New Computer

By Shamus Posted Wednesday Mar 15, 2006

Filed under: Personal 1 comments

My new computer arrived today. For the curious, I got this machine. Not top-of-the-line by any stretch of the imagination, but it’s a good machine for the price, IMO.

Last time I got a computer it was an HP, and the avalanche of popup windows and pre-installed nonsense was so infuriating that I swore I’d never buy a big-brand machine again. This time I ALMOST got a no OS machine and a seperate license of XP as some people suggested. Then I got lazy and just ordered one with XP already installed. Later I got worried: What if this turned into a repeat of last time? I couldn’t bear the thought of going through that again.

Luckily, the annoyware was minimal. I didn’t need to un-install a single thing. No stupid toolbars, no system tray lunacy, no surprises. Only one program was pushy, and it behaved once I put it in its place. Everything else worked perfectly and was sensibly configured.

Note to the people who make CyberLink Power Starter: Do not make your program pop up when the computer boots for the first time. If the user really does want your software, they will click on the icon when they need it. Trust me. A desktop-sized window saying “Welcome to CyberLink Power Starter” and prompting me to enter my name and email is not at all appropriate at that point, since I have no idea what the heck your software is yet. Get over yourselves. Jeeze.

Also, why would you name DVD software “CyberLink”? The name is very misleading, as it sounds like it has something to do with being, you know, linked to something.

When I was younger and poorer, I used to hang onto my computers for as long as I could. They hung around for ages, and I upgraded them as needed to keep them useable. I didn’t have nice furniture or a lot of space, so the box usually sat on the floor at my feet, and was moved around frequently. The upshot is that usually when I retired an old computer the thing looked like it had (just barely) survived combat. When I finally moved to a new machine the old one was usually so obsolete and abused that it was rarely fit for any kind of service. However, this most recent computer has only been in service for two years, and I think I’ve only opened the case once. It still looks brand new. It runs fine (well, it runs as well as it did when it was new, which means nothing else has broken since then) and there are only a couple of games out there that it won’t run.

I’d post pictures of the new machine, but who cares? Aside from the pimped-out gaming computers, they all look alike these days. See that computer you’re using? Yeah, mine looks like that only it’s a different shade of grey.

 


 

Grown-up baby toy

By Shamus Posted Wednesday Mar 15, 2006

Filed under: Pictures 3 comments

Of all my puzzles, this is the only one I’ve never solved. In my defense, it’s hard to work with. It’s stiff and difficult to turn, and after a few minutes my fingers hurt from the effort. Not a very fun puzzle to experiment with.

On the other hand, it is very visually appealing. Lots of bright primary colors and a surface with just the right texture make it hard to resist picking the thing up.

Let’s be honest here: For anyone who’s been around bright and colorful infant toys, you know that many of them are attractive and amusing. It’s fun to pick them up and make them spin or beep or rotate or whatever it is the toy does. It isn’t any less fun to hold for an adult (although it’s not nearly as amazing or mysterious for us) but sensible adults (read: not me) shun them because you don’t want to get caught playing with a baby toy.

So a lot of the attraction of these puzzles is the same visual and tactile experience of the baby toy, along with the more cerebral process of solving a difficult puzzle. If you don’t believe me, just imagine how much less fun a Rubik’s Cube would be if it was made of wood and the sides were shades of grey, or simply numbered. The puzzle would still be there, but the “baby toy” appeal would be gone, and it would be much easier to put the thing down.

 


 

In a government far, far away…

By Shamus Posted Tuesday Mar 14, 2006

Filed under: Rants 21 comments

Via Eidelblog I find this post, which in turn led me to a bit from Robert Hayes, where he makes the case that the Rebellion in Star Wars is evil, and the Empire is flawed but not nearly as bad. It makes for an interesting read.

