Hill fan and they’ll probably tell you the series stopped being good after Silent Hill 2. Castlevania 2: Simon’s Quest is generally regarded as being worse than the original Castlevania. And I back the claim that there hasn’t been a good sonic game since the Sega Genesis. I’m going to look into two games that I picked up again recently, and explain a bit about how well, or poorly they’ve aged.
We’ll start with the well-aged game, Dark Cloud 2. This is a Japanese RPG developed by Level-5 studios. I’ve had it for a long time (though I still haven’t beaten it) and I really enjoy it. Coming back to it, I am surprised that it is still a fun game. Even after playing many other RPGs and JRPGs, I still like Dark Cloud 2. And there are a few good reasons, I think; the first being the gameplay. DK2 is a sort of hack and slash dungeon crawler. That’s a poor description, but it gives you a basic look. The two characters each have their own signature weapons and secondary fighting styles, but each one has a wide variety of their main weapons, and there are numerous branches to take each weapon upgrade. The controls are easy and streamlined. The randomized map generator works very well in the dungeon system, and makes each play through of a level unique. Oddly enough, the damage system is also a plus. The characters cannot tank damage like many other games, and can only take a few hits before either passing out, or being dangerously close. All this combines into gameplay that stays fresh. The same mechanics work in each level, but still requires the appropriate amount of strategy and forethought to continue.
A second reason for this is the game world. This game world is easy to understand while maintaining a complexity and a liveliness that many other, bigger games, fail to grasp. There is so much you can do in the world. One of the main mechanics is the camera, and the ability to take pictures and find special photos that can help create ideas to invent new items. The creating system is a great blend of that camera, searching for recipes in every town, and good old trial and error. This is available outside and inside the dungeons. Each dungeon has their own sub-goals. Each has a time attack goal that rewards you for defeating all the monsters in a given time. After they’re gone, there is the option to play Spheda, a golfing mini game. This game is frustrating, but still enjoyable, and combining it with the randomized levels, the game is never dull. Fishing is also a big deal. Some levels have bonus rewards for fish caught in the dungeon, while the main city hosts two events, a fishing competition and a fish race. These options are fun and offer different challenges and goals than the standard hit-back-guy-get-xp formula. Catching fish and training them become entertaining distractions, and the fishing mechanic itself is fun. On a final note, another option is the Georama gameplay, which let you edit and add to selected areas of the outer map. This kind of SimCity management system is much like Legos, letting you how you want, while still meeting certain requirements. There is a great deal of freedom that stays smartly restrained by individual desires and an overarching goal for the build. All of these help the game world to feel vast, keeping the player from getting bored, all while working within the limitations of a relatively small overworld.
Finally, Dark Cloud 2 is good because of its character. Not just the player characters and people, but character of the game as a whole. This is in two parts, the people and the places. The characters you play as and meet are incredibly memorable. Max and Monica are the two main characters, and you can change between them on the fly, but each is unique in how they react and interpret the world and its happenings. They make a great team because their similarities are highlighted by their differences. Neither one is a standard, two dimensional, hero. They are full of life and personality. And they weren’t the only ones. The villains, the supporting characters, even the towns folk all had variety and nuance. The towns felt alive and real, not just hallow places with static characters that the player visits whenever they have to unload some loot for cash. This is the other part, the world is full of variety. The main town is this nice city with a homely feel, but the player goes on to see a lush forest, an enchanting ocean, a powerful volcano, and more, in the present, and the future. Dark Cloud 2’s world is believable, not relying on the same old tropes as most other fiction or fantasy, and instead making each setting its own unique take. The story is memorable, and even after having not played it for something like four years, I still remember much of the plot and characters. The personality attributed to the game wraps up the first two points and helps this game be like a fine wine, still good after all this time.
On the other hand, we have Dynasty Warriors 4. This will be shorter, so just stay with me. Dynasty Warriors 4 is a forgettable game for basically all the reasons above. The gameplay is static. It has remained the same since its first incarnation, and hasn’t changed at all, even though it is well into its seventh official game (not counting the various expansions and off shoot games). While hacking through thousands of harmless mindless grunts and a few more interesting generals is fun, it doesn’t have a lastability. The game world is just as dry. The meta-game consists of menus and an annoyingly repetitive theme song. In-game, the landscapes are bland, the camera makes it hard to see, and there is little variety. There is no way to really immerse yourself in the world. Finally, there are the characters. We’ve covered that the world lacks character, but so do the cast. Dynasty Warriors 4 has something over sixty characters, with maybe only 5 that are really interesting. Most others just lack personality and anything that could make them relatable. Its off shoot, Samurai Warriors does a better job in these cases, having fewer characters that are more interesting, allowing for uniqueness in the maps, and at least trying a few new ideas in the gameplay. I still play Dynasty Warriors 4, but it just isn’t like it was when I was younger. It might be better to let it die quietly in my closet.
These games deserve at least one play through. Dynasty Warriors is like a bag of chips, simple and unrefined, but a good way to kill time. Dark Cloud 2, however, is like a multi-course meal. Each level requires time to taste and savor, appreciating the subtleties and looking forward to what comes next. Enjoy them both, but make sure you see just what makes each game what it is.
For a reference, I have over 100 hours in Dark Cloud 2.
Just something to chew on.
Friday, May 25, 2012
Shadow Theory
I recently started playing through Ico and Shadow of the Colossus by Team Ico, again. They were great games for the PS2, though for some reason I hadn't finished Ico before. Shadow of the Colossus is probably one of my favorite games of all time, however, and I still enjoy playing through it. I've also started reading some analyses of both games. I'm impressed at the depth and thought that went into those games. I would, however, like to add one thought that I have on the games. We;re going into this with the idea that you know these games, so if you don't go play them. NOW!
I believe that Shadow of the Colossus is the prequel to Ico.
There is really no support for this. As far as I know, the developers claimed that they were independent games. The in-game stories are not connected it seems, no self-referencing material or real mention of the other. There is an unlockable that puts the Ico symbol on your horse if have an Ico saved file, but that might just be a fun extra. In theory, these two games are not related.
I, however, think that there is a connection between the two. This comes in a few points. The first being the art style. This is definitely brought on by the system limitations, but there is more to it than that. The main temple, as well as the castle in Ico has a similar style to it, with intricate carvings and statues, all built from a sandstone like material. Each is also connected by a ridiculous bridge, thought that might be for atmosphere. There is also a similar style in the dark magic. Most of it in Shadow of the Colossus is black and teal, much like it was in Ico. In the little elements, we see similarities.
A second part comes in the language. Shadow of the Colossus translates what each character says into English (in the few lines actually spoken). Ico never did these, offering only Ico's words, while Yorda's were a jumble of hieroglyphs. To the ear, however, the cryptic language of both the Demon and Yorda sound very similar. In some way, there might be a connection in how language was passed down.
A third instance is in the Shadows. Ico's main bad guys were these shadowy creatures with various deforms that would try and steal Yorda away. In Shadow of the Colossus, the shadow creatures are still present, though in a much reduced degree. After the Wanderer defeats a colossus, he returns to the temple, unconscious, and another shadow form gathers around him. In theory, these are the souls of the various colossi, who might have been human at some point. The ending of Ico also has Ico facing down various shadow demons, which appear to be the horned people that came before him. I believe that the magic that created these shadow creatures in Colossus is carried over into Ico.
Finally, and perhaps most importantly, the ending of Shadow of the Colossus shows a baby with two points on the side of its head. I took these has horns that would start to grow in. This could mean that the Wanderer is the first instance of the horned children, the fore runner to Ico. Mono, the girl he wanted to rescue, could very well have made it back to the village and raised the child. Maybe the spirit of the wanderer was reborn in the next generation, maybe it became some kind of family curse. Who knows.
This is all speculation. Team Ico has their own thought process behind the games. I respect them immensely for their work, and still enjoy the games regardless. For me, however, the thought that these two are connected creates a richer experience for me. I find a different way to connect with the work and it shapes my experience with it.
Now if they could only finish the Last Guardian, then we'll see.
I believe that Shadow of the Colossus is the prequel to Ico.
There is really no support for this. As far as I know, the developers claimed that they were independent games. The in-game stories are not connected it seems, no self-referencing material or real mention of the other. There is an unlockable that puts the Ico symbol on your horse if have an Ico saved file, but that might just be a fun extra. In theory, these two games are not related.
I, however, think that there is a connection between the two. This comes in a few points. The first being the art style. This is definitely brought on by the system limitations, but there is more to it than that. The main temple, as well as the castle in Ico has a similar style to it, with intricate carvings and statues, all built from a sandstone like material. Each is also connected by a ridiculous bridge, thought that might be for atmosphere. There is also a similar style in the dark magic. Most of it in Shadow of the Colossus is black and teal, much like it was in Ico. In the little elements, we see similarities.
A second part comes in the language. Shadow of the Colossus translates what each character says into English (in the few lines actually spoken). Ico never did these, offering only Ico's words, while Yorda's were a jumble of hieroglyphs. To the ear, however, the cryptic language of both the Demon and Yorda sound very similar. In some way, there might be a connection in how language was passed down.
A third instance is in the Shadows. Ico's main bad guys were these shadowy creatures with various deforms that would try and steal Yorda away. In Shadow of the Colossus, the shadow creatures are still present, though in a much reduced degree. After the Wanderer defeats a colossus, he returns to the temple, unconscious, and another shadow form gathers around him. In theory, these are the souls of the various colossi, who might have been human at some point. The ending of Ico also has Ico facing down various shadow demons, which appear to be the horned people that came before him. I believe that the magic that created these shadow creatures in Colossus is carried over into Ico.
Finally, and perhaps most importantly, the ending of Shadow of the Colossus shows a baby with two points on the side of its head. I took these has horns that would start to grow in. This could mean that the Wanderer is the first instance of the horned children, the fore runner to Ico. Mono, the girl he wanted to rescue, could very well have made it back to the village and raised the child. Maybe the spirit of the wanderer was reborn in the next generation, maybe it became some kind of family curse. Who knows.
This is all speculation. Team Ico has their own thought process behind the games. I respect them immensely for their work, and still enjoy the games regardless. For me, however, the thought that these two are connected creates a richer experience for me. I find a different way to connect with the work and it shapes my experience with it.
Now if they could only finish the Last Guardian, then we'll see.
Saturday, May 19, 2012
Game Balance
Some of the games that I like most are multiplayer. They let me and my friends get on together and play together. I've covered before how I like teamwork in games, when done well. There is a lot to offer in games where two or more real players interact. RPGs and other such games can focus more on the story and let the game play slide a little if needed. Team based games aren't so luck. How players play and the levels of skill required are essential to note in design. This leads me to the main point.
Balance is key, but so hard.
In games where there is competition, you can bet that the players will exploit every bug and function in a game. Many hours get put into finding the best locations, oddest map hazards, and most random rule loop holes. The first thing many gamers try to do is break the games distinct rules. This comes to the forefront in many online games, fighters and shooters usually, where characters and classes with skills that can be abused are often used and dominate the others, making the game not fun.
Designers have to find how to balance a game so that no one class or skill makes all the others useless. If there is, it is basically a win button for the player and the experience suffers for everyone involved. Some games have stun locks that keep the opponent from moving or being able to retaliate, some weapon sets change the nature of a class and allow it to dominate in ways that it shouldn't, and some moves just get spammed repeatedly. With patching and online updates, these exploits can be fixed, but they are still sign of design flaw.
Fighting games are an interesting thing with this. Many players break it down to a science, calculating things like hit boxes, attack range, damage output, speed, frame rate, attack priority, and more. In these games, there is usually a breakdown of the best characters known as tiers. Top tier characters are the best to use in tournaments and competitions, while bottom tier characters shouldn't even be played in practice. With such precision breakdowns, it is a wonder that developers still add over powered characters with ridiculous moves to their games. Some characters dominate if their combinations are put together correctly. This isn't necessarily skill on the players part, it is more exploiting various status effects and not even giving your opponent the chance to fight back. This is just not a good way to play. Even entry level players will often see that certain series are unfair. Developers in this field need to listen to their audience, many of whom have broken the game down more than the developers, and help face down problems in balance.
