Showing posts with label nerd shit. Show all posts
Showing posts with label nerd shit. Show all posts

Sunday, November 14, 2021

Shai-Halud? It Was Pretty Good!

I finally saw Dune, and I liked it.  Denis Villeneuve is predictably excellent, and the performances and music were great.

I guess my only gripe (although a major one) is that he should have done the whole novel in one film, in one go.  If he doesn't like Marvel films so much, why go down the sequel path?

Friday, August 20, 2021

"finding somebody living in your area who shared your very peculiar hobby was not an easy task"

Last year I finally finished Jon Peterson's Playing at the World, a history of roleplaying games as they grew out of a surprisingly long and rich history of tabletop war games.  I thought it was longer than it needed to be, but as a well-sourced academic work it's hard to criticize.  This interesting article by Giaime Alonge gets into some of the cultural context surrounding the rise of modern war board games in the 1960's simultaneously with the anti-Vietnam war movement:

"Should we assume that there was a morbid fascination with Nazism among wargamers? I would say 'yes', at least in part. One of the most important sections of the aforementioned magazine The General was the 'Opponents Wanted' page. In the pre-Internet era, finding somebody living in your area who shared your very peculiar hobby was not an easy task. Wargamers used ads to find playing mates. Several of these ads clearly state a preference for playing the Germans – or even the Japanese – in games on World War Two. Some ads go even further, like one from a 1971 issue, which reads: 'The Fuehrer desires a good Joe to crush in Stalingrad.'[17] Actually, some of the interest in playing the Nazis has strictly technical reasons. Besides games specifically devoted to the last phase of the conflict, in World War Two games the German player is usually the one on the offensive, at least in the first part of the game, and one could argue that wargamers normally prefer to attack. In some ads, authors say that they prefer playing the Germans in games where the Axis has the initiative, but want to play the Allies in Anzio (1969), a game about the Italian campaign, where the Germans are on the defensive from the very beginning. Moreover, one of the main pleasures in playing a wargame is achieving a result that is different from the historical outcome. You thus might want to win World War Two with the Axis, as you might want to win the battle of Waterloo with the French. It would then mean that you would have been 'smarter' than Napoleon. Nonetheless, dismissing this whole phenomenon with simply technical reasons would be naïve and misleading. There was a fascination with Nazism. After all, in the 1970s, Nazi paraphernalia were widespread in American and European popular culture. Susan Sontag’s well-known 1975 essay Fascinating Fascism elaborates on this point in detail.[18] Wargames were following the current."

The article also reminds us that Dungeons and Dragons, a game where you roleplay a violent vagabond, kill monsters, and take their stuff, was created in part by Gary Gygax, a lifelong pacifist and Jehovah's Witness. 

Friday, April 23, 2021

Friday Afternoon

My Dad is sick.  He started coughing last night, and today at lunch he had trouble swallowing (admittedly large) pieces of sausage and broccoli.  We got a big up of chicken broth into him, then he went down to rest for the afternoon.

I'm guessing (hoping?) it's just a cold.  His vaccination was last Saturday.  He's convinced he's having a reaction to it, I really doubt it.

We're keeping an eye of things.

Meanwhile, here's an insanely addictive write up (if you're 46 like me) of 50 all-text games (mostly) from the 1980's.

The write-up of 1985's A Mind Forever Voyaging is fantastic.

Sunday, November 29, 2020

I'll Settle For OK

I'm officially "into" The Mandalorian.  It definitely has problems -- while I appreciate the Lone Wolf and Cub stuff, a good Spaghetti Western needs a proper foil.

I'm usually quick to dismiss "don't think too hard and it's good" TV or music but given the stress of The Plague, I'll make an exception.

Also, give Amy Sedaris a lightsaber.

Monday, October 26, 2020

Too Much and Almost Enough at the Same Time

It took over a year, but I finally managed to finish Jon Peterson's Playing at the World: A History of Simulating Wars, People and Fantastic Adventures from Chess to Role-Playing Games. And like the title itself, the book is simultaneously fascinating and yet maybe a bit much for its own good.

This thing is an absolute door-stopper of a tome -- 698 pages, with copious amounts of both footnotes and bibliographies.  It is dense and academic, in both the best and worst senses of those words.  It is incredibly well researched and easily makes the case for its own existence, i.e., the history of role-playing is worth this type of academic treatment.  The story itself stretches back to highly specific parts of 18th century military history, 19th and 20th century literary history (not just fantasy writers), 19th century applied statistics and probability, and more expectedly the rise of sci-fi fandom in the 1960's and 70's.

