A predictable mistake

By Shamus Posted Thursday Sep 28, 2006

Filed under: Personal 6 comments

I like to have a few cookies with my coffee in the morning. Not a lot – just a small handfull. Now, we don’t usually have enough bowls in the house to last the day, but we have plenty of mugs. So, instead of using a bowl, I grab a coffee mug to hold my cookies. I sit down in my home office with two mugs – one full of coffee and one with a few cookies in it. Anyone with any degree of common sense will note that this is a terrible idea.

I’ve reached into the wrong mug on more than one occasion, dipping my fingers into the bottom of a long-cold cup of coffee. Other times I would lift the cup to drink and get hit in the lip with a cookie. These were my warnings, which I did not heed.

It was only a matter of time before I stuck my hand into hot coffee, thus burning my fingers, causing a mess, and making myself look like an idiot. Thankfully, nobody was around when I pullled this stunt, but my face turned red anyway.

There are some things which are embarrasing even when nobody is looking.

 


 

Harshing Our Mellow

By Shamus Posted Wednesday Sep 27, 2006

Filed under: Game Design 9 comments

Jay Barnson on anti-videogame legislation:

Note to baby-boomers: You guys had Woodstock — we have Mario. Get over it. It’s a different world now.

What he said.

I’ll take Lara Croft over Janice Joplin any day. (And I don’t even LIKE Tomb Raider.)

 


 

DM of the Rings X:
Our Growing Family

By Shamus Posted Wednesday Sep 27, 2006

Filed under: DM of the Rings 41 comments

Lord of the Rings, Elrond, Rolepalyers, Legolas, Boromir

Even more reviled than a typical roleplayer is a roleplayer who insists on roleplaying. When the dorks need to feel superior, this is the guy they denounce as a dork. Honestly. The only person worse than him is the DM himself.

 


 

L.A. Noire

By Shamus Posted Wednesday Sep 27, 2006

Filed under: Links 4 comments

Lileks today:

I wish I had time to play more games, because there are a few I'd like to see. This one appears to be a GTA-style world set in 1949 LA; you're a weary shamus, of course. (The other options were the hard-bitten romantic shamus, as with Marlowe, or the flippant oh-dear-a-gun-again-how-droll shamus as with Richard Diamond, a radio character played by Dick Powell.

My question is: Is the main character actually named Shamus? Because then I would totally buy a Playstation 3 so I could get this game.

My other question is: Since when do we put an “e” on the end of Noir?

 


 

Fullmetal Alchemist, Ending

By Shamus Posted Tuesday Sep 26, 2006

Filed under: Anime 40 comments

Full Metal Alchemist
I’ve spent a lot of time watching this series. In fact, this is the largest series I’ve ever watched, yet here at the end of episode 51 I’m only writing about it for the third time. I’ve had trouble writing about it because almost anything I say about the show is a spoiler. The goals of the characters change so often and new things are revealed at such a clip that there is no way to talk about the thing without getting into some serious spoilers.

I mentioned before that the plot had so many secrets-within-secrets that it felt like the story was just spinning its wheels. The very next disc I watched got things moving again, and it didn’t stop again until the conclusion. Characters started dying, the world started changing, and they started to get to the final level of secrets. Most other people have said this thing dragged in the middle of the series. I think that was my big problem with it. If we’d hit that final plot arc about 15 or 20 episodes earlier I would have been a lot happier.

I have not seen the movie, which I understand gives us the “full” ending. So, here are my thoughts on the ending of the series. Major spoilers ahead.
Continue reading ⟩⟩ “Fullmetal Alchemist, Ending”

 


 

Too Big Idea

By Shamus Posted Tuesday Sep 26, 2006

Filed under: Video Games 3 comments

One thing about the Big Idea expansion and collapse I mentioned Sunday is a pattern I’ve seen repeated many times in the videogame industry: A company will become a great success, and then begin expanding, only to find that the new divisions of the company don’t perform as well as the original. Instead of making money they begin to siphon cash away from the profitable areas of the company. This results not just in lost money, but in a dilution of the company name and a loss of focus. At the start they had one great product that made tons of money, and in the end they have one mediocre product, a dozen terrible and unfinished ones, a lot of debt, and an irate fanbase. This isn’t exactly what happened to Big Idea, but there are some interesting paralells.

