Backgrounds: #FFFFFF vs. #000000

By Shamus Posted Tuesday Oct 9, 2007

Filed under: Random 70 comments

When I re-did my theme last week several people lamented that I wasn’t going with light text on a black background. The complaint seems to be that black-on-white sites (like this one) are painful to read.

I found this interesting, because my experience is precisely the opposite: Light letters on a dark background are brutal on my eyes. After just one paragraph of that I’ll have horizontal lines burned into my vision when I look away. It seems like my eye notices that the presented image is mostly black, and dilates accordingly. The bright letters are then free to scorch the everlovin’ crap out of my optic nerve. Clicking through from a black page to a white page delivers a seizure-inducing burst of light.

Things to note about how I use my computer:

  1. I have a 19″ CRT monitor, with the screen refresh set to the maximum. (85Htz.)
  2. I have carefully placed the lights in this room so that I never get any reflective glare. If you replaced my screen with a mirror and sat in my chair, you wouldn’t be able to see a single light source or window in the reflection. (Glare is one of the major reasons I hated working in an office. Offices are perfect environments for maximizing screen glare, with a half dozen light sources bouncing off of each and every screen in the room. Brutal.)
  3. My room is a bit dim.

So I have several theories about people who prefer black pages:

  1. Perhaps they are using laptops or flat-screen monitors, and perhaps those screens work best with white-on-black. I don’t have enough time in front of laptops to judge.
  2. Maybe their monitor refresh rate is low. I find that anything under 70Htz, well, hurts when looking at all white. It’s like staring into a strobe. While low refresh rates are cruel in general, black backgrounds are less abusive than white in these sorts of setups.
  3. Maybe their monitor is smaller, and thus doesn’t dominate their vision the way larger monitors might.
  4. Perhaps they are in environments with a lot of glare? Maybe that glossy blob of light forever smeared across the upper left corner of the screen keeps the eye from acting like you’re staring into a dark hole.
  5. Maybe they are sensible types who use their computer in a well-lit room.
  6. Maybe they are just, like, different and stuff.

White on black just isn’t an option for this site, since I need to be able to read the thing without going blind. Still, I feel bad for people who struggle with white backgrounds. Those are by far the most common sort of site, and so the internet must be an uncomfortable place for them.

 


 

Share and Share Alike

By Shamus Posted Monday Oct 8, 2007

Filed under: Notices 19 comments

I’ve been getting a lot of emails lately along the lines of “Hey, can I have your permission to use some images from DMotR on my website / forum sig / desktop / walls / wedding invitations, etc. I thought I’d tackle this in a post for other people who may have similar questions.

When it comes to “borrowing” from the comic, you don’t really need my permission. The comic isn’t “copyrighted” by me. I didn’t get permission from New Line Cinema before making the comic. You have the freedom to take as many liberties with the comic as I took with the movie. This isn’t me giving you permission, this is me saying I can’t give or deny permission.

I do like getting links, but if you make off with images from the comics and don’t provide a link back here you’re not “violating copyright” or “stealing”. The very worst that can be said of that sort of behavior is that it’s rude.

In any case, I’m not going to make a big deal out of it. If you want to use it to make something new, knock yourself out. Send me a link if you like. If it’s cool, I’ll mention it here and everyone can enjoy it.

For example, someone is taking the entire series and translating it into French. Makes me wish I understood the language. Translating humor is probably the most difficult form of translation. (I’m betting it’s even harder than translating rhyming lyics, although it’s not like I would know.) I give this guy credit for taking a hard job and sticking with it. It’s even more difficult here because he’s stuck with my original word bubbles, which means he has to come up with translated dialog which is both funny and roughly the same size.

Anyway, if you want to use the comic, feel free. Because you are free.

UPDATE: Lots of people are pointing out that I do indeed have copyright on this. Fine, fine. In any case, you want to make some derivative work? Help yourself. Make something cool. Drop a comment and tell us about it.

 


 

Stupid Monsters

By Shamus Posted Monday Oct 8, 2007

Filed under: Tabletop Games 45 comments

I know this has been linked all over the place by now, but in case you missed it:

DUNGEONS & DRAGONS: CELEBRATING 30 YEARS OF VERY STUPID MONSTERS.