I appreciate shooters in this regards, as they are sometimes the most well-balanced. Team Fortress 2, one of my favorites, is probably the most well-thought out game I have ever played. Each class is balanced with specific goals and play styles in mind. Even the updates, while sometimes a little off the mark, try to maintain balance while offering variations on the typical play styles. Valve is very good at listening to their community and knowing what kind of variations to offer and when. Some changes the community doesn't like, but is often done for the good of the experience as a whole (I know my favorite gun got an update a while ago, it saddened me). While these games are still huge and still have many chances for players to exploit, more often than not it instead asks the player to think and find a new solution.
What needs to be done is proper play testing. Some exploits and over powered moves should be easy to find. If developers brought in more of the players who were seriously dedicated and could identify these failings, then I believe that the over all product would be that much better. The work in production can save a great deal of effort in patching and updating post production.
Still, we'll always have those dirty hackers to deal with.
Just something to chew on.
Balance is key, but so hard.
In games where there is competition, you can bet that the players will exploit every bug and function in a game. Many hours get put into finding the best locations, oddest map hazards, and most random rule loop holes. The first thing many gamers try to do is break the games distinct rules. This comes to the forefront in many online games, fighters and shooters usually, where characters and classes with skills that can be abused are often used and dominate the others, making the game not fun.
Designers have to find how to balance a game so that no one class or skill makes all the others useless. If there is, it is basically a win button for the player and the experience suffers for everyone involved. Some games have stun locks that keep the opponent from moving or being able to retaliate, some weapon sets change the nature of a class and allow it to dominate in ways that it shouldn't, and some moves just get spammed repeatedly. With patching and online updates, these exploits can be fixed, but they are still sign of design flaw.
Fighting games are an interesting thing with this. Many players break it down to a science, calculating things like hit boxes, attack range, damage output, speed, frame rate, attack priority, and more. In these games, there is usually a breakdown of the best characters known as tiers. Top tier characters are the best to use in tournaments and competitions, while bottom tier characters shouldn't even be played in practice. With such precision breakdowns, it is a wonder that developers still add over powered characters with ridiculous moves to their games. Some characters dominate if their combinations are put together correctly. This isn't necessarily skill on the players part, it is more exploiting various status effects and not even giving your opponent the chance to fight back. This is just not a good way to play. Even entry level players will often see that certain series are unfair. Developers in this field need to listen to their audience, many of whom have broken the game down more than the developers, and help face down problems in balance.
I appreciate shooters in this regards, as they are sometimes the most well-balanced. Team Fortress 2, one of my favorites, is probably the most well-thought out game I have ever played. Each class is balanced with specific goals and play styles in mind. Even the updates, while sometimes a little off the mark, try to maintain balance while offering variations on the typical play styles. Valve is very good at listening to their community and knowing what kind of variations to offer and when. Some changes the community doesn't like, but is often done for the good of the experience as a whole (I know my favorite gun got an update a while ago, it saddened me). While these games are still huge and still have many chances for players to exploit, more often than not it instead asks the player to think and find a new solution.
What needs to be done is proper play testing. Some exploits and over powered moves should be easy to find. If developers brought in more of the players who were seriously dedicated and could identify these failings, then I believe that the over all product would be that much better. The work in production can save a great deal of effort in patching and updating post production.
Still, we'll always have those dirty hackers to deal with.
Just something to chew on.
Friday, May 11, 2012
Tech and New Friends
One of my favorite video series, Extra Credits (which has been the inspiration for a few articles), recently did two episodes on alternate reality gaming and augmented reality gaming. The idea behind both of these is to make the real world part of the game. At the very basic level, think about it on Facebook games, when you invite friends to help your game. That's a part of it. With that in mind, I am looking forward to the future of gaming where these connect through amazing technology.
Imagine making life a part of your games.
Google has recently announced a prototype for a pair of glasses that project information for the user. These "augmented reality head mounted displays" would sort of function like a computer, letting you chat, use online maps, and access information before your eyes. We've seen these kind of things in movies and such but did we ever think they could be real? Imagine the ways our society would change, how our social lives would change.
Of course, since I love video games, I like to think how this would change gaming. If the technology advanced enough, then we would see games become a literal part of our world. The user would see the game in his or her own town, interact with it in a familiar and personal way. You would finally be the main character, the avatar in the game world. You could reach out and interact with the world that you play in.
I think there would be some interesting benefits to this kind of play. First, oddly enough, would be some health benefits. These would probably require people to go out into their world and interact with it. They would go for walks and explore their towns because the game wouldn't be limited to their personal home. City land marks or public buildings could become important parts of the game. The game would require you to go out and explore, keeping people off their couches and getting them outside.
There might be some academic benefits. Going to a library and getting a book might let you gain strength in certain skills, or you could find treasure in the park at your town center. It might seem odd, using games to teach, but that has been a major movement already in the industry. Lots of different groups are trying to find how to use video games as a medium for teaching. One of the biggest names on the PC, Valve Software, has even been looking into adding their amazing Steam network for schools. These types of games could encourage tangential learning, where the user learns because they want to, not because it is forced on them.
Finally, I think there could be a great social benefit to these games. Imagine you were supposed to find and defeat a monster that inhabited your local park. While searching, you met up with someone else who was also searching for that monster. Together you could meet and play the game, working together for the final goal. What if the game was tailored to these kinds of chance occurrences? If you met someone and shook hands, maybe both characters would gain experience, or if you combined spells or attacks with your partner and they would deal more damage, maybe you would gain even more loot at the end if you worked with someone. These would make people more inclined to act civilly with others. And after, you might find that you have more in common, games you both like or books you read or places you like to eat. The game would be helping you to meet real people in your area and make real connections.
There is a lot that these games could do, good and bad. I won't go into it now. Smarter and more invested people will continue to expand on these topics as development continues. I just look to the future. These could change how we play and how we see games. There would be great opportunities to change how society views games and how we deal with each other.
On the downside, I just know someone is going to make some creepy games someday.
Just something to chew on.
Imagine making life a part of your games.
Google has recently announced a prototype for a pair of glasses that project information for the user. These "augmented reality head mounted displays" would sort of function like a computer, letting you chat, use online maps, and access information before your eyes. We've seen these kind of things in movies and such but did we ever think they could be real? Imagine the ways our society would change, how our social lives would change.
Of course, since I love video games, I like to think how this would change gaming. If the technology advanced enough, then we would see games become a literal part of our world. The user would see the game in his or her own town, interact with it in a familiar and personal way. You would finally be the main character, the avatar in the game world. You could reach out and interact with the world that you play in.
I think there would be some interesting benefits to this kind of play. First, oddly enough, would be some health benefits. These would probably require people to go out into their world and interact with it. They would go for walks and explore their towns because the game wouldn't be limited to their personal home. City land marks or public buildings could become important parts of the game. The game would require you to go out and explore, keeping people off their couches and getting them outside.
There might be some academic benefits. Going to a library and getting a book might let you gain strength in certain skills, or you could find treasure in the park at your town center. It might seem odd, using games to teach, but that has been a major movement already in the industry. Lots of different groups are trying to find how to use video games as a medium for teaching. One of the biggest names on the PC, Valve Software, has even been looking into adding their amazing Steam network for schools. These types of games could encourage tangential learning, where the user learns because they want to, not because it is forced on them.
Finally, I think there could be a great social benefit to these games. Imagine you were supposed to find and defeat a monster that inhabited your local park. While searching, you met up with someone else who was also searching for that monster. Together you could meet and play the game, working together for the final goal. What if the game was tailored to these kinds of chance occurrences? If you met someone and shook hands, maybe both characters would gain experience, or if you combined spells or attacks with your partner and they would deal more damage, maybe you would gain even more loot at the end if you worked with someone. These would make people more inclined to act civilly with others. And after, you might find that you have more in common, games you both like or books you read or places you like to eat. The game would be helping you to meet real people in your area and make real connections.
There is a lot that these games could do, good and bad. I won't go into it now. Smarter and more invested people will continue to expand on these topics as development continues. I just look to the future. These could change how we play and how we see games. There would be great opportunities to change how society views games and how we deal with each other.
On the downside, I just know someone is going to make some creepy games someday.
Just something to chew on.
Friday, May 4, 2012
Time to Upgrade
I've really started getting into comics lately. I think it is because of the both the Kindle and the easy to use comic app, as well as the recent DC universe reboot. However, I would like to outline that I have had a love of super heroes in general for a long time. I would read the old Spider-Man comics from the library and watch all the cartoon shows. One of my favorites, then and now, is the Teen Titans. They have a great cast of characters and an entertaining story line. The comic series is also very well written with a lot of intrigue and drama, not just about super villains, but also about growing up. One character that has had a huge presence in the series has been Cyborg. The half man, half robot young leader of the Titans has been around for a while as a Titan and as a mentor. This reboot and other material have shown a wonderful change in this character's DC career.
Cyborg is finally getting the spotlight he deserves.
In the recent Reboot, Cyborg is not a member of the Titian, he becomes a founding member of the Justice League. The ex-Titan has moved into the "big leagues" now with his introduction into the League. He is becoming more mature and involved in the mainstream DC universe. Cyborg has always had a following, being popular for his abilities and his personality. Finally he is stepping onto the big stage and playing with the big stars. With a character like Superman as an industry figure head, those who are allowed to fight with him gain a lot more for themselves.
This upgrade for Cyborg is a long time in coming. He debuted in October of 1980 and was quickly joined with the Teen Titans. From there he has been an active member and leader various times, including co-leading a team of Titans East for a while there. In a series when characters get knocked off in increasing numbers, his longevity is astonishing. His life span might only be outranked by Robin (whichever variation we're working with). Cyborg may very well be the most influential member of the entire Titans. There's a whole plot point in One Year Later about the younger Titans asking his coma state body for advise and venting their problems to him. He has long since been a leader.
With all his experience, however, he has never really gotten the attention he deserved. Raven had a number of story lines about her and is even getting her own comic series soon. Various Robins do their things, even with Dick Grayson coming out as Nightwing and getting his own series. Cyborg has been a popular character that they never seemed to know what to do with. Even Beast Boy (or Changeling depending on how hipster you are) made his name in the Doom Patrol before going joining the Titans and winning fans with his charm and shape-changing ability. Cyborg hasn't had his time in the light yet.
Now is his time however. He is a founding member of the Justice League and a big name hero in the world. Other plot lines have been leading up to this. In the recent Flashpoint series, in an alternate universe, Cyborg is the world's leading hero, basically what Superman is to us. There he would search for ways to stop warring supers and maintain order. This focus on Cyborg spelled out a bigger future for him.
He even has a staring role in a DC animate film. When so many of the films focus on the main players, usually Bat-man, Superman, or The Green Lantern, in the recent Justice League movie Doom, he is a pivotal character. Helping save Wonder Woman, Superman, and the entire planet. In the film he maintains his strong voice and great gear, while moving smoothly into a more mature and dire situation.
Cyborg is stepping up and getting some real and well deserved focus as a character. He is strong enough to be a hero as well as human enough to sympathize with. In this, DC is growing a character; offering a familiar hero to the old school fans and what could be a new favorite for new fans. Their writing has brought him into his own and allowed his popularity to grow. I hope that DC realizes the potential that they have with this character and use him in the best way possible.
Now I just hope Beast Boy get's his time, but one step at a time.
Just something to chew on.
Cyborg is finally getting the spotlight he deserves.
