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Xerxes Qados / Zack Green
Name: Xerxes Qados / Zack Green
Website: Plankhead.com
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Back July 2009
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    OMG PURPLE FOX!
    Bwahahaha!

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    One of the things I missed at Anthrocon this weekend were the consequences of leaving a spur-of-the-moment comment on the Wolfire Games blog. The dire, dire consequences.

    Just…watch this video…

    I am so, sorry, John Graham. I never meant for this to happen. Please forgive me.

    Originally posted at Plankhead
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    Well, folks, it’s that time of year again. The time of year when the entire economy of the city of Pittsburgh is sustained by about 3000 crazy people wearing tails. Once again, I will be one of them.

    This, of course, will result in another musical video mashup that will draw the attention of lots of people and get an attempted takedown from YouTube by the Copyright Mafia. Like this one from last year:

    I’ll hopefully be able to confuse the Content ID robots this time around, and perhaps have an even more clear-cut case of fair use, by mixing a few different songs together, altering some of their tempos and pitches at various points and resampling and inverting and slershkergerber. That’s totally a word. Shakespeare said it. In his sleep. Once.

    Every day, I’ll attempt to do some kind of short writeup. It’ll probably amount to summarizing whatever I tweeted that day, though. If you’d like to keep track of my Anthrocon experience up-to-the-minute, just search for tweets from @XerxesQados tagged #AC09. Or click the link in the previous sentence if you’re lazy.

    See you there, if you’re going, and reading this, and stuff.

    Originally posted at Plankhead
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    If you’ve been anywhere near the Internet lately, you’ve probably heard that there’s been a lot of violent reactions to the likely-fraudulent Iranian elections (If you rely on television or newspapers to hear about current events, then you have an excuse for not knowing). While the streets of Tehran are filled with protesters and trigger-happy police, the pressure is on other world leaders to make a choice: acknowledge Ahmedinejad as President and condone his totalitarian tactics, or walk away from negotiations regarding Iran’s nuclear program.

    This tense situation leaves a burning question in the mind of everyone in the world: what would this situation be like if the disputed Iranian President were a tarantula?

    This femto-length film is my attempt to answer that question:

    Originally posted at Plankhead
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    Dear Furries,

    I'm doing a garage sale this weekend. Random stuff owned by my family and me will be purchaseable en masse.

    'Twill be done at my grandfather's house because his yard is flatter.

    Saturday and Sunday
    June 13th and 14th
    10 AM - 5 PM

    1966 Ladenburg Drive
    Westbury, NY 11590
    Directions

    If you feel like seeing what excessively inexpensive things we have to offer or just want to bother a purple fox while he's trying to work, come by.

    Love,
    Xerxes
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    Plankhead post ranked right below YouTube Help when Googling "As a result, your video is blocked everywhere except in these locations"

    Originally posted at Plankhead
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    Palm Pre-enthusiast blog PreThinking has posted an article about a first-generation iPhone user who got a shiny new Palm Pre. Now he has no more use for his iPhone. Instead of coming up with a better solution, such as selling the old phone to someone who might want it, the man smashes it with a hammer:

    Happy Palm Pre owner smashes his old iPhone...Pre Thinking.

    PreThinking added their logo to the image, as is common practice in the interblogosphernetwebs, where anyone can take your image and claim it as theirs unless you put some form of identifier on it. For what this man did, the phrase “pre-thinking” is coincidentally appropriate.

    [PreThinking via Gizmodo]

    Originally posted at Plankhead
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    This article on TechCrunch is a perfect example of why some people still don’t take Internet journalism seriously. Have a look at the first three sentences:

    Celebrities get impersonated on the web. They’re famous — everyone is anonymous — it happens. Most celebrities just ignore it; but some get pissed off.

    Three sentences in, and writer MG Siegler — a man featured in the New York Times at one point, according to his bio — has already misused both the em dash and the semicolon. Perhaps this is an attempt by Siegler to sound intelligent through the use of esoteric punctuation; both sentences call for the use of commas.

    Yes, I know, I’m being a grammar Nazi, and relatively few people care about this kind of thing. The problem, however, is that punctuation communicates ideas that words alone cannot. Letters represent the sounds we make when speaking; punctuation represents the pauses we make in between.