I haven’t played earlier editions, but the 3.5 Monster Manual is, to my eye, a rich source of manic comedic lunacy. (There are monsters in there which clearly have no other purpose than to perform certain tasks for gutless DMs who don’t have the stones to handle things out-of-character. Did you accidently let a player have a game-unbalancing item? Well, sure, you could talk to them about giving the item up and coming up with a fun way to do it within the game, or you could just drop a Dimensional Grabber into the mix. These monsters can pass through walls, and amuse themselves by popping up, swiping a single item from a PC, and then running away – through walls – with their ill-gotten item. Ha ha! I stoled ur itemz! If you need to railroad the plot, swipe an item from the PC’s, kill off an annoying PC, nerf a character, or just jerk the players around a bit, you’re sure to find a monster that can do it “for you” so that you don’t have to get your hands dirty. I’m sure the list will bring back old, ridiculous memories for the first and second edition old-timers out there.

One thing I am glad of is that while the monsters are still goofy from time to time, the art has improved immensely over the years.

 


 

Chainmail Bikini: Link Roundup

By Shamus Posted Saturday Oct 6, 2007

Filed under: Links 0 comments

A followup to the earlier post on Chainmail Bikini:

A lengthy and thoughtful post over at no cookies for me. In the post Roy states, “But now, Shamus seems quite opposed to the idea that something like a webcomic can encourage a sexist view of women or that it could, in some way, endorse rape.” I wouldn’t say that. It would be more accurate to say that I just didn’t think our comic was anywhere near doing such a thing.

Cineris takes issue with the detractors in a vigorous post over at Augary.

Mark adds his own thoughts, and expands on the idea to talk about “probing” in games. He talks about other freeform games where the player does something not because they think it’s a good idea, but simply because they want to see how the game will react. You can decide for yourself if that’s applicable to the comic, but it’s a very common drive in players for both tabletop and computer-driven games and an interesting take on this sort of behavior.

Longtime DMotR reader Rebecca has no love for the comic in general. The same thing coming from a random internet person wouldn’t bother me, but coming from someone who’s been around and had many interesting things to say in the past, it kind of stings. Still, I’m glad she cared enough to lay her thoughts out like that and I appreciate how careful she was to avoid going after me personally.

ChattyDM has his own thoughts, and talks about behavior issues at the table when dealing with an all-man lineup.

I don’t really want to open up the whole debate again, but I thought it was important to point to some other people who have taken the time to comment on it. All of the posts I linked are carefully written and thoughtful. These aren’t just people cheerleading or flaming. I’m leaving comments closed. I don’t think the thread can go anywhere good. If you have a post on this elsewhere that I’ve missed, send me an email (shamus at shamusyoung dot com) and I’ll link it here.

One final thought is that Chainmail Bikini has moved on to other subjects, which is probably more familiar territory for DMotR readers.

 


 

Free Game: Prince of Persia – Sands of Time

By Shamus Posted Friday Oct 5, 2007

Filed under: Game Reviews 44 comments

Prince of Persia – The Sands of Time, despite the heedless verbosity of the title, remains one of my favorite games. It’s not deep. It’s not elaborate. It’s certainly nowhere near an RPG. But it is fun and rewarding, with mostly low-key gameplay that encourages exploration and is forgiving of mistakes. (I was frustrated by later entries in this series, because they sometimes abandoned the formula that made this game so pleasant.)

I originally owned this game for the Gamecube, and when we sold the GC it I knew losing Prince of Persia was going to be the most grievous loss. I considered buying it again for the PC or for my recently acquired Playstation 2, but it seemed daft to spend money on a game I’d already beaten four or five times already. It’s a great game, but there isn’t that much replay value in it. It seemed like I’d be paying thirty bucks just for the comfort of having an old favorite on my shelf, or perhaps for one more trip through the traps for old time’s sake.

So I was really thrilled to see this: A full version of the game is now available for “free” in an ad-supported format. The idea is that you download the full thing free of charge, and occasionally during a break in the game it will show you a little commercial.

I found this a few weeks ago, and when I tried it out it only showed ads for McDonald’s. This seemed kind of odd. If the first four McDonald’s ads don’t make me hungry for a Big Mac, is ad #5 really that likely to change my mind? Last night I revisited the game in preperation for writing this post, and I played for an hour without seeing a single ad. It’s obvious this is an experiment, and they’re still working out the details. I actually like the idea that A-list games eventually become ad-supported freebies, in the same way that movies progress from theater, to DVD rental, to television.