In the recent Reboot, Cyborg is not a member of the Titian, he becomes a founding member of the Justice League. The ex-Titan has moved into the "big leagues" now with his introduction into the League. He is becoming more mature and involved in the mainstream DC universe. Cyborg has always had a following, being popular for his abilities and his personality. Finally he is stepping onto the big stage and playing with the big stars. With a character like Superman as an industry figure head, those who are allowed to fight with him gain a lot more for themselves.
This upgrade for Cyborg is a long time in coming. He debuted in October of 1980 and was quickly joined with the Teen Titans. From there he has been an active member and leader various times, including co-leading a team of Titans East for a while there. In a series when characters get knocked off in increasing numbers, his longevity is astonishing. His life span might only be outranked by Robin (whichever variation we're working with). Cyborg may very well be the most influential member of the entire Titans. There's a whole plot point in One Year Later about the younger Titans asking his coma state body for advise and venting their problems to him. He has long since been a leader.
With all his experience, however, he has never really gotten the attention he deserved. Raven had a number of story lines about her and is even getting her own comic series soon. Various Robins do their things, even with Dick Grayson coming out as Nightwing and getting his own series. Cyborg has been a popular character that they never seemed to know what to do with. Even Beast Boy (or Changeling depending on how hipster you are) made his name in the Doom Patrol before going joining the Titans and winning fans with his charm and shape-changing ability. Cyborg hasn't had his time in the light yet.
Now is his time however. He is a founding member of the Justice League and a big name hero in the world. Other plot lines have been leading up to this. In the recent Flashpoint series, in an alternate universe, Cyborg is the world's leading hero, basically what Superman is to us. There he would search for ways to stop warring supers and maintain order. This focus on Cyborg spelled out a bigger future for him.
He even has a staring role in a DC animate film. When so many of the films focus on the main players, usually Bat-man, Superman, or The Green Lantern, in the recent Justice League movie Doom, he is a pivotal character. Helping save Wonder Woman, Superman, and the entire planet. In the film he maintains his strong voice and great gear, while moving smoothly into a more mature and dire situation.
Cyborg is stepping up and getting some real and well deserved focus as a character. He is strong enough to be a hero as well as human enough to sympathize with. In this, DC is growing a character; offering a familiar hero to the old school fans and what could be a new favorite for new fans. Their writing has brought him into his own and allowed his popularity to grow. I hope that DC realizes the potential that they have with this character and use him in the best way possible.
Now I just hope Beast Boy get's his time, but one step at a time.
Just something to chew on.
Friday, April 20, 2012
Get What You Pay For
How would you feel if a group of people just gave you four hundred thousand dollars in about eight hours? What if people like the first ones continued to give you money until you had about three million by the end of the month? Would you feel obliged to them somehow? What would you do in return? This is what acclaimed game designer Tim Shaffer is looking at with his newest adventure game. He and his team raised three million dollars on the website Kickstarter. Shaffer, and others like him, have been using this website to fund various projects, from book publishing, to game design, to technological innovations. The success of these creators and this kind of business deal shows us something amazing.
If we want it, we can fund it.
Adventure games are pretty old hat. They had their time in the early years of gaming, and games like Sam and Max did their best to bring them around again, but they were never a big enough hit to warrant major publishers investing the money needed into them. The genre pretty much died out. Independent studios tried to revitalize them, but none of these were ever major successes. It seemed like it was the end for adventure games.
And then Tim Shaffer, god father of adventure games, decided to try out Kickstarter. He would appeal to a niche audience and see if you couldn't get some minimal funding to do a game he would enjoy making and he hoped people would enjoy playing. He as asking for four hundred thousand dollars at the start, more than had ever been raised on Kickstarter. It was a pipe dream, but he and Double Fine Productions had nothing to lose. In the first eight hours, when fans and professional sites saw what he was doing, they raised their goal. For the next month, the money kept pouring in. People were excited for his project and willing to throw a few dollars his way to make it happen.
Tim Shaffer isn't the only one out there. Familiar classics are coming back. Cult Classic "Leisure Suit Larry" is making a return, Wasteland 2 is being developed, Shadowrun is getting and update, and many more. Popular material thought dead is getting a second wind. And new material is also being added. People with a passion for their work and their niche are turning to the consumer to help them make their dream real. Whether it is a school project about social groups, an online role-playing game, or a bands first CD, creators are asking the consumer what they want to see, and the consumer is backing them with their dollars.
This may be one of the first times that consumers have had direct say in what gets made and what doesn't. Have you ever wondered how crappy movies keep getting made? Or how so many trash, boring novels keep getting publish? Or how the same grey and brown shooting games keep getting pushed into gamers' hands? If you keep seeing pointless wastes of material that you hate, this kind of marketing is your chance to support that which you really care about. Don't buy what the faceless publishers throw at you, choose what you want to support.
I hope that this kind of method catches on, or at least draw the attention of bigger publishers. If they realize that people are willing to support smaller ideas, ideas that innovate, or ideas that aren't "mainstream" then they might realize that if they support these small projects with their large wallets, they could turn a profit. We might see a rebirth of innovation and creativity. We'd stop having Micheal Bay action movies with nothing but explosions, we'd stop having pop music that just repeats the word "baby" a thousand times, we'd stop having games that have you shooting Nazis in WW2. A bold, fresh, new landscape would open up to creators everywhere.
Great, another site I have to resist spending money on.
Just something to chew on.
If we want it, we can fund it.
Adventure games are pretty old hat. They had their time in the early years of gaming, and games like Sam and Max did their best to bring them around again, but they were never a big enough hit to warrant major publishers investing the money needed into them. The genre pretty much died out. Independent studios tried to revitalize them, but none of these were ever major successes. It seemed like it was the end for adventure games.
And then Tim Shaffer, god father of adventure games, decided to try out Kickstarter. He would appeal to a niche audience and see if you couldn't get some minimal funding to do a game he would enjoy making and he hoped people would enjoy playing. He as asking for four hundred thousand dollars at the start, more than had ever been raised on Kickstarter. It was a pipe dream, but he and Double Fine Productions had nothing to lose. In the first eight hours, when fans and professional sites saw what he was doing, they raised their goal. For the next month, the money kept pouring in. People were excited for his project and willing to throw a few dollars his way to make it happen.
Tim Shaffer isn't the only one out there. Familiar classics are coming back. Cult Classic "Leisure Suit Larry" is making a return, Wasteland 2 is being developed, Shadowrun is getting and update, and many more. Popular material thought dead is getting a second wind. And new material is also being added. People with a passion for their work and their niche are turning to the consumer to help them make their dream real. Whether it is a school project about social groups, an online role-playing game, or a bands first CD, creators are asking the consumer what they want to see, and the consumer is backing them with their dollars.
This may be one of the first times that consumers have had direct say in what gets made and what doesn't. Have you ever wondered how crappy movies keep getting made? Or how so many trash, boring novels keep getting publish? Or how the same grey and brown shooting games keep getting pushed into gamers' hands? If you keep seeing pointless wastes of material that you hate, this kind of marketing is your chance to support that which you really care about. Don't buy what the faceless publishers throw at you, choose what you want to support.
I hope that this kind of method catches on, or at least draw the attention of bigger publishers. If they realize that people are willing to support smaller ideas, ideas that innovate, or ideas that aren't "mainstream" then they might realize that if they support these small projects with their large wallets, they could turn a profit. We might see a rebirth of innovation and creativity. We'd stop having Micheal Bay action movies with nothing but explosions, we'd stop having pop music that just repeats the word "baby" a thousand times, we'd stop having games that have you shooting Nazis in WW2. A bold, fresh, new landscape would open up to creators everywhere.
Great, another site I have to resist spending money on.
Just something to chew on.
Friday, April 13, 2012
Truly Bazaar
Who am I? You might never know. I am the eloquent gentleman, toast of parties all over the city, charmer of countless noble women, verbal combatant with some of the greatest minds, the creator of vivid and unrivaled poetry, theater, and books. His amused lordship enjoys my company, the Wry Functionary and share cards and drinks, even the Duchess herself seems to hold me in good regards. The common rabble love my work. I am not, however, just another pretty face in society's upper circles. My eyes are always watching, picking up clues and secrets that so many would wish hidden. I even turn my hand at thieving, though it is still a new hobby for me. I am a person of some consequence in this city, and I will become someone of Importance.
Or at least, that's who I am in Fallen London.
This entry is to talk about an innovative game that I came across last year. It was then called Echo Bazaar, and has recently revamped itself and now goes by the name Fallen London. This is not your normal game you might find on Steam or some other digital provider. It's not even a flash game like you might see on Armor Games or Miniclips. What this game is, is a browser game: a game that tells a story without a lot of strict "game play." Typically, you click through some cards and prompts and then chance decides if you succeed or not. You gain levels in four key skills, as well as in story specific occurrences, and gain items of a large variety to use in later story arches.
So basically, this whole game wouldn't seem all that engaging. It might come across as a novelty, a gimmicky website with nothing to offer. Yet, I find myself coming back to this game in my spare time. If I have a few minutes I like to hop on and run through a few missions, earn a level or two, or maybe hunt after some useful times. There's no sound, no three dimensional models, nothing but text (and a spinning hat load icon). What makes this game so appealing?
In short, the world. This game has created a world that is unique and intriguing. It is dark and mysterious while also being entertaining and lively. Through only the text before and after each challenge, the team behind Fallen London have built up a city that you come to understand and love. Whether you're a charmer like me, a thug, a thief, or whatever, you find how your character fits into the world and you can peruse that which interests you. Want to be a novelist? Work up and get into the literary circles, then dominate them. What to be a detective? Put in some time and hunt down big cases. The game functions much like you would think life does, working the menial jobs and low tier work until you get better and move on to more important work.
Every action you take is combined with story bits, short blurbs of text that talk about what you did, how you did it, and how it affected the city or the people. Your knowledge of the city and the people groups, various factions and locations, all grow in time. Nothing is ever just dumped on you, you learn in bits until you understand a good deal of how the whole Fallen London runs. The world is so complex, but is given to you in such digestible parts that you can understand its complexity and really immerse yourself in the world.
I love this game for its story and for showing that not all games have to be fast-paced and big budget. It also shows that an interesting story and believable world can keep a player around just as much as lots of explosions and collision physics. It is a step in showing games as mediums for storytelling and interactive art. I love the game, and I want to see how it grows. Maybe one day I could help shape the streets of Fallen London and influence the various factions.
You should join and play. It's fun.
Just something to chew on.
Or at least, that's who I am in Fallen London.
This entry is to talk about an innovative game that I came across last year. It was then called Echo Bazaar, and has recently revamped itself and now goes by the name Fallen London. This is not your normal game you might find on Steam or some other digital provider. It's not even a flash game like you might see on Armor Games or Miniclips. What this game is, is a browser game: a game that tells a story without a lot of strict "game play." Typically, you click through some cards and prompts and then chance decides if you succeed or not. You gain levels in four key skills, as well as in story specific occurrences, and gain items of a large variety to use in later story arches.
So basically, this whole game wouldn't seem all that engaging. It might come across as a novelty, a gimmicky website with nothing to offer. Yet, I find myself coming back to this game in my spare time. If I have a few minutes I like to hop on and run through a few missions, earn a level or two, or maybe hunt after some useful times. There's no sound, no three dimensional models, nothing but text (and a spinning hat load icon). What makes this game so appealing?
In short, the world. This game has created a world that is unique and intriguing. It is dark and mysterious while also being entertaining and lively. Through only the text before and after each challenge, the team behind Fallen London have built up a city that you come to understand and love. Whether you're a charmer like me, a thug, a thief, or whatever, you find how your character fits into the world and you can peruse that which interests you. Want to be a novelist? Work up and get into the literary circles, then dominate them. What to be a detective? Put in some time and hunt down big cases. The game functions much like you would think life does, working the menial jobs and low tier work until you get better and move on to more important work.
Every action you take is combined with story bits, short blurbs of text that talk about what you did, how you did it, and how it affected the city or the people. Your knowledge of the city and the people groups, various factions and locations, all grow in time. Nothing is ever just dumped on you, you learn in bits until you understand a good deal of how the whole Fallen London runs. The world is so complex, but is given to you in such digestible parts that you can understand its complexity and really immerse yourself in the world.