id software
id software is one company the resisted the siren call of expansion. When DOOM became a runaway hit in 1993 – 1994, they had the cash and clout to build an empire. Instead, they bought Ferraris. This probably seemed short-sighted to some: Why not put that cash back into the company and build on that success? Everyone just assumes that This Is What You Do. You grow! Get big! Hire an army! I don’t know their reasons, but I think their move – while perhaps personally frivolous – was very wise from a business standpoint. id software is still a small studio that works on just one game at a time. Despite their size, they have a lot of influence on the gaming industry. They are one of the 800 pound gorillas of PC gaming, even though their employee roster is probably smaller than the number of janitors employed by Electronic Arts.

The team at id didn’t give up game development to run a huge corporation. They just made the kinds of games they wanted to play and did so with total freedom. They never had to worry that the publisher would force them to ship before a game was ready. They would never have to beg for an advance to fund the next game, or worry about “selling” their idea to an investor. They could design a game, work on it, and release it when they were good and ready. An outsider would see this as wasted potential, but it let the id team do a job they loved on their own terms. I can’t think of a better way to define success.

The difference here is that creative companies don’t scale up the way other sorts of businesses do. If I design a fabulous new widget, I can build more factories to make more widgets, but if I have a group of people who generate great music / games / movies, I can’t clone those people. If I want to increase our output, I have to hire a bunch of new people. Will those new people have the same passion and talent as the ones that launched the company? Probably not. At least, I don’t have any better chances than anyone else at hiring another dream team. When making widgets, expansion fuels more success, but in a creative company each expansion is a fresh spin of the business roulette wheel. Maybe it will pay off again, but most likely it won’t, and the loss will eat into my past success instead of adding to it.

I think this was a big part of what went wrong at Big Idea. They could have stuck to their pattern of 2 new titles a year. They could have kept that going almost forever, since there was no way they could lose money at it. Like id software, they were small and nimble, and the cash was rolling in. But unlike id, they tried to become an empire, and the result killed them. (The scumball lawsuit from HiT entertainment didn’t do them any favors, either, but if they had been healthy it would have been a mugging and not a coup de grà¢ce.)

Phil Vischer admitted as much in his blog, and I admire him for it. When was the last time you saw the president of a company emerge from the wreckage and say, “Sorry about that. All my fault.” I never heard that sort of thing from leaders of other companies, many of whom crashed more spectacularly than Big Idea.

And let me close with this thought: The guys at Big Idea, like the guys who started id software, are wonderfully creative and talented. If you’re at all curious about Veggie Tales and want to see it for yourself, I highly reccomend A Snoodle’s Tale. I think this is the team at their best. It’s short, it’s cheap (the low price at Amazon right now is under six bucks!) and has a beautiful message with universal appeal. It also focuses more on values and less on God (who is allegorical in this story) so it should work well even for viewers coming from different faiths.

A Snoodle’s Tale is the second time Big Idea has cribbed from the Dr. Suess playbook, and while the last time they did Suess was entertaining, this time around they managed to come up with something really special. In many ways it exceeds Suess in both poetry and charm, and I actually found the message to be quite moving and powerful. Even if you’re an adult, try dropping it into your Netflix queue – it really is worth a look.

 


 

Something Made You Special, Part 3

By Shamus Posted Tuesday Sep 26, 2006

Filed under: Links 1 comments

Phil Viscer has a post up at his blog that explains pretty much everything about the NBC debacle. I was wrong about several key facts, so you need to read his account if you want to know the real story. It is both better and worse than I expected. Better, because the cutting wasn’t something the show’s creators agreed to. They no longer own the rights to Veggie Tales, and had no say in the matter. It’s nice to know that Vischer isn’t gutting his show for a buck.

But the news is bad for all the same reasons. Veggie Tales is owned by a secular company who does not value the central message and who is willing to re-shape the thing to make it profitable. “God made you special and he loves you very much” has been replaced with “thanks for coming to my house.”

I don’t have much to add to my previous comments, except to say that this is a rotten way for things to have turned out.