    If you think it’s limiting to have only 140 characters to express a thought, try eliminating 90% of the English language. If people stop caring about proper use of punctuation, it will lose its meaning entirely. This will destroy a writer’s ability to communicate voice; without the range of punctuation we have available to us, it’s impossible to read anything as if an actual person might be speaking it. It’s not eliminating 90% of the English dictionary, but it’s certainly eliminating 90% of the spoken language.

    Of course, this may be a by-product of the questionable literacy of Internet users. Perhaps very few people still know the difference between a comma, em dash, semicolon, or paragraph break, and thus it no longer matters; every writer is the same to people who don’t know how to read for voice.

    To be fair, none of my English classes ever mentioned proper use of the em dash or semicolon; if I recall correctly, I learned both through a combination of my father and Wikipedia. So, yes, this is a complex, deep-rooted problem with all sorts of causes and effects. That doesn’t mean it shouldn’t be fixed.

    Okay, now I’m going to finish reading that TechCrunch article.

    Originally posted at Plankhead
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    Both Sony and Microsoft’s upcoming motion control revolutionary thingies have one advantage over the Wii: they can track your position in a room. If the demonstrations for both (well, more so for Sony, simply because they did a better job of it) are any indication, we’ll be seeing a lot of games in the near future which require a player to do quite a lot of movement. This is even more so than what we’ve already seen on the Wii, where most games require just hand motions, all doable while seated.

    So how can more physical activity by gamers, still often stereotyped as overweight nerds, be a bad thing? I started to have my doubts reading Gizmodo reader kagegiri’s comment on an article about the physically challenging (and possibly dangerous) Tony Hawk Ride:

    It’s peripherals like this, Natal, and Sony’s baton that make me feel like some people don’t get the charm of video games and virtual reality.

    When you get perfect-mapping motion games, yes, you can apply real-world skills to a game. But it turns out a lot of the population can’t swing swords properly, or kick a soccer ball far, or swing our arms fast enough to hit a real home run, or balance on a skateboard while doing tricks, etc. If it’s too realistic, it’s like your physical weakness in real life is translated into weaknesses in game.

    This is definitely a concern for me. Frustration due to failure in Grand Theft Auto causes far more urges to go on a shooting spree than actually succeeding at shooting virtual people; anything to increase the chances of frustrating failure in a video game is not a good thing by any means. But while many people can overcome their “physical weakness” by excessive exercise, what about the people who can’t?

    Like people in wheelchairs?

    Some people are wheelchair-bound their entire lives. Others will be wheelchair-bound temporarily after playing Tony Hawk Ride. If video games get too physical, not only will the ability to feel like a superhero be limited to actual superheroes, but less people will be able to play. Some people already can’t play games because they can’t afford all forty-seven platforms; adding a physical ability barrier on top of the economic one isn’t a good idea.

    That’s not to say the idea of greater physical immersion in games doesn’t excite me, but there always needs to be an alternative.

    Originally posted at Plankhead
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    On Monday, I dismissed Microsoft’s Project Natal’s possibility to be the most revolutionary thing since sliced clichés, saying it was little more than both the good and bad qualities of the Wii taken to the extreme. On reflection, I’ve come to an interesting realization: my assumption that Natal was thought up by stupid marketers was a reaction to the fact that it was stupidly marketed.

    The video which played the role of Project Natal’s big reveal featured many awful, awful uses of the technology, each doomed to failure without any haptic feedback: the discomfort caused by holding an imaginary steering wheel and hovering your foot over an imaginary gas pedal would be intense; throwing punches at an imaginary man (and getting occasionally punched back) would instantly de-immerse the player when a blow connects, changing the position of their avatar’s limbs but not theirs; jumping on an imaginary skateboard will do a better job of knocking fragile objects off shelves than conveying a crucial sense of balance. While not as important when using a gamepad, you need haptic feedback, not just visual, when the controls are haptic — no edges of mirrors or clashes of zenos can compensate anymore.

    Where Natal will succeed is outside of classic “action” gameplay. That trivia game concept, for instance, could work quite nicely with Natal. And Milo (featured in this article’s video) is pretty self-explanatory. The technology to feel imaginary objects and experience imaginary changes in balance doesn’t exist yet (that I’ve heard of), but it’s not important in these types of games. Games in which a player is supposed to be moving fast, holding objects that weigh anything, getting jostled around, and similar physical things are not suitable for Natal. They will be fun until the novelty factor wears off, which won’t take long.