I love this game for its story and for showing that not all games have to be fast-paced and big budget. It also shows that an interesting story and believable world can keep a player around just as much as lots of explosions and collision physics. It is a step in showing games as mediums for storytelling and interactive art. I love the game, and I want to see how it grows. Maybe one day I could help shape the streets of Fallen London and influence the various factions.
You should join and play. It's fun.
Just something to chew on.
Friday, April 6, 2012
Mr. Fix-It
I'm not a techy; I can't fix your computer. I don't know how to deal with a Blue Screen of Death, I can't get your Skype cam working (or my own for that matter), I don't know how to get into your e-mail. I can't fix home stuff either. I don't know how to cook that well, I would probably struggle changing a fuse, I have no idea how to repair a roof. Honestly, I can't fix a lot of things, (I'm rather worried what I'll be like on my own). Yet there even with my technical failings, there is still a drive I have. It doesn't revolve around the physical, like computers or home repair, but a little deeper.
I always want to fix other people's problems.
I get this desire to be able to reach out to someone and help them past their problems. If it's school work, I want to offer advise on how to work better. If it's people, I want to give opinions on what to say or do. Heck, even in video games I want to make the choices that help my ally characters. Games like Dragon Age have me agonizing over what ways I could help my party members. That might show me as a bit more neurotic than is probably healthy, but it underlines my point. I want to help people.
It bugs me that I can't as well. I might see someone that I only marginally know and they might just look dejected or sad, and I get this drive to help. I want to be able to reach out and let them know that it is all right, that I can help them. I know it sounds arrogant, but the goal isn't to show how they need me in their lives, but to let them know that whatever it is that they are dealing with, someone is there to help them through.
The reason this comes up is twofold. The first is that I started reading through a "visual novel" (a very Japanese kind of computer 'game' that is mostly text with a few distinct choices all in all) and the characters are all burdened with their own problems. While the story follows through the main character, who is not really the player, we get to see how he interacts with the other characters and helps them, or doesn't. Reading that, I can't help but think how I would want to react and help. The only reason I picked up on this idea in this type of game is because the preset story and dialogues don't usually fit how I would handle a situation. I make a few choices, maybe ten in total, but how they play out is strictly in the mind of the central character and his personality rather than my own. I want to help in my own way, but the story doesn't lend itself to such freewheeling.
The second reason for this comes simply though the society that college seems to be for me. Maybe it's something about the Christian community, or maybe it has something do with my place as lounge furniture, but I find I hear about and see people and their problems. I might walk in on someone crying in the prayer chapel, or over hear two people hashing out a tough issue. Whatever the case, when I hear these things or see others in a state of distress, my heart goes out to them.
Maybe this is just your stereotypical guy mentality. Something wrong? Must fix! But I hate to think that what I'm feeling is just base instinct. I'm not moved to solve a problem; I'm driven to help someone. That's the desire, to help. I want to help people, to be their personal life Mr. Fix-It and give them a solution so that they aren't burdened anymore. I know that isn't what people need. Some people need to try it on their own, some just need someone to talk to (I make a great sounding board as well, might get into that another week), some people need to go break balloon animals in half with caramelized steak. I'm not one to judge people's coping mechanisms.
I suppose this overly-drawn-out series of poorly joined paragraphs is a build-up to say that: someday, in our interactions, I may try to help you solve a problem. This isn't me imposing on your life, or trying to be the hero your life deserves, it's me having a desire to help you not be burdened anymore. If you need someone to help you, come to me and I would be glad to do whatever I can. Your problems aren't a burden to me, and even if I can't help, I'll be there to listen.
Just don't ask me to fix your toaster; I'll short out the whole state.
Just something to chew on.
I always want to fix other people's problems.
I get this desire to be able to reach out to someone and help them past their problems. If it's school work, I want to offer advise on how to work better. If it's people, I want to give opinions on what to say or do. Heck, even in video games I want to make the choices that help my ally characters. Games like Dragon Age have me agonizing over what ways I could help my party members. That might show me as a bit more neurotic than is probably healthy, but it underlines my point. I want to help people.
It bugs me that I can't as well. I might see someone that I only marginally know and they might just look dejected or sad, and I get this drive to help. I want to be able to reach out and let them know that it is all right, that I can help them. I know it sounds arrogant, but the goal isn't to show how they need me in their lives, but to let them know that whatever it is that they are dealing with, someone is there to help them through.
The reason this comes up is twofold. The first is that I started reading through a "visual novel" (a very Japanese kind of computer 'game' that is mostly text with a few distinct choices all in all) and the characters are all burdened with their own problems. While the story follows through the main character, who is not really the player, we get to see how he interacts with the other characters and helps them, or doesn't. Reading that, I can't help but think how I would want to react and help. The only reason I picked up on this idea in this type of game is because the preset story and dialogues don't usually fit how I would handle a situation. I make a few choices, maybe ten in total, but how they play out is strictly in the mind of the central character and his personality rather than my own. I want to help in my own way, but the story doesn't lend itself to such freewheeling.
The second reason for this comes simply though the society that college seems to be for me. Maybe it's something about the Christian community, or maybe it has something do with my place as lounge furniture, but I find I hear about and see people and their problems. I might walk in on someone crying in the prayer chapel, or over hear two people hashing out a tough issue. Whatever the case, when I hear these things or see others in a state of distress, my heart goes out to them.
Maybe this is just your stereotypical guy mentality. Something wrong? Must fix! But I hate to think that what I'm feeling is just base instinct. I'm not moved to solve a problem; I'm driven to help someone. That's the desire, to help. I want to help people, to be their personal life Mr. Fix-It and give them a solution so that they aren't burdened anymore. I know that isn't what people need. Some people need to try it on their own, some just need someone to talk to (I make a great sounding board as well, might get into that another week), some people need to go break balloon animals in half with caramelized steak. I'm not one to judge people's coping mechanisms.
I suppose this overly-drawn-out series of poorly joined paragraphs is a build-up to say that: someday, in our interactions, I may try to help you solve a problem. This isn't me imposing on your life, or trying to be the hero your life deserves, it's me having a desire to help you not be burdened anymore. If you need someone to help you, come to me and I would be glad to do whatever I can. Your problems aren't a burden to me, and even if I can't help, I'll be there to listen.
Just don't ask me to fix your toaster; I'll short out the whole state.
Just something to chew on.
Thursday, March 29, 2012
More Than Elves
Fantasy as a genre has been going strong this year, especially in video games. Skyrim came out as a huge hit, Kingdom of Amalur has become a quiet success, Dungeon Defenders is sweeping the Indy titles, and others have brought players back to the realms of mages with funny hats, heroes with big swords, elf maidens in need of a new tailor, and fantasy staples like orcs, goblins, and dragons. Anyone care to guess what other elements might be involved in games like these? Trolls, demons, archwizards, shadowy assassins, dwarves, giant animals, swords, shields, bows, castles, scheming advisers, kings, princesses, magic items, wildly impractical armor, bandit caves, pirates, skeleton warriors, lost civilizations, wolves, inter-dimensional monstrosities, dungeons, catacombs, pretty forests, and on and on and on.
Why is fantasy so predictable?
We all love Tolkien and the Lord of the Rings. It was a great series with an engaging world. Why is it everyone has to rip that off? Maybe that is a bit of a stretch, but you have to admit that a lot of fantasy has a similar feel to it. We keep a lot of the same elements in that genre. Heck, I know I do that same. I was recently looking back on a project I had started and realized just how cliche it felt. We stick to the same elements because we're familiar with them and they're safe. Elves, dwarves, and orcs don't need a lot of detail work because all of us already have a pretty good idea what they are like.
I'm getting sick of the same thing over and over. There is only so often you can read about the human boy teaming with the elf girl and the clumsy wizard as they save the world from the evil overlord. Or play as the silent barbarian/one-man-army who is the only one in the entire world that can change the fate of the world. As much as different authors try to spice it up, typically they all have a relatively similar plot. These work fine, but it means that we become complacent, and soon resentful, of the worlds we've put ourselves in. For me, when I could substitute one fantasy world for another, my interest just starts to fade.
The sad thing about this is that it is all just a sign of laziness. Let's look at science fiction quickly. BioWare has released games in both of these genres, Dragon Age (fantasy) and Mass Effect (Sci-Fi). In Dragon Age we have humans, elves, dwarves, and an orc knock off. In Mass Effect we have humans, turians, krogans, asari, drell, elcor, hanar, keepers, salarians, volus, geth, yahg, vorcha, reapers, quarian... the list goes on. All of these races are unique and well defined. Each one has its history and issues. And this is all within the bounds of science (sort of). Why is in worlds were magic can seemingly defy logic we get stuck with the same races and characters, while in a world ruled but what could possibly exist is so much richer? The mage can summon fire from heaven but he can't have tentacles for arms and raptor legs?
We need a revival in this genre. It is one of my favorites, but my passion for it is waning. The lack of real innovation is crippling this genre. Bethesda did some work with this in their Elder Scrolls series, adding Argonians (lizard people) and Kahjit (cat people) but even those are pretty mundane. How can a genre titled "fantasy," which is supposed to be all that we can imagine and more, be stuck in the same repeating ideas. There should be unlimited opportunities in this genre. Magic could be used to explain countless types of characters, races, and abilities. Terry Pratchett's series Discworld has an amazingly rich world that is unique and engaging, with more than just your standard characters. Yet he seems like the only one (that I have come across) who pushes these traditionally accepted boundaries. We need to drop the notion that fantasy is limited to elves and dwarves, and reach out for those hidden worlds that could change fantasy for the better.
Seriously though, I'm sick of the female heroes wearing the equivalent of on tin can's worth of armor.
Just something to chew on.
Why is fantasy so predictable?
We all love Tolkien and the Lord of the Rings. It was a great series with an engaging world. Why is it everyone has to rip that off? Maybe that is a bit of a stretch, but you have to admit that a lot of fantasy has a similar feel to it. We keep a lot of the same elements in that genre. Heck, I know I do that same. I was recently looking back on a project I had started and realized just how cliche it felt. We stick to the same elements because we're familiar with them and they're safe. Elves, dwarves, and orcs don't need a lot of detail work because all of us already have a pretty good idea what they are like.
I'm getting sick of the same thing over and over. There is only so often you can read about the human boy teaming with the elf girl and the clumsy wizard as they save the world from the evil overlord. Or play as the silent barbarian/one-man-army who is the only one in the entire world that can change the fate of the world. As much as different authors try to spice it up, typically they all have a relatively similar plot. These work fine, but it means that we become complacent, and soon resentful, of the worlds we've put ourselves in. For me, when I could substitute one fantasy world for another, my interest just starts to fade.
The sad thing about this is that it is all just a sign of laziness. Let's look at science fiction quickly. BioWare has released games in both of these genres, Dragon Age (fantasy) and Mass Effect (Sci-Fi). In Dragon Age we have humans, elves, dwarves, and an orc knock off. In Mass Effect we have humans, turians, krogans, asari, drell, elcor, hanar, keepers, salarians, volus, geth, yahg, vorcha, reapers, quarian... the list goes on. All of these races are unique and well defined. Each one has its history and issues. And this is all within the bounds of science (sort of). Why is in worlds were magic can seemingly defy logic we get stuck with the same races and characters, while in a world ruled but what could possibly exist is so much richer? The mage can summon fire from heaven but he can't have tentacles for arms and raptor legs?