Which got me thinking about some other recent sci-fi movies. Take, for example:

  • Serenity, where the characters struggle to escape the power of an overly-meddlesome government.
  • The Matrix, where a small group of rebels struggle to overthrow a system which cares for their every need, because it also denies them free will.
  • Equilibrium, which is a bit like the Matrix in that the state takes your free will and in return makes sure that there are no shortages or inequality.
  • Demolition Man, which had a world where the only people who were poor were the ones who refused to live in the overly-PC world of regulated safety and enforced politeness.
  • Aeon Flux and Ultraviolet, which I have not seen but which seem to be along the lines of “individual vs. the state”.
  • The upcoming V for Vendetta, which has a theme that should sound pretty familiar by now.

So my point: What is up with these lefty Hollywood statists (read: commies) and their libertarian / individualist themed movies? Outside of the movies, they gaze up at the massive edifice of government power and lament that it isn’t nearly big enough. Then they go back to making their stories about overthrowing the state and freeing the individual. How do they reconcile these two?


LEFT: Palpatine (who looks like Lieberman to me) favors a large and highly centralized government. RIGHT: Smash the state!
Now, who would Clooney normally vote for?

I wouldn’t expect the Cato Institute to bankroll a movie where the heroes defeat a band of rebellious capitalists and bring about an egalitarian utopia, and I don’t expect the Hollywood types to keep dry-humping individualisim and limited government onscreen while pursuing (ahem) other goals.

What’s up with that?

 


 

GTA: Decafinated

By Shamus Posted Monday Mar 13, 2006

Filed under: Game Reviews 1 comments

So what DID happen inside of Rockstar studios during the development of Grand Theft Auto: San Andreas? In an earlier post I talked about why the Hot Coffee minigame ended up on the final disc. But what made them abandon it in the first place? They put some development (and thus money) time into it, and even successful game studios like Rockstar are going to be reluctant to throw away money. What happened?

Some possible explanations:

  1. They realized they were going too far. Maybe the feature sounded amusing on paper, but once they saw the animated characters going at it they realized it was a lot more risqué than they had imagined.

  2. Maybe they were trying to be sexy. Perhaps they thought adding this would spice the game up, but once they saw the animated characters going at it they realized how stupid it looked, and that this was about as titillating as playing with naked Barbie and Ken dolls.

  3. Maybe it just wasn’t fun, or didn’t add much to the overall game. The weightlifting minigame is a lot like this. Carl picks up some weights in the gym, and then you tap two keys in alteration as quickly as you can to make him pump iron. The faster you tap, the faster he will lift weights and bulk up. It’s not very interesting. Adding another minigame that used this same system was only going to make matters worse.

  4. Perhaps they did this out of business concerns. Going from Rated M to Rated A is a major step that gets you kicked out of Target and Wal-Mart, which is a big chunk of sales. This ended up happeneing anyway, though.

  5. It might have been due to scheduling concerns. If they were worried about making their projected shipping date, then the embarasing and dull pornographic button-mashing minigame was no doubt high on the list of features to cut.

Of course, there is no way to know for sure, but these are my guesses.

 


 

Shields Up

By Shamus Posted Monday Mar 13, 2006

Filed under: Pictures 2 comments

This morning was a new record: Ninety (90!!!) spam comments from one “person”. Amazing. His bot left comments on over half the posts on this site. My spam-filter caught them all and held them for moderation, but I still had to go through the list and make sure no real comments got caught in the net.

This is crazy. I’ve rejected every spam he’s fired at my site, and he (his bot) seems to respond by sending MORE. It seems like it would be in a spammer’s best interest to detect where their spam gets through and where it doesn’t, and to skip sites that block it. Wouldn’t this guy prefer to save his time and bandwidth for sites that are vulnerable?

Den Beste was nice enough to suggest .htaccess files as a way to deal with this, which is a very arcane form of black magic used to control Apache webservers. He warned that the config could be a little tricky. He was a not kidding. Even if Steve Wozniak and Harry Potter teamed up to help me, I don’t think I could get this working right. Sigh.