    In a way, this is a good thing; while nothing is inherently wrong with video games focused on fast action and/or violence, the market is oversaturated with them. That’s not to say 99% of recent games are twitch-actiony (and sometimes violent, because that’s a compelling reason for fast action), just 99% of recent character-driven games. There are a lot of recent games which don’t focus on the player’s reflexes, but most don’t give the player very deep control of a character; they cast the player as an invisible “controller” or, rarely, simplify the player’s control of their single character. With Natal, though, game designers can allow the player to inhabit every aspect of a character’s body. The limitations come from physical space, as walking away from (or into) the screen is impossible and long periods of manipulating imaginary objects can be awkward and uncomfortable (in case I haven’t made the latter clear, pretend you’re riding a subway train and grab onto an imaginary bar overhead for ten minutes; stop beforehand when your arm gets tired). These limitations make these action games impossible to Natalize in an enjoyable way, so the only way to take advantage of its new capabilities is with new, fresh types of games. Milo is a very good example.

    That’s not to say people won’t try to make Natal-based fighting games and racing games, and that’s not to say they won’t pass the farce that is Quality Assurance and make their way to store shelves. Those games will just quickly fall into the bargain bin and get terrible reviews. Meanwhile, people with actual talent will bring us games that don’t try to fight against Natal’s limitations, and turn out to be lots of fun.

    The only thing that still concerns me is that there is still a distressingly low number of Wii games that use its motion sensors well, and a distressingly high number of games that still don’t get it. This is after three years, and those good Wii games still mix in some traditional control methods. Natal has zero traditional methods of control, so everything has to be rebuilt from the ground up. The potential for miserable failure by talentless hack developers forever set in the ways of their more skilled predecessors is even higher, and even veteran designers may have some trouble coming to terms with the fact that this thing is not good for first-person shooters.

    For that reason, I see Sony’s motion control effort as being more successful, at least in the next several years. While it can only track two hands and doesn’t appear to recognize facial expressions, the player still has buttons to press, and still has something physical to hold. This is a much better way of adding motion-sensing to traditional action games; it could be used mostly for positioning, with much of the long-distance movement and object manipulation — which would be awkward for Natal — being controlled by buttons and analog sticks. This is nice because there will always be a place for video games about fighting, running, and/or jumping; they’re fun, they relieve stress (which, for violent games, is synonymous with the desire to partake in their real-world equivalents), and they speak to the primal instinct that all animals — a group which humans belong to, don’t forget — have. At the same time, it may serve as a stepping stone for designers who may not have a good idea about how to make use of Natal.

    But based on the current push for games to be released on the 360 and PS3 and play the same way (which is good, because distinct platforms do nothing but limit the number of people who can play a game), we’ll likely see some Natal-optimized controllers on the market.

    By the way, “Project Natal” is still a terrible name, but it sounds like it’s eventually going to be changed to something more generic.

    Originally posted at Plankhead
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    Let me begin by saying this: The Sims 3 is just as fun and addictive as the very first. It manages to recapture the magic I felt playing it for the first time on February 8th, 2000, my birthday, and four days after its release. The sense of surprise that a game about real life could be fun, the thrill of discovering little details in the gameplay you hadn’t noticed, and the realization of Will Wright’s genius that made him my personal hero until the day I played Spore. It’s a feeling that I felt was missing from The Sims 2, which just didn’t hook me like the original managed to do, despite having some welcome visual upgrades. I can safely say that The Sims 3 has caused me to fall in love with the series all over again, and is likely to hook a lot of “core” gamers who have disliked The Sims for years. I recommend everyone even remotely interested should buy it right now.

    With that said, I will now elaborate on all the things that infuriate me about the game, some new to The Sims 3, and some with roots that go all the way back to the very first game. There are plenty of reviews, like this one, this other one, and this third one from mainstream game journalists, which detail the wonderful experiences you can have with this game, so this is not going to be one of them. Instead, I am going to rant and rave about every tiny little problem the game has simply because someone has to.

    My gripes come in three categories: problems with the structure of the new “living world” gameplay, small components that are (still) inexplicably missing or broken, and the fact that EA’s push for Sims 3 machinima has completely missed the point.
    Look! I'm reacting to The Sims 3 in The Sims 3! Ha ha..it's hilarious, right? Right? Please don't hate me...

    Read the rest of this entry »

    Originally posted at Plankhead
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