We need a revival in this genre. It is one of my favorites, but my passion for it is waning. The lack of real innovation is crippling this genre. Bethesda did some work with this in their Elder Scrolls series, adding Argonians (lizard people) and Kahjit (cat people) but even those are pretty mundane. How can a genre titled "fantasy," which is supposed to be all that we can imagine and more, be stuck in the same repeating ideas. There should be unlimited opportunities in this genre. Magic could be used to explain countless types of characters, races, and abilities. Terry Pratchett's series Discworld has an amazingly rich world that is unique and engaging, with more than just your standard characters. Yet he seems like the only one (that I have come across) who pushes these traditionally accepted boundaries. We need to drop the notion that fantasy is limited to elves and dwarves, and reach out for those hidden worlds that could change fantasy for the better.
Seriously though, I'm sick of the female heroes wearing the equivalent of on tin can's worth of armor.
Just something to chew on.
Friday, March 23, 2012
Soupmon Digivolve
You might remember back in December when I wrote about the cartoons I grew up with and how today's cartoons suck. I was recently reminded of this when I plugged back into the Digital World in an old favorite cartoon of mine, Digimon. Remember this show? Eight kids and their unique monster counter parts having to save the real world and its digital counterpart from varying types of super hyped bad guys? Each episode saw them meeting different monsters and unlocking new powers. This was a great show, fun and engaging, with characters that I still love to this day (T.K. is my favorite, nice to see him so central in the second season). Even with the wild setting, wacky antics, and rather repetitive problems, Digimon was fun, and as I look back now, there is a little more I get from it.
This show had some profound messages about life.
So here's the common theme in the first season. Each kid is given a crest representing the trait that best represents them. These are courage, friendship, love, sincerity, reliability, knowledge, hope, and light. Given that the last one is kind of a stretch, but the others are essential qualities of life. Each of the "Digi-Destined" has a few episodes dealing with how they best fit their specific crest. Tai learns about being courageous, but not stupid, Matt learns about relying on others, Sora learns about her mother's love , and so on and so on. Each episode plays out in a way that makes the problems the characters face easily identifiable. Matt is bummed over his parent's divorce and not having to take care of T.K. Izzy is dealing with being adopted. Mimi is dealing with real responsibility.
Despite its fantasy wrapping paper, this series showed kids some real struggles that they might face as they grew older. And they also offered solutions. They may seem cheesy (and they are) but the message they offer is dead on. They are told things like, don't rely on yourself, don't be reckless, keep on working for what you believe in, never doubt the need for responsibility, and more. Kids have powerful imaginations, and they think about these worlds that they see. I know that as a kid I thought about what I would be like as a "Digi-Destined" and what my crest would be (will power). I would put myself into the world and it would enrich the experience for me. I can't say that I consciously thought about these life lessons and how they applied, but they were still a part of the world that I wanted to be a part of.
While not so life altering, there are other elements in the show that are very surprising. Characters like Angemon, Myotismon, Garudamon, Zudamon, and many more are inspired by religion and myth from around the globe. This is an excellent example of tangential learning. I was always interested in these characters and when I was able to look them up, I found their roots and was fascinated by the stories of what inspired them. My love for folk lore and myth has been partly inspired by this show, I believe. A show like this that takes from so many cultures is a great way to expose kids to new ideas and origins of beliefs in an accessible way. No one is forcing any of them to pursue knowledge, but it is opening the door for them.
I hope that it doesn't sound like I'm running off of nostalgia. Digimon was corny and poorly written, with some of the most cliche dialog I've heard in a while. It is not, by any practical definition, good. Still, it offers kids a lot of opportunities to learn and grow. Cartoons these days just don't offer the same kind of chance. They are flashy and entertaining but wholly insubstantial. How much thought really goes into these shows? You might think it isn't not be fair to compare an older Japanese anime with a modern American cartoon, but this is an example of how cartoons can be great. We grew up with this in America; it is just as much a part of our lives as it is to anyone in Japan. We benefited from it, so why can't later generations. There was a lot of care that went into this show, and subsequent seasons. The fun was balanced with the creative. We just don't see that anymore. I would support the bringing back of these kinds of intelligent shows to kids. I would love to be able to watch something with my son or daughter someday down the line and see that they aren't just distracted for half an hour, but that they are investing in it and being invested in as well.
I do have to admit, some of the digimon were really trippy. Nanimon? That's weird.
Just something to chew on.
This show had some profound messages about life.
So here's the common theme in the first season. Each kid is given a crest representing the trait that best represents them. These are courage, friendship, love, sincerity, reliability, knowledge, hope, and light. Given that the last one is kind of a stretch, but the others are essential qualities of life. Each of the "Digi-Destined" has a few episodes dealing with how they best fit their specific crest. Tai learns about being courageous, but not stupid, Matt learns about relying on others, Sora learns about her mother's love , and so on and so on. Each episode plays out in a way that makes the problems the characters face easily identifiable. Matt is bummed over his parent's divorce and not having to take care of T.K. Izzy is dealing with being adopted. Mimi is dealing with real responsibility.
Despite its fantasy wrapping paper, this series showed kids some real struggles that they might face as they grew older. And they also offered solutions. They may seem cheesy (and they are) but the message they offer is dead on. They are told things like, don't rely on yourself, don't be reckless, keep on working for what you believe in, never doubt the need for responsibility, and more. Kids have powerful imaginations, and they think about these worlds that they see. I know that as a kid I thought about what I would be like as a "Digi-Destined" and what my crest would be (will power). I would put myself into the world and it would enrich the experience for me. I can't say that I consciously thought about these life lessons and how they applied, but they were still a part of the world that I wanted to be a part of.
While not so life altering, there are other elements in the show that are very surprising. Characters like Angemon, Myotismon, Garudamon, Zudamon, and many more are inspired by religion and myth from around the globe. This is an excellent example of tangential learning. I was always interested in these characters and when I was able to look them up, I found their roots and was fascinated by the stories of what inspired them. My love for folk lore and myth has been partly inspired by this show, I believe. A show like this that takes from so many cultures is a great way to expose kids to new ideas and origins of beliefs in an accessible way. No one is forcing any of them to pursue knowledge, but it is opening the door for them.
I hope that it doesn't sound like I'm running off of nostalgia. Digimon was corny and poorly written, with some of the most cliche dialog I've heard in a while. It is not, by any practical definition, good. Still, it offers kids a lot of opportunities to learn and grow. Cartoons these days just don't offer the same kind of chance. They are flashy and entertaining but wholly insubstantial. How much thought really goes into these shows? You might think it isn't not be fair to compare an older Japanese anime with a modern American cartoon, but this is an example of how cartoons can be great. We grew up with this in America; it is just as much a part of our lives as it is to anyone in Japan. We benefited from it, so why can't later generations. There was a lot of care that went into this show, and subsequent seasons. The fun was balanced with the creative. We just don't see that anymore. I would support the bringing back of these kinds of intelligent shows to kids. I would love to be able to watch something with my son or daughter someday down the line and see that they aren't just distracted for half an hour, but that they are investing in it and being invested in as well.
I do have to admit, some of the digimon were really trippy. Nanimon? That's weird.
Just something to chew on.
Friday, March 16, 2012
Funny Doesn't Equal Good
I'm a big fan of web comics. Weekly updated snippets from the on going stories are a good method in story telling, with some advantages to the monthly updates you might get from big name publishers like DC. It makes it easier to follow various characters in a wide range of situations. I follow something like fifteen different comics through the weeks, maybe more, and I can stay engaged with the story and characters despite the differences in genres and styles. My browsing of web comics has shown me a somewhat bothersome trait, and that is what I want to discuss today.
Funny characters and dialog do not necessarily mean deep or interesting characters.
I recently was introduced to the web comic Questionable Content. It is basically the story of the cast living life, though they encounter a broad range of strange and outlandish situations that are far from everyday life, (on the time of writing this, three of the characters are on a space station for one of the character's father's birthdays). This is a very well-written comic with witty dialogue and interesting plot twists. Yet, despite solid writing, it falls a little flat for me, and the reason for this is because of the characters. This comic has run for over 2000 panels, something like nine years. In a three day span, I read the entirety of it (a great use of time I know). And through out, I saw the art style change, the dialogue becoming stronger, and new characters added to the mix, but the characters themselves were fairly static. They go through a number of similar situations in the series, and each time they seem to react the same, either with passiveness, aggression, aloofness, or any other trait that seems to be their single point. You don't see a lot of growth from them. Sure they accomplish things in regards to work or relationships, but we see these fall apart because their basic issues are not addressed. And the worst part of it is, each of the characters see what their problem is, and some even go to therapy for it, to try and change, but it doesn't seem to do any good for most of them. Thank goodness for Hannelore, the OCD. Despite having what might be the most "crippling" flaw, we get to see her grow in leaps and bounds in a very refreshing way.
Along with that lack of real growth is the cast growth. These two seem inversely related. As the characters don't grow, the cast does. They started with a solid cast of three and added a few more in, but now there is probably some twelve characters or more, and each of them has their own connections and hobbies to keep track of. This starts to get confusing when you try to keep track of everyones' work life, romantic endeavors, as well as back stories and prior interactions. Some time a character will return after months of absence and it is easy to forget who they were in the first place, let alone what they're doing now. It seems like the author just adds another character if they have run out of ideas as to what to do with the current cast.
Again, this doesn't mean that Questionable Content is a bad comic, it just doesn't reach it's full potential. A web comic that has both character growth and wit is Between Failures. I have followed this comic for a while now, and it never ceases to get me engaged. Between Failures starts with a tight cast. There are six main characters, and about five secondary characters. These characters all have interesting personalities and quirks that make them interesting and believable. Insecurities and fears, as well as goals and ambitions, fit with the characters and you can see how they deal with them in good and bad ways. Ed is a short man with a short temper and he knows it is his Achilles heel. We see him messing up with this issue and trying to overcome it. Each character has growth and depth. The writing is just as witty as in Questionable Content, but you can feel the underlying affection that the friends have for each other. Even though you meet with them when they are already established friends, it is easy to see how they compliment each other and why their friendships are strong. There is an unwritten history between them that doesn't need to be told, the reader just knows that they are genuine.
A good story is fine, but the reader can get frustrated when the characters keep applying the same methods to the same situations and never learning. Part of the draw for web comics should be that you can trace the character's growth and look back and see how what happened in past clips affects what they are doing now. The same excuses and fears turn into whining. Characters need to be able to be witty as well as human. Humans do learn from their mistakes. We might be stupid, but even we can figure out how to be better. I would like to see Questionable Content really give their characters strength and greater depth. If their characters really started to grow and mature, I think Questionable Content could be one of the best on the web.
Except for Goblins, that guy is awesome.
Just something to chew on.
Funny characters and dialog do not necessarily mean deep or interesting characters.
I recently was introduced to the web comic Questionable Content. It is basically the story of the cast living life, though they encounter a broad range of strange and outlandish situations that are far from everyday life, (on the time of writing this, three of the characters are on a space station for one of the character's father's birthdays). This is a very well-written comic with witty dialogue and interesting plot twists. Yet, despite solid writing, it falls a little flat for me, and the reason for this is because of the characters. This comic has run for over 2000 panels, something like nine years. In a three day span, I read the entirety of it (a great use of time I know). And through out, I saw the art style change, the dialogue becoming stronger, and new characters added to the mix, but the characters themselves were fairly static. They go through a number of similar situations in the series, and each time they seem to react the same, either with passiveness, aggression, aloofness, or any other trait that seems to be their single point. You don't see a lot of growth from them. Sure they accomplish things in regards to work or relationships, but we see these fall apart because their basic issues are not addressed. And the worst part of it is, each of the characters see what their problem is, and some even go to therapy for it, to try and change, but it doesn't seem to do any good for most of them. Thank goodness for Hannelore, the OCD. Despite having what might be the most "crippling" flaw, we get to see her grow in leaps and bounds in a very refreshing way.
Along with that lack of real growth is the cast growth. These two seem inversely related. As the characters don't grow, the cast does. They started with a solid cast of three and added a few more in, but now there is probably some twelve characters or more, and each of them has their own connections and hobbies to keep track of. This starts to get confusing when you try to keep track of everyones' work life, romantic endeavors, as well as back stories and prior interactions. Some time a character will return after months of absence and it is easy to forget who they were in the first place, let alone what they're doing now. It seems like the author just adds another character if they have run out of ideas as to what to do with the current cast.