And yet, by the end of this virtual Everest of a history, I still felt like I knew less about the two main creators of Dungeons and Dragons -- Gary Gygax and Dave Arneson -- than I would have liked.  Sure, the story is there -- the various basements in Lake Geneva, Wisconsin and Minneapolis, Minnesota  that birthed the hobby, the later falling out as the math- and business-minded Gary screwed the more wild-and-wooly creative genius Dave out of royalties -- but it also feels a bit more, well, academic than it should.  The personalities are there, but not brought to life as you'd hope in a history of role-playing itself.

What is of note is that Gygax was a devout Jehovah's Witness who was also a polymath of war, and specifically violence, who had a mind for charts and tables and rules, but Arneson was the guy who let you own and ride a dragon or swing a talking sword if you suggested it.  Their relationship was genuinely symbiotic for a while, but this account is more bloodless than I'd have liked.  (Interestingly, the idea of Gygax as proto-nerd also falls apart when you realize he was actually quite popular with the ladies throughout his younger and middle ages.  Dude liked to party, in fact, and had multiple affairs.) 

Also, it ends where it should more thoroughly culminate, with the rise of video games in the 80s and 90s.  (The MMORPG Ultima Online from 1997 is as late as we go, even though this book came out 2014.)  It's fine that Peterson didn't set out to chronicle the video game side of things, but also stunts some obvious momentum he has developed regarding the "gamification" of popular culture ca. 2020, and the future of virtual simulations using technology.

Wednesday, October 21, 2020

"proper 'worlds'"

"The virtual worlds hosted by Ultima Online [1997] and its many descendants are not real worlds, but they are worlds that can be experienced in a way that seems much more immersive than clambering through steam tunnels beneath a university.  Ultimately, computers largely resolved the dichotomy between realism and playability -- computers excel at the management of the enormous number of circumstantial modifiers that create a realistic game, but since the burden of calculating those factors falls on on human participant, the playability remains unaffected. . . .  This realistic playability does come at a cost -- a computer cannot improvise or innovate, traits that a human referee can leverage to craft a more engrossing world.  For many players, however, that trade-off is made happily.  In a multiplayer game environment, the computer can also fall back to the position of an intermediary, allowing humans to improvise and innovate with one another as players, which can approximate, and in some cases exceed, the imagination of a dedicated referee.  What makes these virtual environments proper 'worlds' is not so much their scenery as their inhabitants, the community that players join when they enter the game.  Like the real world, it is a place where individuals compete and collaborate as necessary to achieve their goals, and the interpersonal dynamics that this involves, as Chapter Four illustrated, lend a depth to the game that no system can model or simulate."

-- Jon Peterson, Playing at the World

Monday, August 24, 2020

"to reward honor and courage, and to penalize players for casual depravity"

Allow me to simultaneously age myself and pull out my nerd credentials by heartily recommending this article about the early video game Ultima IV, which turns 35 this year:
"It was the fan mail that set Garriott on a path toward reimagining what a computer role-playing game (C.R.P.G.) could do. In these letters, people described how they played the first three Ultimas, which were open-world games that did not require a linear path to complete, giving players the freedom to steal from shops or kill townsfolk. The letter writers explained, according to Garriott, that 'the easiest way to gain power was not to play as a good guy.' He was despondent. 'I inadvertently made games that drove the players to act dishonorably, as this was the path of least resistance.' What if, he wondered, there were a game in which your moral choices had consequences? He wanted the next installment of Ultima to reward honor and courage, and to penalize players for casual depravity. Garriott’s family and colleagues warned him that players might feel as if they were being punished for having admitted to enjoying robbing and murdering, but Garriott ignored them. 'This was the art I was compelled to make,' he said.

Where would these moral ideas come from? Garriott studied Christian theology, Greek philosophy, and Arthurian codes of conduct, but none felt applicable enough for all people. He was attracted to Buddhist and Hindu thought, but these traditions didn’t seem to offer a framework for a game. The plan for Ultima IV coalesced for Garriott after repeatedly watching his favorite movie, 'The Wizard of Oz.' Garriott had been ruminating on the essential ideals of truth, love, and courage and realized that the Scarecrow, Tin Man, and Cowardly Lion, respectively, embodied these concepts. With these three ideals, Garriott created a schema of relational virtues through which a player would develop a hero."

First off, Ultima IV is the first game I remember where you could "talk" to anyone and everyone.  Sure, a lot of the people in the game had little to say beyond "Hello" but no small number of them actually played key roles in your adventure.  You had to interact with them in ways beyond combat or stealing if you wanted to progress within the narrative frame.