The game supported my USB “Dual Shock” style controller, which let me recreate the control scheme I’d already learned. However, I found out I had to put down the controller and use the mouse to navigate the menus. Sigh. That’s about par for the course for console ports. If you come at the game fresh and bring your mouse / keyboard control paradigm with you things will most likely work without hassle.

It’s a great game, and might be worth a look if you don’t mind a little crass advertising, which may or may not show up. (The download screen also has some blurb about the game being US-only, but I don’t know how they enforce that or how relevant it really is to your ability to play the game. I’m not going to leave the country just to find out.)

Get it here.(1.1 GB)

UPDATE: Nevermind. They “discontinued the free trial”, which is an odd thing to say since they never gave any indication that this was a limited time offer. Anyway, it will let you download the game, but not activate it. Bad form guys, bad form.

 


 

New Site Theme: Cliché-arific!

By Shamus Posted Friday Oct 5, 2007

Filed under: Projects 75 comments

Yesterday while I was working on the site redesign Shawn jokingly sent me a new logo, which was a send-up of the apparently tiresome web 2.0 style. Except, I totally missed the intended irony. I saw the shiny letters and faux reflection and thought, “Oooh! Sexy!”

Later in the day I decided that what I didn’t like about the logo was that it didn’t do the glossy thing enough, so I made my own which was along similar lines, but with the effects turned up to 11. Only now do I realize that this is like having your buddy talk you into wearing a rhinestone shirt, but then running out on your own and getting a set of chaps to go with it.

I wasn’t aware of the Web 2.0 “style”. Many of the sites I visit are stone age practical, so the thing looks fresh and new to me. I don’t visit all these hip new sites, which apparently are so hip they have caused some sort of hipness overflow and become unhip. I guess things now go out of style the moment they become in style, so if you don’t want to seem out of touch you have to do things before they become popular, not after. Sheesh. You kids.

The main problem – and I’m only partly ashamed to admit this – is that I like the new logo. A lot. I’d make out with it if I could figure out how to do that sort of thing with a .gif file. Now I’ve found out I’ve been had and the new logo is a joke to most people. Not a good, ironic joke but a “it’s 1997 and you’re wearing a mullet” sort of joke. Now I have to choose: I can give up on my (to me) sexy new logo, or I can continue being a complete tool.

This decision is not as easy as it sounds.

Justin Alexander mentioned “Branding” in the comments. If the old Twenty Sided header was becoming my “brand” then I’m glad I got rid of it. I don’t want to be saddled with that thing forever. If anything on here is “brand” worthy it’s the blue & gold 20-sider, and the comment dice. Those are still dear to me and I can’t see getting rid of them, regardless of whatever other fads infect the site from year to year. I’ve changed my color scheme to match the 20-sider, and I’m happy with it now. Really all I’ve done is inverted my previous color scheme. It was gold / yellow with blue accents, and now it’s the other way around. I think I’ll stick with these colors.

The button-style icons to the left of each post are going to go. I think they push the “web 2.0” look over the top, and maybe people would tolerate the header if not for the buttons. They aren’t particularly engaging, informative, or even well made. Shawn has offered to help me out. We’ll see if he’s still interested now that I have the place tarted up like a tweener’s iPod.

I’m not sure why I felt the need to bore everyone with two threads on my site redesign. Maybe this is a precursor to next week’s seven-part series, “I’m cleaning out my garage! Whooopie!” Still, I’ve enjoyed the conversation, even if most of the feedback is negative. (This is a good thing, I’m glad everyone was honest. I think the site will be better for it.) Even if I ignore everyone’s advice, at least I’m making well informed poor decisions, instead of poor decisions borne of ignorance. At least I’ll know my mullet is out of style.

 


 

Getting in the Game

By Shamus Posted Thursday Oct 4, 2007

Filed under: Personal 56 comments

Days ago a reader left this comment on my sarcastic post making fun of the current generation of computer RPG’s:

Why all the sarcasm? I mean, you've got the constant hateful rants against 2K, your story about how there's nothing exciting for you at the PC section of the game store, and now this?

You go around with the whole “oh look, the whole game industry is just putting tired old retreads on the efforts of great games before them, there is no creativity or originality in the world anymore le sigh” then expect the world to marvel at Chainmail Bikini?

Use your powers for awesome. You have a large audience that you *earned* with witty, quality work in DMoTR. If you think games today are crappy, work towards making a better one. Be different; you can't swing a dead cat without hitting someone's personal site ranting about the sorry state of [hobby], why not rise above that?