Again, this doesn't mean that Questionable Content is a bad comic, it just doesn't reach it's full potential. A web comic that has both character growth and wit is Between Failures. I have followed this comic for a while now, and it never ceases to get me engaged. Between Failures starts with a tight cast. There are six main characters, and about five secondary characters. These characters all have interesting personalities and quirks that make them interesting and believable. Insecurities and fears, as well as goals and ambitions, fit with the characters and you can see how they deal with them in good and bad ways. Ed is a short man with a short temper and he knows it is his Achilles heel. We see him messing up with this issue and trying to overcome it. Each character has growth and depth. The writing is just as witty as in Questionable Content, but you can feel the underlying affection that the friends have for each other. Even though you meet with them when they are already established friends, it is easy to see how they compliment each other and why their friendships are strong. There is an unwritten history between them that doesn't need to be told, the reader just knows that they are genuine.
A good story is fine, but the reader can get frustrated when the characters keep applying the same methods to the same situations and never learning. Part of the draw for web comics should be that you can trace the character's growth and look back and see how what happened in past clips affects what they are doing now. The same excuses and fears turn into whining. Characters need to be able to be witty as well as human. Humans do learn from their mistakes. We might be stupid, but even we can figure out how to be better. I would like to see Questionable Content really give their characters strength and greater depth. If their characters really started to grow and mature, I think Questionable Content could be one of the best on the web.
Except for Goblins, that guy is awesome.
Just something to chew on.
Friday, March 9, 2012
Massive Action Fiasco
Last week I wrote about games on their appropriate counsels. That got me thinking about one game from the PS3. The game is M.A.G. (Massive Action Game). It is a FPS by Zipper Interactive, the guys behind SOCOM. Its main draw was that it allowed for over 200 players to be in-game at one time. While an awesome idea, and the game was pretty solid technically, M.A.G. never really took off in popularity. While a bit of a flop MAG did a few things right, with one big one standing out.
M.A.G. made you feel like a part of the group.
I know I've been on a kind of alone/acceptance kick for a while, but this time it's far less touchy-feely. M.A.G. placed the player in one of three private military corporations (PMC for the sake of laziness). Each PMC had it's own back story, voice overs, player voices, and load out look. One looked more modern military, one looked more advanced/near future, and the other was more homemade/ guerrilla war style. Through the style choices, players could identify with what was their in regards to buildings and vehicles, as well as who was on their team. Every area could easily be identified as a certain organization's territory.
Another area that M.A.G. did well in was player community. Since there were only three choices of teams to play on, and you were basically stuck on that team until you decided to delete a profile, the team goals were always more important. There were four positions in game. The basic was the soldier, the average player. Above him was a squad leader who were in charge of six to eight soldiers.; these were the players who had played longer and leveled a good deal. Above them was the platoon leader, in charge of four squads. Then at the top was the regiment commander, who was the head of the entire group. Each leader was able to use different perks and special commands, as well as set main objectives.
Along with this player set-up was the goals of the match. There were three basic map styles, either capture the points, capture the vehicle, or full-blown invasion. Each group was sent to a different section of the map, with squad leaders coordinating with platoon leaders to pick the most important objectives. The squad leader would set up fargo objectives which would be rewarded with more experience points. It was to each team member's benefit to follow their squad leaders orders.
Combining these two game play choices built up a team mentality. Players followed the chain of command and relied on each other for success. Players couldn't heal themselves and needed a partner to help them get back in the action. Every player had their own play style that they brought to the match. Some people might be tank busters, others hung back and picked people off with snipers, some were the run and gun assault types, and others (like me) picked up support with repair, healing, and distractions. Each play style was rewarded, but no one style was clearly better than the other in regards to earning xp or kills. There was the added choice of being able to have two other player load outs that you could switch to depending on the situation.
M.A.G. was an experiment in player communities and mass gaming. I believe that the reason it failed was mostly because of the choice of putting it on the home counsel instead of PC. Besides the idea that FPS games work better with a mouse, there is also the easy of communication. PS3 mikes are expensive and rarely used. On the other hand, most computers these days have them built in. It makes it easier to communicate and organize teams. Despite this, M.A.G. was a good try and an admirable experiment. If anything, it shows that some companies are willing to try new ideas. I hope to see projects like this later on in the industry, games that focus on the player community as much as a good experience. Red-5's upcoming Firefall might be a great example of this, we'll see.
Also, they really need a way to cut down the fricking long load times.
Just something to chew on.
M.A.G. made you feel like a part of the group.
I know I've been on a kind of alone/acceptance kick for a while, but this time it's far less touchy-feely. M.A.G. placed the player in one of three private military corporations (PMC for the sake of laziness). Each PMC had it's own back story, voice overs, player voices, and load out look. One looked more modern military, one looked more advanced/near future, and the other was more homemade/ guerrilla war style. Through the style choices, players could identify with what was their in regards to buildings and vehicles, as well as who was on their team. Every area could easily be identified as a certain organization's territory.
Another area that M.A.G. did well in was player community. Since there were only three choices of teams to play on, and you were basically stuck on that team until you decided to delete a profile, the team goals were always more important. There were four positions in game. The basic was the soldier, the average player. Above him was a squad leader who were in charge of six to eight soldiers.; these were the players who had played longer and leveled a good deal. Above them was the platoon leader, in charge of four squads. Then at the top was the regiment commander, who was the head of the entire group. Each leader was able to use different perks and special commands, as well as set main objectives.
Along with this player set-up was the goals of the match. There were three basic map styles, either capture the points, capture the vehicle, or full-blown invasion. Each group was sent to a different section of the map, with squad leaders coordinating with platoon leaders to pick the most important objectives. The squad leader would set up fargo objectives which would be rewarded with more experience points. It was to each team member's benefit to follow their squad leaders orders.
Combining these two game play choices built up a team mentality. Players followed the chain of command and relied on each other for success. Players couldn't heal themselves and needed a partner to help them get back in the action. Every player had their own play style that they brought to the match. Some people might be tank busters, others hung back and picked people off with snipers, some were the run and gun assault types, and others (like me) picked up support with repair, healing, and distractions. Each play style was rewarded, but no one style was clearly better than the other in regards to earning xp or kills. There was the added choice of being able to have two other player load outs that you could switch to depending on the situation.
M.A.G. was an experiment in player communities and mass gaming. I believe that the reason it failed was mostly because of the choice of putting it on the home counsel instead of PC. Besides the idea that FPS games work better with a mouse, there is also the easy of communication. PS3 mikes are expensive and rarely used. On the other hand, most computers these days have them built in. It makes it easier to communicate and organize teams. Despite this, M.A.G. was a good try and an admirable experiment. If anything, it shows that some companies are willing to try new ideas. I hope to see projects like this later on in the industry, games that focus on the player community as much as a good experience. Red-5's upcoming Firefall might be a great example of this, we'll see.
Also, they really need a way to cut down the fricking long load times.
Just something to chew on.
Friday, March 2, 2012
Game On...The Proper One
Never did I think I would understand the idea that consoles were unfit for First-Person Shooters. I had grown up with Golden Eye, The Orange Box, Resistance: Fall of Man, and others. I was perfectly happy with the duel analog game play and the long load times and updates that came with console connections. And then I went to college and discovered the world of PC FPS. Between the WASD keys and mouse I found a whole new way to play. Among my play time, I found a game called Hydrophobia: Prophesy, an adventure game like Jak and Daxter that I had enjoyed on my PS2. I tried it with high expectations and was sorely disappointed. I came to a realization (as I so often do).
Each system is set for its own games; crossing some lines is inadvisable.
There are so many kinds of games out there, and each type requires its own set of skills and mentalities to go with it. Real Time Strategy games require micro management with a big picture perspective. Turn Based games require forethought and anticipation. Fighting games require precision timing and knowledge of counters and combos. FPS games call for observation and twitch reflexes. These are pretty basic, and there are others across the board depending on the game and the system.
Certain genres are better suited to certain play styles. RTS games need you to be able to select and move both specific units and groups easily and to a variety of locations. FPS games need precision moving for aim and easy weapon cycling. These games lend themselves better to the easy of motion with the mouse and the various keys on the board. Action games and platformers need easily adjusted character movement. Fighting games need a range of motion using only a few inputs. The duel analog and button layouts work well for this.
When we cross platforms it gets hard. Yes FPS games are on the counsel, but the game play is more rewarding on a PC. On the other hand, Action/Adventure games don't perform as well on PCs. The game play is usually more cumbersome and awkward. That's why games like Shank, when ported to the PC, suffer, they weren't built at the ground level with keyboard and mouse in mind.Saint's Row 2 is another good example of a great game being brought down by poor transitioning. The menu set up was atrocious. The developers didn't make it so that the mouse could switch between options and menus, instead they used keyboard buttons and the arrow keys. This made basic actions like saving and navigating options a hassle and brought down the games quality.
This is the crux of the issue. Games need to be developed with their intended play style in mind. Some games port well between the systems, but there is never a perfect transition. Controls may end up sloppy and awkward, menus and options are difficult to navigate, or software bugs may hinder play. This isn't talking about cross-platform games like Modern Warfare or others like that. Those are built on the idea that they will be marketable to either audience. What I am saying is a basic idea. Proper planning needs to be done, not just for the short goals, but with the possibility of change over.
Or you could buy another Xbox controller if you really want to deal with that refrigerator of plastic....
Just something to chew on.
Each system is set for its own games; crossing some lines is inadvisable.
There are so many kinds of games out there, and each type requires its own set of skills and mentalities to go with it. Real Time Strategy games require micro management with a big picture perspective. Turn Based games require forethought and anticipation. Fighting games require precision timing and knowledge of counters and combos. FPS games call for observation and twitch reflexes. These are pretty basic, and there are others across the board depending on the game and the system.
Certain genres are better suited to certain play styles. RTS games need you to be able to select and move both specific units and groups easily and to a variety of locations. FPS games need precision moving for aim and easy weapon cycling. These games lend themselves better to the easy of motion with the mouse and the various keys on the board. Action games and platformers need easily adjusted character movement. Fighting games need a range of motion using only a few inputs. The duel analog and button layouts work well for this.
When we cross platforms it gets hard. Yes FPS games are on the counsel, but the game play is more rewarding on a PC. On the other hand, Action/Adventure games don't perform as well on PCs. The game play is usually more cumbersome and awkward. That's why games like Shank, when ported to the PC, suffer, they weren't built at the ground level with keyboard and mouse in mind.Saint's Row 2 is another good example of a great game being brought down by poor transitioning. The menu set up was atrocious. The developers didn't make it so that the mouse could switch between options and menus, instead they used keyboard buttons and the arrow keys. This made basic actions like saving and navigating options a hassle and brought down the games quality.
This is the crux of the issue. Games need to be developed with their intended play style in mind. Some games port well between the systems, but there is never a perfect transition. Controls may end up sloppy and awkward, menus and options are difficult to navigate, or software bugs may hinder play. This isn't talking about cross-platform games like Modern Warfare or others like that. Those are built on the idea that they will be marketable to either audience. What I am saying is a basic idea. Proper planning needs to be done, not just for the short goals, but with the possibility of change over.
Or you could buy another Xbox controller if you really want to deal with that refrigerator of plastic....
Just something to chew on.
Friday, February 24, 2012
Human Trophies
Just so you know, this entry will not be about how to dip your enemies in gold and tastefully decorate your den with their solidified corpses (that comes next week). No, this is more of a social analysis. Arts and crafts and home decor have never been my strong suit, but criticizing people and the school that I go to sure are. I have noticed this topic is incredibly prevalent in Christian communities. It is something that I have been on the receiving end of and has caused me some strife.