I said before that my web hosting service doesn’t let me block IP addresses. Look closely at the following image and see if you can spot the tool that might help me with this:

I’m an idiot. I can’t believe I didn’t see it before. Particularly since I WAS LOOKING FOR IT. I can’t believe I’ve been manually sorting spam with this tool sitting there, unused.

So I blocked the offending IP’s, and I expect that will take a big, big bite out of the spam I have to look at every morning.

Jerks.

UPDATE: Looks like it really works. In the last 24 hours I’ve had to deal with 4 spam comments. So, about 98% of my spam was coming from the small group of IP’s I banned. Very satisfying.

 


 

Cubed

By Shamus Posted Sunday Mar 12, 2006

Filed under: Pictures 3 comments



Cubed

I collect Rubik’s cubes. A few interesting notes about these:

On the far left is a “Chex Cereal” branded cube. It’s not a a great cube because most squares are little fruit or cereal icons on a white background, which makes it a little more difficult to visually sort. It’s still an interesting and unique cube, though.

On top is a gimmick cube in which you can place pegs as part of some convoluted game. I no longer have the pegs, so now it’s just a strange cube. It’s made from solid colored plastic (as opposed to solid black plastic with stickers) which gives it a surprisingly different feel. I like it.

In the middle is my only real, original Rubik’s Cube. Sometime in 1991 I mentioned to someone that I knew how to solve them but I’d lost my cube, so I no longer owned one. They were no longer in stores (at least, not in any stores in my area) so I couldn’t get one. This guy challenged me, “You’ll never be able to solve mine. I’ve been messing with it for years and it’s never been solved.” He believed that the longer you mess with a cube the more “scrambled” it gets. This isn’t really true. Like shaking a jigsaw puzzle: messed up is messed up, and you can’t make it “extra” messed up by shaking it longer.

So: I bet him $5 vs. his cube that I could solve it in under 5 mins. I did it in 2 and won the cube. This is what prompted me to start collecting this stuff in the first place. This was a great deal. $5 was about half the price of a new cube, and this one was in great shape and already loosened up.

And just now as I type this I realize: This was the only time in my entire life I’ve ever bet anyone anything. I just never do it. It seems like a very agressive and pompus thing to do. In this case, I think I did it because I knew for a fact I would win (so it wasn’t really gambling) and because I didn’t have any other means for getting a Rubik’s cube. However, I still feel sort of like I took advantage of him by exploiting his lack of understanding of the thing. In my defense: He provoked me, and all but called me a liar.

On the far right is some sort of shape-changing cube I picked up in the mid-90’s. It was junk. The concept is great, but the thing was stiff and difficult to turn. Instead of “loosening” like most cubes over time this thing became tighter, until it was a chore to play with. (Perhaps some axle inside rusted? I have no idea what would cause this.) The pressure from my hands forcing it to turn eventually stripped off the stickers, and so my wife painted it. It looks cool, but by now it has more or less siezed up and is unusuable.

 


 

GTA: Re-Alignment

By Shamus Posted Saturday Mar 11, 2006

Filed under: Game Reviews 7 comments

Foobario made some comments on my last post regarding Grand Theft Auto. You should really read the original post and comment, but for the impatient here is the short version:

The comment about “Black and White” is right on… and not just in reference to that game, but also in reference to a way of looking at the world. The ‘better idea' game you describe still seems one-dimensional to me: there's a line from ‘good' to ‘evil' and you decide which way you are moving on that line.

[…]

Think ‘Vegas' back in the days of organized crime (err… back in the days of the *old fashioned* organized crime, the kind that created the city). It had clean streets and little ‘crime', since there were acceptable outlets for most of the impulses that lead to crime in a ‘good' city. The mob realized that a smart parasite doesn't kill the host, and it kept everything running smoothly, because it made good business sense.

It seems to me that the point of view that ‘bad guys' inevitably self-implode doesn't make for a more open-ended game, it just makes for a morality tale. Your ‘better idea' sounds, to me, like a world of surfaces where you *can* judge a book by its cover, and in such a world what incentive would there be to delve deeper? What would motivate a player to forge their own path, if the system was set up to only reward those who chose a specific path?