Even as an 11 year-old I realized something special was happening here.

Second, I had a friend in high school who wrote an English class paper on the game.  (Or maybe it was the sequel, Ultima V, which covered similar ground?  Or both?)  The English teacher wasn't too thrilled but then again, video games were not taken seriously by anybody back then.  Pac-Man and Space Invaders were what people thought of when you mentioned gaming, not narrative driven quests for spiritual purity and enlightenment.

Third, my mom didn't let me play alone in my room.  We set up "the computer table" near her own work-space.  (At the time she had a typewriter, but not long after she had her own IBM.)  I spent hours there laboring over a Commodore 64, constantly jotting down clues and hints and notes and map locations on a legal yellow pad.  I'd ask my mom for help with turgid Tolkienisms, or run over to the phone to call a friend who was also working on finishing the game and who might have figured out one of its many daunting secrets before I had.

As something resembling "maturity" set in during high school she let it slip that she'd set things up like that on purpose.  She got a kick out of watching me play that damn game, and if it taught me that there's more to life than murdering bad guys and taking their stuff that's secondary to the rest, to her covert tutelage and tacit support of my love for strange adventures.

Thursday, December 26, 2019

"as if millions of voices suddenly cried out in meh"

I thought The Last Jedi was pretty good.  It took chances, at least, whereas Force Awakens was just a New Hope re-do.

And there are a lot of dickless fanbois out there looking for any excuse to trash a movie featuring a woman and a black dude as heroes.

That said, Rise of Skywalker sounds like a complete mess.

Can we admit now that J. J. Abrams has always been a bit shit?  I mean, he knows how to make a movie look good but that's about it.  His Star Trek films were completely forgettable.

Anyhow, lurvely South Korea won't get the film until January 8th.  I guess I don't need to hold my breath, but I still want to see it and get on with my sad, nerdly life.

Monday, July 15, 2019

Dungeons And Dragons And Prisons

Dungeons and Dragons is, surprisingly to me, very popular within U.S. prisons (but banned in Idaho, because fuck Idaho).  However, dice are almost always banned as gambling utensils.  So what's a con wanting to get his elf on to do?  Improvise!  To wit:
"During his time behind bars, Gabriel made dice using one of the most common resources of all: toilet paper. 'You don't even need glue, just toilet paper,' he says, 'The way I did it is just by folding it into very thick square, wetting it, and then shoving it into a square corner, say a window sill. You do this over and over again, applying water when it starts to dry out, alternating corners. Eventually you have nicely shaped square. You have to continue shaping it as it dries with your makeshift corner jig. It shrinks a bit and gets quite hard.'
Where May was housed, 'No one ever got in trouble (that I know of) just for making them. If someone pissed off a C.O [corrections officer]. they could theoretically get written up for making dice (gambling paraphernalia) but mostly the cops didn't actively harass us in closed custody. If a person lost their dice it would more likely be during a one of the big shakedowns, where the cops go cell to cell and throw almost everything out on the tier. As in the real world, folks in prison hoard random stuff. They'd go through and throw it all away once a month, once every few months, or whenever someone OD'd on meth or something. When I got to medium and then minimum custody they really stopped throwing dice away, and in fact those kind of tier wide cell tosses were much rarer.'"
Other means of randomization include playing cards, spinners, and perhaps most simply a cup filled with numbered chits.

This is all interesting to me as I slowly make my way through Jon Peterson's Playing At The World.  While six-sided dice quickly became a modern board game convention, early war-gamers grew frustrated with having to rely on limited variations of 1/6 (roughly 16%).  In fact, the first incarnation of Dungeons and Dragons solely used variations of one or two six-sided dice.  Eventually, savvy war-gamers in the 1970s became aware of an obscure Japanese mathematics company that would, for a princely sum of two or three bucks, send you some amazing creations -- both the 10 and 20 sided dice.

Monday, May 21, 2018

One Of My Very Rare "Life In South Korea" Posts

It's been a while since I've done a straight-up informational post about life in South Korea.  The fact is, 90 percent of what I know living here has come through pretty basic Google searches of other ex-pats.  The "K-blog" era of roughly 2008-2013 or so, where four or five prominent bloggers ruled the roost, has pretty much died off.  Now a lot of Korean ex-pats have migrated over to places like Facebook (yuck!) and tumblr (cool!).  (Have I mentioned this post shall remain positively neutral and unbiased?  Good, because it won't.)

The fact is, over the past ten years with developments in internet culture and apps, it's easier than ever to get along in South Korea even if your language skills are lacking.  I'm going to simply throw out some sites that I read and utilize quite regularly.