Let's be clear, people are not achievements.
Now let's be more clear because that prior sentence may have made little sense. Let's say you know someone on campus that everyone knows. Every time you see them they waltz up to you say "Hi [Your Name]! How's your day?" To which you respond with one of the standard answers and then they leave you with their winning smile. Do you know what has just happened? Absolutely nothing. There was no substance there and there never will be. It's like someone gave some personality to a Speak and Spell and fed it the list of every student on campus.
These kind of people seem to think that just because they know everyone's names and have a freakishly sunny disposition that they are making friends. The number of people that they associate themselves with is indicative of their own worth. They blind themselves, thinking that they are being community minded and caring to everyone one, when in reality they have nothing but a shallow relationship with most of the people they come into contact with (and a surprisingly good memory for names).
What I'm getting at is something I feel I get at often. Mostly that people are shallow and cowardly, trying to satiate their own weaknesses through various levels of self-indulgence, but also that real relationships are not brought about by pretty words. They take care and time to listen to problems and praises and to share your own. I can think of a number of people at Taylor that are like this. They feed me the same greetings and don't care to get deeper. They know my name but God help us all if they know my dorm or major. These people are the ones with 3000 Facebook friends and add every single person they meet to their roster of names. The big numbers are supposed to impress others and make themselves feel better, but when someone like me sees the numbers it just seems like they have no concept of intimacy.
But the people as achievements idea can swing the exact opposite way. I also know a few people who try and know everything about people. They'll sit down with people for a few hours and ask all the deep probing questions you would expect from someone you've known for a while. Their attitude seems to be that once they know all these facts and theories, they are a part of that person's life. They are now important to them. That creates the same delusion as the other theory. Just because you know things doesn't mean you know people. They don't realize the information they have or the power that comes with it. Instead of turning back and investing in the people they skip on by with the illusion of genuine friendship. Look at it like any school test, knowing a bunch of random facts is nice, but if you can't apply any theories on the test you are bound to fail.
Invest in people. That's the basic idea. Don't have a surface relationship and don't expect that all your deep questions mean you understand the person. I have seen both ends and felt betrayed by both sides. Each side pretends to care while lying to you and themselves. I might sound harsh, and maybe I am, but it these kinds of fake friendships bother me. It is even worse in our Christian "communities." When these people try and influence lives, it becomes hypocrisy. They might not intend it to be, but their dishonesty in relationships do nothing to encourage their message.
Except Cody Allen Rushing. If you're reading this, you are the exception.
Just something to chew on.
Let's be clear, people are not achievements.
Now let's be more clear because that prior sentence may have made little sense. Let's say you know someone on campus that everyone knows. Every time you see them they waltz up to you say "Hi [Your Name]! How's your day?" To which you respond with one of the standard answers and then they leave you with their winning smile. Do you know what has just happened? Absolutely nothing. There was no substance there and there never will be. It's like someone gave some personality to a Speak and Spell and fed it the list of every student on campus.
These kind of people seem to think that just because they know everyone's names and have a freakishly sunny disposition that they are making friends. The number of people that they associate themselves with is indicative of their own worth. They blind themselves, thinking that they are being community minded and caring to everyone one, when in reality they have nothing but a shallow relationship with most of the people they come into contact with (and a surprisingly good memory for names).
What I'm getting at is something I feel I get at often. Mostly that people are shallow and cowardly, trying to satiate their own weaknesses through various levels of self-indulgence, but also that real relationships are not brought about by pretty words. They take care and time to listen to problems and praises and to share your own. I can think of a number of people at Taylor that are like this. They feed me the same greetings and don't care to get deeper. They know my name but God help us all if they know my dorm or major. These people are the ones with 3000 Facebook friends and add every single person they meet to their roster of names. The big numbers are supposed to impress others and make themselves feel better, but when someone like me sees the numbers it just seems like they have no concept of intimacy.
But the people as achievements idea can swing the exact opposite way. I also know a few people who try and know everything about people. They'll sit down with people for a few hours and ask all the deep probing questions you would expect from someone you've known for a while. Their attitude seems to be that once they know all these facts and theories, they are a part of that person's life. They are now important to them. That creates the same delusion as the other theory. Just because you know things doesn't mean you know people. They don't realize the information they have or the power that comes with it. Instead of turning back and investing in the people they skip on by with the illusion of genuine friendship. Look at it like any school test, knowing a bunch of random facts is nice, but if you can't apply any theories on the test you are bound to fail.
Invest in people. That's the basic idea. Don't have a surface relationship and don't expect that all your deep questions mean you understand the person. I have seen both ends and felt betrayed by both sides. Each side pretends to care while lying to you and themselves. I might sound harsh, and maybe I am, but it these kinds of fake friendships bother me. It is even worse in our Christian "communities." When these people try and influence lives, it becomes hypocrisy. They might not intend it to be, but their dishonesty in relationships do nothing to encourage their message.
Except Cody Allen Rushing. If you're reading this, you are the exception.
Just something to chew on.
Friday, February 17, 2012
Showing Care
I've been meaning to write this one for a little while now, basically since I left Taylor and flew out here to Ireland. It's been on my mind for a long time, something that I've tried to deal with and something that has been at the back of my mind for a while. My own personal struggles have highlighted it, and I've seen God work with it. Everyone needs to recognize this for the people in their lives:
It means a lot to know people care.
The inspiration for this update came about with my preparing to leave Swallow. I love my dorm and I feel like I am a part of it. Apparently, so did most of my friends. Before I left, they got together and threw a surprise-going away party for me. All my friends who were there for J-term showed up to hang out, talk, have pizza, and play games. It wasn't just my dorm mates, friends from off campus came as well. Everyone was barefoot and wore hats, like I am so known to do. It was kind of corny, but it was a great gesture. Being able to see everyone and talk with them and to know they were gathered there because they cared about me was thrilling.
Know, as kind and caring of a gesture as this was, what made it so incredibly impactful for me? It was a kind of answer to prayer. I'll make no secret of this, I have often felt out of place wherever I go. It isn't the fault of anyone, I just feel like my personality is different than people are used to. I was dealing with this for a while this last semester and into J-term. I spent a number of nights talking with God about it, asking Him to help me find where I fit. Seeing what my friends went through for me, that they took the time to organize something for me really showed me how much people actually care. God answered my prayers through these people.
The main point of this tale is this; we want to feel appreciated. It is hard to go through life with the feeling of being alone. Loneliness isn't just not being around people, it can be about being with people and not feeling like you belong. There is a desire to connect and know that the connection means something. The easiest way to do this seems to be just saying it. Just to tell someone that you appreciate them and that they matter to you can do wonders in a persons life. We shouldn't be afraid of showing each other that kindness and making sure they know that they matter.
I hope that anyone from Swallow and from Taylor who reads this will know that I appreciate what was done for me. Everyone of you means a lot to me. Taylor and the friends I have found in and around Swallow have become a second family for me. Every personality and unique character that I know has shaped my college life and impacted me in countless ways. I want to thank all of you back home. I miss you guys, and as much as I love being here in Ireland, I'm looking forward to coming back and seeing you all again.
And when I get back, there will be a whole new batch of freshman to torment.
Just something to chew on.
It means a lot to know people care.
The inspiration for this update came about with my preparing to leave Swallow. I love my dorm and I feel like I am a part of it. Apparently, so did most of my friends. Before I left, they got together and threw a surprise-going away party for me. All my friends who were there for J-term showed up to hang out, talk, have pizza, and play games. It wasn't just my dorm mates, friends from off campus came as well. Everyone was barefoot and wore hats, like I am so known to do. It was kind of corny, but it was a great gesture. Being able to see everyone and talk with them and to know they were gathered there because they cared about me was thrilling.
Know, as kind and caring of a gesture as this was, what made it so incredibly impactful for me? It was a kind of answer to prayer. I'll make no secret of this, I have often felt out of place wherever I go. It isn't the fault of anyone, I just feel like my personality is different than people are used to. I was dealing with this for a while this last semester and into J-term. I spent a number of nights talking with God about it, asking Him to help me find where I fit. Seeing what my friends went through for me, that they took the time to organize something for me really showed me how much people actually care. God answered my prayers through these people.
The main point of this tale is this; we want to feel appreciated. It is hard to go through life with the feeling of being alone. Loneliness isn't just not being around people, it can be about being with people and not feeling like you belong. There is a desire to connect and know that the connection means something. The easiest way to do this seems to be just saying it. Just to tell someone that you appreciate them and that they matter to you can do wonders in a persons life. We shouldn't be afraid of showing each other that kindness and making sure they know that they matter.
I hope that anyone from Swallow and from Taylor who reads this will know that I appreciate what was done for me. Everyone of you means a lot to me. Taylor and the friends I have found in and around Swallow have become a second family for me. Every personality and unique character that I know has shaped my college life and impacted me in countless ways. I want to thank all of you back home. I miss you guys, and as much as I love being here in Ireland, I'm looking forward to coming back and seeing you all again.
And when I get back, there will be a whole new batch of freshman to torment.
Just something to chew on.
Friday, February 10, 2012
Jesus Dinner
I love food. Food is awesome. And for my family, meals are important. We had family dinner basically everyday when I was growing up, and we still do when I get back. My parents are hosting dessert nights to get to know people in our new church. I can't count the number of times that we had people during holidays, special occasions, and even just random days over for a nice meal and chatting afterwards. I suppose by now you've picked up a theme, meals are a great way to connect with people. Now, I'm going to take this to a slightly different place.
Why isn't every meal the "Lord's Supper?"
Why isn't every meal the "Lord's Supper?"
And out of the spiritual left field we have this odd question. This thought crossed my mind when I was in church last Sunday during communion. The passage we always here mentions "For whenever you eat this bread and drink this cup, you proclaim the Lord's death until he comes." And communion is always a specific event, usually taken at church. There's prayer and repentance and traditions about how it is taken. Now there's nothing wrong with that, but why is it just these same ideas everywhere?
My family might be the poster family for dinners as socializing and being a part of each others lives. What if we applied that idea to the Lord's Supper? Every meal would not just be the daily catching up, but an invitation to have God come into our conversations and fellowship. It wouldn't be about turning every dinner into a deep theological discussion or time of confession, but a remembrance of what God has done, something to keep in mind as a family reconnected.
What I'm saying is probably not that new. I have heard about people who even set an extra place symbolizing God at the table with them. What I would like to see, however, is a change from a traditional view of communion. Let's not make it a stoic ritual we do whenever the pastor decides to spill the grape juice, but a continual reminder, in daily lives and at churches, of what God has done for us.
Plus it would finally give some meaning to all those church potlucks.
Just something to chew on.
Friday, February 3, 2012
Onward for Great Justice
You'll forgive me for not updating last week (though most of you don't actually know this is weekly). What with travel time and jet lag, it can be understood that I would miss a week. I suppose that is the problem with writing these on Friday/Saturday, most travel will usually take place in these times. So I might be at 51 updates this year. Not a crime. For those of you who don't know, I am studying abroad in Ireland this semester. I'll be getting my fill of Irish food, music, and culture until sometime in May. I've only been here a week, and already I've found something that I really enjoy.
I love exploring new towns.
Out here we have a card that gives us basically unlimited access to the train that runs from Greystones, where we are, through Dublin and beyond. In reality it is't a wide circuit, but there are many stops along the way. Each stop is its own town with its own shops and buildings. I have only had a few opportunities thus far to go out on my own, but I have enjoyed it immensely.
The thrill of exploration is the discovery of what is new. I have walked along cobble streets, past old buildings, and down tight alleys in this European land. I have been able to find various coffee shops, clothing stores, and book outlets hidden away among the tightly packed buildings. Each place seems unique, with its own charm and mystery. There may be some romantic notions behind strolling through foreign cities, but at the very least, it is fascinating to wander through the streets of a place you've never been to and find what it has to offer.