It’s true that a lot of my videogame posts have been pretty sour lately. I’ve been writing lamentations on the fading hobby that is PC gaming. Part of this decline is inevitable. Consoles really came into their own over the last few years. Better graphics, HDTV, internet connectivity, and other improvements have eliminated most of the advantages of the PC platform. Developers prefer consoles because of the fixed hardware, standardized controls, and low piracy. This has formed a positive feedback loop: More developers making more console games has sold more consoles, making them even more attractive for developers.

The shift of videogames from the PC to consoles is sad for those of us who prefer PC gaming, but there isn’t much to be done about it. Yeah, I’m a betamax user in 1986. It’s sad to see trends go against me, but that’s not what’s making me mad.

What is making me mad are the publishers, not for abandoning the platform, but for polluting it and hastening its fall. I’m not upset that there aren’t any games I want to play, I’m annoyed that there are games I’d play, but they are saddled with DRM, riddled with bugs, and demand cutting-edge graphics hardware to deliver stone-age gameplay. We don’t really need better games. We just need them to stop sabotaging the ones they give us. Lack of innovation is a bit of a bummer, but lack of quality and contempt for the customer are the real villains.

On top of all of this, game “journalists” are AWOL on this stuff. The major gaming press doesn’t get near these issues. So, my constant hammering away on the BioShock DRM fiasco is almost an attempt to make up for their silence. Somebody has to say something. To a certain extent I have used my “powers” – such as they are – for good. I let people know what the review of BioShock in PC Gamer didn’t bother to tell them: The game is broken, annoying, and 2KGames can’t decide if it wants to react with scorn or apathy towards frustrated customers. I’m helping people make a slightly more informed buying decision, which is worth something.

As for me making a game…

Maybe.

I’ve given this sort of thing a lot of thought. The major hurdle is that I’m not a leader or manager. I’m not the right guy to gather up a squad of creative types and Make Something Happen. I’m an engineer, not a foreman. I’m wise enough to know this. We’ve all seen projects where somebody with big dreams and miniscule management skills has tried to change the world, and it’s usually a train wreck. Daikatana is a notorious example. John Romero is not an idiot. He’s most likely not a bad programmer. He is a rotten manager, and when he took up the mantle of leader, he bit off orders of magnitude more than he could chew. The result is a game that lost staggering amounts of money and served as a universal punchline in the industry for years.

I’m also not very well-off, and even a “no budget” indie game needs a little cash, so I’m really not the guy for this particular quest. (I’m not complaining. I’ve made deliberate decisions that led me to this spot in life and I’m not crying about not making “enough” money. I’m just saying I don’t have the reserves to start a company. Not even a small unofficial one. Nominal fame is nice, but it doesn’t keep the electricity on.)

Sure, I have ideas for games, but the sad truth is that game ideas are so common as to be nearly bereft of value. Everyone has an idea for a game. Even when you bring a whole bunch of programmers and artists together to make a game, each of them is most likely nurturing an idea for some other game in the back of their mind while they toil away at yours.

So game concepts are nothing new and – as painful as it is to realize – nothing special. It’s easy to come up with a game. It’s harder to come up with fun, balanced gameplay mechanics. It’s harder still to find a group of talented people who can get behind your vision. And it’s damn near impossible to get funding for the thing. So, getting an “idea” is the easiest step in a long process fraught with peril. Having an idea for a game is Frodo thinking about leaving The Shire. Making a game is getting your butt up the side of Mt. Doom and destroying the One Ring in time for the planned release date.

I’ll admit now that I’ve written design docs for games. I’ve sketched out stories, gameplay mechanics, labor requirements, character designs, and technology requirements. They’re all sitting in text files, unused, because there’s nothing to be done with them. I can’t put them to use, and anyone worth their salt as a developer is most likely busy with a current project and thinking about the next. Only the thinnest shreds of self-respect keep me from just unloading them here on the site.

I’m still looking for opportunities. Maybe someday I’ll find a way into the industry that doesn’t require living in Southern California or working for a huge, publisher-driven company. Maybe I’ll come up with something compelling that I can tackle on my own. I don’t know. My love for games and my fondness for tinkering with technology and gameplay mechanics drive me to want to get involved. At the same time, I’d rather sit on the sidelines than get involved in some half-assed way.