1)  Tripadvisor is -- pretty good.  It's getting better though, as more folks use it to rate hotels and restaurants around the country.  You'll find it more helpful for higher traffic cities like Seoul and Busan than you will my own lurvely Daegu, but it's not a bad place to start if you're looking for good restaurants or hotels.  There are some Korean foodie sites on Facebook that are even more hit-or-miss.

2)  Whatthebook? is an English-language bookstore in Seoul that delivers quickly and cheaply throughout the country.  Yes, the name is terrible but the service is absolutely indispensable.  You can use your Korean bank card to pay at any ATM, which is my preferred payment method for almost any large-ish purchase.  (Paypal has never worked with my American bank, and getting a Korean credit card is not worth the hassle IMO.)  Also, they've managed to ship me some pretty obscure stuff in terms of sci-fi and even graphic novels.  The selection is surprisingly top-notch.

And why not Amazon you might ask?  Because Korean customs will charge you extra as an import fee.  There is Amazon Japan, and maybe someday Amazon South Korea will be a thing.  But for now it's not.

3)  iHerb for vitamins, healthy snack options, and perhaps most importantly for foreigners -- stick deodorant.  I think these guys are based in America, but they seem to have a very Asia-friendly business.  And they sell deodorant, which is a Western toiletry that hasn't really caught on here.

4)  English PC Sales -- my laptop died a few months ago and I really didn't want to deal with a typical South Korea "mega PC mart."  Sure, you can do your homework and find decent deals within them, but even with a respectable level of Korean language ability I really wanted the freedom to get the exact specs I wanted on a new machine.  Lo and behold, English PC Sales is your friend from now on.  They have a decent selection, the owner is an ex-pat himself, and they'll put together exactly what you want with minimal hassle.  Do be aware that for an expensive bank transfer like this you'll probably end up going to a local branch of your bank to OK the amount required.

5)  And finally, kind of the Elephant In The Room of online shopping in Korea, is G-market.  They are huge.  They specialize in clothing and shoes as far as I can tell but they even sell everything from electronics to sex toys.  The drawback is that their prices are pretty awful, compared to someone used to American Amazon.  But I'm willing to pay the price as opposed to lugging clothing back from America every time I visit during the summer.

The good?  They have Western brands I'm familiar with and more importantly, Western sizes.  (US size 12 shoes can only be found near military bases, and the selection is always terrible.)  The bad?  I'd say my success rate ordering from them is about 50 percent.  About a week after an order I will randomly get an e-mail saying the item has shipped or the order has been cancelled (not by me, by them for some unknown reason).  The other companies listed all provided very fast shipping.  G-market, not so much.  It's a roll of the dice, and if they do cancel your order they will effectively "keep" you money in a virtual account (I think it's called Smile Cash or some such).  Feel free to try ordering something again and hope the Gods of Commerce and Fashion smile on you.

Anyhow, G-market is what it is.  I've gotten some nice stuff in a timely fashion from them, and I've had to wait two weeks after an order to be told they're out of stock and I'm out of luck.  This is surprisingly un-Korean, compared to the other services above.

That's about it.  As of 2018 there's no reason you should have to lug stuff back from home -- new iPads, books, shoes, vitamins, clothing -- when you can simply order it all from here.  Then again, on larger purchases you will save a few hundred bucks on something like a new laptop, and that's nothing to sniff at.  Still though, it's nice you know you have more than one option.

(And if you do try to bring an expensive electronic purchase into Korea, never, ever leave it in the box or customs will have some questions for you.)

Any other ideas or suggestions?  When it comes to hotels and plane tickets, I'm still using American-based sites like Expedia and Travelocity.

Monday, April 30, 2018

Avengers! With Spoilers!

I thought Avengers: Infinity War was pretty great, with one huge caveat.  The whole thing really feels like we're being set up for a time-travel scenario where the original Avengers (all still alive, conspicuously) go back in time to prevent the murder of half the universe.

Or maybe we'll get into that comic-book thing of multiverses, where you can explode one Earth but there are hundreds of others that are just fine.

That's also incredibly lazy.

But the fact is, how else do A-listers like Spiderman and Black Panther continue to make money for Marvel?  (It's no secret they're getting sequels, as are the Guardians of the Galaxy with or without Gamora.  I'm guessing without.  My sense is that she and Loki are really-really dead, not just comic book dead.)

Nine times out of ten time-travel scenarios make for truly awful sci-fi, across all media.  They're impossible to do well because they're basically cheap -- they take away any sense of serious consequence.  They make things which should really matter into things which don't.