There is something to be said for the spirit of discovery. It might seem silly to journey to places you don't know, to travel to lands unfamiliar and see what there is. What kind of longing could have possesses a group of people to travel by boat from their home in one part of the world, across an unknown ocean, to another land? It would seem like suicide. But I can understand now, a little more anyway. There is a thrill into entering strange lands and learning what it has to offer. For me, it was old bookstores, not all that grand, but for others, there was life and freedom in the new lands. The excitement of discovery that I had must have been so much more to those who found new homes.
I hope that this kind of experience is something many others can get a hold of. The thrill itself is satisfying enough, but when you feel the rush of discovery for yourself, it adds a whole new perspective on history. Call it a connection with the past, however slight it might be. Finding an old bookstore in a pretty town might not be the same as finding a new home in an untamed country, but it's something that gives you a perspective on the history of your own home.
Just don't get lost, else you might end up feeling more like the Donner party.
Just something to chew on.
I love exploring new towns.
Out here we have a card that gives us basically unlimited access to the train that runs from Greystones, where we are, through Dublin and beyond. In reality it is't a wide circuit, but there are many stops along the way. Each stop is its own town with its own shops and buildings. I have only had a few opportunities thus far to go out on my own, but I have enjoyed it immensely.
The thrill of exploration is the discovery of what is new. I have walked along cobble streets, past old buildings, and down tight alleys in this European land. I have been able to find various coffee shops, clothing stores, and book outlets hidden away among the tightly packed buildings. Each place seems unique, with its own charm and mystery. There may be some romantic notions behind strolling through foreign cities, but at the very least, it is fascinating to wander through the streets of a place you've never been to and find what it has to offer.
There is something to be said for the spirit of discovery. It might seem silly to journey to places you don't know, to travel to lands unfamiliar and see what there is. What kind of longing could have possesses a group of people to travel by boat from their home in one part of the world, across an unknown ocean, to another land? It would seem like suicide. But I can understand now, a little more anyway. There is a thrill into entering strange lands and learning what it has to offer. For me, it was old bookstores, not all that grand, but for others, there was life and freedom in the new lands. The excitement of discovery that I had must have been so much more to those who found new homes.
I hope that this kind of experience is something many others can get a hold of. The thrill itself is satisfying enough, but when you feel the rush of discovery for yourself, it adds a whole new perspective on history. Call it a connection with the past, however slight it might be. Finding an old bookstore in a pretty town might not be the same as finding a new home in an untamed country, but it's something that gives you a perspective on the history of your own home.
Just don't get lost, else you might end up feeling more like the Donner party.
Just something to chew on.
Saturday, January 21, 2012
Decisions for the Best
If you remember last week (which most of you should, unless there was an excess of alcohol which raises some new questions) you know that I wrote about some benefits of being negative. I stand behind what I have written, and I am still the pessimist you all know and love. However, this week I am going to talk about something that might seem the exact opposite. Hang on, this might be heavy.
You can be as happy as you choose to be.
Admittedly, this sounds pretty cliche. I bet there are some self-help books out there that have this on page one, line one. It sounds like it would be such an easy decision, so much so that it seems like to trivial a solution to our troubles. We need some cosmic solutions right? Not entirely. Let me talk a bit about me.
It was a few nights back, I was reading the Last Battle by C.S. Lewis (you'll remember that I am taking a seminar, unless, again, alcohol). It was while reading through Lewis' descriptions of Aslan's country that I really got excited. It was something amazing to visualize. I felt that I should get out of my chair and fly along with the eagle as everyone ran through the country. It was amazingly appealing and created such beautiful images in my mind. I knew that this was the kind of place that I wanted to go to in my time. It was such an inviting picture of heaven. When I closed the book, I realized something: I was genuinely happy. This wasn't just the wistful, wishful kind of happy that comes from daydreaming, it was the kind of joy. I looked at my life, and my problems and my hurt was not so great anymore. I decided then that I would be happy. No one had the right to take that from me. For as long as I wanted, I could be happy. This week has been an exercise in that. Everyday that I've woken up and gone out in the world, I've been happy. Going to class, attending chapel, eating with friends, watching movies, everything that I've done has been a part of my choice to be happy.
I feel I've said this a dozen times before, but life is hard. You'll fight with friends, people will judge you unfairly, distance will separate friends, and countless other hurts can rise up in your life. Often it can feel overwhelming. I know I've been up late at night, my mind racing with things that I could say or arguments that I could give. I still have trouble with that (though I've started listening to classical music through my head phones, it helps). Yet when I feel troubled, I know that God has more for me than whatever crap is going on now. Even if my whole life is rough, there is more to come after. I've taken comfort in that and I've started to choose to be happy. I keep praying, trying to turn over any anger or hurt to God.
Maybe you would like a couple of practical steps in this? I talk a big game, but there's definitely some things you can do other than just believe like life is a Disney movie. Here's a few things I do. One thing is a prayer life. I took my dad's idea and set some alarms on my watch for times I know I'll be awake. When they go off, I send up a short prayer, typically thanking God for whatever is going on right then. Pastor Craig from life church has a new series called Better. In it, he mentions that having a continual prayer life is a great way to live each day with God. These alarms are a step toward that. Another thing you can do is indulge a bit. I'm not talking excessive spending, but if there is something that caught your eye, think about letting yourself get it. I am not making any case that materialism brings happiness, but it can be a pick me up. Honestly, I bought Angry Birds for my Kindle. It's fun and enjoyable. A third thing is going out and doing something fun. Obvious I know. I went karaoking with friends at Buffalo Wild Wings. I can't sing all that hot, but it is a fun time. Spending it with friends and being ridiculous made it all the better. Spending time with friends, with people that care about you, is probably the best thing you can do.I know that I have solid friends in my dorm that care about who I am, and I care about them as well. With that, telling people you care about them is also great. It shows them your loyalty, and they often return in kind. Good communication, honest give and take, it's a foundation of strong relationships.
Happiness is a hard thing sometimes. It requires work and the mindset to stay with it. But when you convince yourself that the shallow nature of others isn't going to hurt you anymore, and you begin to value even more the people who prove they are your real friends, you can stay happy. Your choice becomes easier when you care for others, and have them care for you.
Listening to a bit of Frank Sinatra (like I'm doing while writing this) doesn't hurt either.
Just something to chew on.
You can be as happy as you choose to be.
Admittedly, this sounds pretty cliche. I bet there are some self-help books out there that have this on page one, line one. It sounds like it would be such an easy decision, so much so that it seems like to trivial a solution to our troubles. We need some cosmic solutions right? Not entirely. Let me talk a bit about me.
It was a few nights back, I was reading the Last Battle by C.S. Lewis (you'll remember that I am taking a seminar, unless, again, alcohol). It was while reading through Lewis' descriptions of Aslan's country that I really got excited. It was something amazing to visualize. I felt that I should get out of my chair and fly along with the eagle as everyone ran through the country. It was amazingly appealing and created such beautiful images in my mind. I knew that this was the kind of place that I wanted to go to in my time. It was such an inviting picture of heaven. When I closed the book, I realized something: I was genuinely happy. This wasn't just the wistful, wishful kind of happy that comes from daydreaming, it was the kind of joy. I looked at my life, and my problems and my hurt was not so great anymore. I decided then that I would be happy. No one had the right to take that from me. For as long as I wanted, I could be happy. This week has been an exercise in that. Everyday that I've woken up and gone out in the world, I've been happy. Going to class, attending chapel, eating with friends, watching movies, everything that I've done has been a part of my choice to be happy.
I feel I've said this a dozen times before, but life is hard. You'll fight with friends, people will judge you unfairly, distance will separate friends, and countless other hurts can rise up in your life. Often it can feel overwhelming. I know I've been up late at night, my mind racing with things that I could say or arguments that I could give. I still have trouble with that (though I've started listening to classical music through my head phones, it helps). Yet when I feel troubled, I know that God has more for me than whatever crap is going on now. Even if my whole life is rough, there is more to come after. I've taken comfort in that and I've started to choose to be happy. I keep praying, trying to turn over any anger or hurt to God.
Maybe you would like a couple of practical steps in this? I talk a big game, but there's definitely some things you can do other than just believe like life is a Disney movie. Here's a few things I do. One thing is a prayer life. I took my dad's idea and set some alarms on my watch for times I know I'll be awake. When they go off, I send up a short prayer, typically thanking God for whatever is going on right then. Pastor Craig from life church has a new series called Better. In it, he mentions that having a continual prayer life is a great way to live each day with God. These alarms are a step toward that. Another thing you can do is indulge a bit. I'm not talking excessive spending, but if there is something that caught your eye, think about letting yourself get it. I am not making any case that materialism brings happiness, but it can be a pick me up. Honestly, I bought Angry Birds for my Kindle. It's fun and enjoyable. A third thing is going out and doing something fun. Obvious I know. I went karaoking with friends at Buffalo Wild Wings. I can't sing all that hot, but it is a fun time. Spending it with friends and being ridiculous made it all the better. Spending time with friends, with people that care about you, is probably the best thing you can do.I know that I have solid friends in my dorm that care about who I am, and I care about them as well. With that, telling people you care about them is also great. It shows them your loyalty, and they often return in kind. Good communication, honest give and take, it's a foundation of strong relationships.
Happiness is a hard thing sometimes. It requires work and the mindset to stay with it. But when you convince yourself that the shallow nature of others isn't going to hurt you anymore, and you begin to value even more the people who prove they are your real friends, you can stay happy. Your choice becomes easier when you care for others, and have them care for you.
Listening to a bit of Frank Sinatra (like I'm doing while writing this) doesn't hurt either.
Just something to chew on.
Saturday, January 14, 2012
The Necessity of Negative Thinking
I've been taking a seminar on C.S. Lewis and George MacDonald this January. Part of my assigned reading? The Chronicles of Narnia. One of my readings was The Silver Chair. In this book is one of the most entertaining characters, Puddleglum the Marsh-Wiggle. Puddleglum is the pessimistic and dower fellow that is always expressing the most depressing possibilities in any situation. In the book, his character is funny and his pessimism isn't to be taken seriously. In reality, however, there is something to be said for his attitude.
There is a need for negativity in thinking.
Dr. Norman Vincent Peale once wrote a book call "The Power of Positive Thinking." In it, he outlined the power over the human mind that thinking positively can have on people's outlooks. Dr. Peale is credited with originating the phrase, "When life gives you lemons, make lemonade." For me, as one who likes eating lemons straight, I believe that there is plenty to be said about the other side of the coin.
Many that know me might call me a bit of a pessimist. There's a chance, slim though it may be, that I tend to look on the darker side of life. With this in mind, I think that this mentality has some benefits. To clarify one thing that I think is often misconstrued, I am not depressed. There is no perpetual state of sorrow that bothers me and makes me see things in a negative fashion, it's just the view I've developed.
On to some benefits. I feel that the need for negativity comes from often unrealistic hopes. Often, a dower view of a situation is needed to balance out the high hopes someone might have. When expectations are too high, judgement can become clouded with excitement and miss important details. Expecting things to be less than optimal keeps you grounded in reality and can let you see if something has a chance of going awry.
One of my main arguments for negativity is that it can be one of the simplest forms of optimism. For me, when I have expected the worst and something better has happened, it has meant more to me. I take more joy out of a success that I didn't expect. If I had assumed right away that whatever I attempted would work no problem, than I would only be reassuring my previous ideas, not surpassing expectations. And if what I endeavored to do failed, as I thought it could, then I am not surprised by the failing and can move on easier.
Does the whole world need my kind of pessimism? Yes. But since I know you all can't manage that (too many happy frickin' people) just keep me in mind. Don't be annoyed with those who might be raining on your parade. They might have some advice that you, in excitement, didn't think of. Every group needs at least one pessimist to keep people grounded and not get over excited. In the end, there is always going to be a need for negative thinking, and some of you could step up to fill that need.
Though you probably won't.
Just something to chew on.
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