I can see what he’s saying here. Evil isn’t always self-destructive. It was said of Benito Mussolini’s rule that, “At least the trains ran on time”. Within the Fascist Axis countries of WW II, things were neat, orderly, and opressive. At least until the good guys came along and destroyed everything. The Galactic Empire of Star Wars seemed to run fairly smooth until those idealistic rebels showed up and started trying to tear down the empire. Orderly bad guys. Good guys causing destruction. Looks like we’re missing something.

So let’s assume we’re mixing a Will Wright style open-ended game with the Grand Theft Auto gameplay mechanics. I think that to solve the problem Foobario describes we need at least a two-dimensional system, similar to the D&D alignment system. One axis is the line between Good and Evil and the other is the line between Law and Chaos. The first axis is controlled by which forces you align with, and the second is a measure of how you pursue your goals within the game.

A Lawful Good character is going to work to expose corruption via the press and have the bad guys put in jail.

A Chaotic Good character is going to take the faster and more direct approach of simply killing the bad guys and destroying their stuff.

A Lawful Evil character would work to support (say) the Mob. They would follow the rules of the Mob, killing snitches and carefully punishing people who don’t pay up in a timely manner, but being careful not to cause too much destruction. As Foobario said, “a smart parasite doesn't kill the host”.

A Chaotic Evil character is just going to kill and destroy for their own entertainment. Sort of like “rampages” in GTA, where you cause as much damage as you can and then flee to escape the wrath of law enforcement.

My suggestion for turning this into gameplay mechanics:

There would be two major powers in the game: The Mob and the Government. They two fight for control of the city. On one side, the Mob has many government officials paid off. On the other, the city has many undercover cops that have infiltrated the Mob. There is a power stuggle within the Mob which is making waves and causing violence. The player may choose either side, but they may also choose HOW to serve their chosen side. They may also choose NO side. (The only limitation here is that you can’t serve BOTH, since that doesn’t make a whole lot of sense.)

Lawful Good: Weed out corruption and guys on the take. Gather evidence, expose it to the media, and have the bad guys arrested.

Lawful Evil: Bring order to the Mob by ending the power struggle. Eliminate the undercover cops. The killing must be focused and neat. You just kill the target, and minimize damage to the city. Usually this might mean taking our your foes according to some rules, hitman-style.

Chaotic Good: Refuse to align yourself with either the Government or the Mob. Instead you kill the bad guys on both sides. You’ll be killing currupt officials as well as burning down drug factories and destroying other Mob-owned “businesses”.

Chaotic Evil: Unfocused destruction. Don’t align yourself with either side, just rampage through the city causing as much damage as you can. This isn’t so much a “game” or a set of missions. It’s just the player goofing off in freeform mode instead of playing the game.

In my original post I described how the city and its inhabitants would be affected by player actions. I’m having trouble mapping that to this two-dimensional system. The best that I can come up with is that the physical city itself will change according to your Law / Chaos approach. If you spend a lot of time slaughtering people and blowing stuff up (for either good or evil), then property values will drop and the city will look more ghetto. If you support law (either side) then the city will be more neat and clean. At the same time, the people themselves will change according to your Good / Evil choices. People living in a good city will tend to be more kind and upbeat, even if they are poor. People living in a bad city will be hard and mean. They will have a “New York” attitude. They will walk with their heads down and dress in drab colors.

I’m not entirely happy with this. It’s hard to imagine a city with widespread unemployment and poverty (because you destroyed so much of the city that businesses have fled) where the people are still upbeat and happy.

I think we’re pretty far from the GTA template at this point, and we’re into a more open-ended Sim Hero/Villian type game. But I doubt the average sim player has a taste for gunplay, and I think the game might be a bit cerebral for the average GTA player. Perhaps not.

Still, I love to come up with gameplay mechanics like this. It’s fun to try and devise a system that makes sense, is intuitive, and still offers engaging gameplay. I’m not sure I pulled it off here, but it’s always fun to try.