Ding 47!

By Shamus Posted Friday Aug 24, 2018

Filed under: Landmarks 83 comments

It really does sneak up on you. One minute you’re in your thirties, having fun adventures and raising adorable little kids. Then you glance at your watch and suddenly you’ve got grey hair, your kids have turned into adults, and people are giving you strange looks because you’re wearing a watch and it’s 2018.

I’m uncomfortably close to 50 at this point. I’m pretty apprehensive about that number. It has all sorts of alarming old-man implications I’m not ready to accept. I guess I’ve got three years before I have to face that moment. The problem is that at this age, three years is nothing.

So what did I accomplish with this, my 47th year on this planet?

Continue reading ⟩⟩ “Ding 47!”

 


 

Never Mind

By Shamus Posted Tuesday Aug 21, 2018

Filed under: Notices 25 comments

The theme is back to where it was last week. I can’t work on it while the site keeps falling down. We’ll work on this later. In the meantime: Yes, I know a bunch of stuff is broken / missing, including search. No, I don’t know why. And like I said, I can’t do anything about it now. (It all works fine on my test server, if that makes you feel any better.)

 


 

You Hate It Already

By Shamus Posted Tuesday Aug 21, 2018

Filed under: Notices 49 comments

Programming is different from a lot of other creative endeavors because it feels good when you expunge your recent work. If I’m editing my book and I realize an entire passage is redundant, I don’t enjoy killing it. Without an editor pushing me, I might even leave it in. Same goes for when I’m making music. If I lay down a bass line and later realize it’s just not working, I don’t get a thrill from canning it. Likewise for texture maps and 3D models. If it’s something I made recently, then I hate to get rid of it.

For contrast, if I come up with a shorter, clearer, more elegant piece of code, then deleting the old code is pretty satisfying. Sometimes I get caught up in the desire to make the code as small as possible and mess around with small details that don’t matter, just because it feels good to have something happen in five lines rather than six. (It only counts if I’ve really simplified something. If you take the complexity of line #6 and add it to line #5 than you’ve made the code shorter, but not simpler. And you may have made it a little more convoluted, which is worse.)

For those of you browsing the archives from the futureI do wonder why you’re browsing the boring “Notices” category, but that’s your business., last week the site looked like this:

Continue reading ⟩⟩ “You Hate It Already”

 


 

Diecast #222: Birthday Week

By Shamus Posted Monday Aug 20, 2018

Filed under: Diecast 28 comments

This is a special episode of the Diecast. If you’re looking for the usual brand of complaining, analysis, commentary, and complaining, then this is not the episode for you. Here I sit down with my wife Heather and we talk about our shared gaming history and how it impacted our relationship.



Hosts: Heather and Shamus. Episode edited by Issac.

We weren’t really working from a fixed list of topics, so no show notes this week.

One final note is that this was recorded with Heather and I sitting at the same computer with an open microphone. Normally I do the show via VOIP and everyone has a key for push-to-talk. The setup we used this time means you’ll hear a little more background noise. So if you’re curious why you can hear my sniffing or the THUD of me setting down my silo-sized drink, now you know.

 


 

DDOS’ed

By Shamus Posted Sunday Aug 19, 2018

Filed under: Notices 33 comments

Last night I uploaded some updates to the site theme. A little while later, the site went down. On the control panel I could see my CPU and process usage were both pegged at 100%. I naturally assumed the outage was related to the changes I’d just made. I spent hours fussing with things, trying to figure out what I’d done wrong. I finally reverted everything and discovered that the problem persisted.

I reached out to support and they determined I was experiencing a DDOS attack, and the site update was unrelated. Lots of unrelated IP addresses from around the world were all hammering away at the WordPress login script, probably trying to brute-force using common passwords. It’s a hopeless effort on their part. My blog password is in excess of 128 bits, which means the sun will burn out before this botnet cracks it. Still, they managed to overwhelm the site and take it down. So I guess technically this wasn’t really a DDOS. It was a hack attempt that accidentally became a DDOS due to my site being a little undermatched for this particular botnet.

I’m reasonably sure this DDOS isn’t the first. You might remember my adventures with 1 & 1 Hosting. What I think was happening is I was getting slammed with this same botnet. Instead of notifying me or investigating, 1 & 1 just took my site down until the bots gave up and left.

I’m experimenting with a cloud service to distribute the load. This is supposedly a really good defense against these sorts of things. I don’t know. I guess we’ll see if / when this happens again.

 


 

Grand Theft Auto IV: A Criticism of Criticism

By Shamus Posted Friday Aug 17, 2018

Filed under: Retrospectives 90 comments

Like I said last week, Grand Theft Auto IV is a deeply flawed game. And yet it also landed top marks from critics. How did this happen? How did such a hodgepodge experience wind up being lauded as one of the supposedly best games of all time? Sure, it has great technology. But the graphical technology was undercut by the drab visuals and the more robust gameplay systems were undercut by the straitjacket mission design. Shouldn’t those sorts of shortcomings be reflected in the critical reception?

At the end of my retrospective on Wolfenstein: The New Colossus, I suggested that the generous review scores were the result of a lackluster game suddenly finding itself in tune with the national zeitgeist, and the tight review schedule preventing deep analysis. I’d like to circle back to that article and explore this problem in a little more depth.

When it comes to the problem of obviously flawed games being awarded near-perfect scores, I think the most incisive take is the one Campster gave way back in 2011:

Continue reading ⟩⟩ “Grand Theft Auto IV: A Criticism of Criticism”

 


 

The Witcher 3: Racism and Fantasy

By Bob Case Posted Wednesday Aug 15, 2018

Filed under: Video Games 213 comments

We’ve now arrived at the part of the series where I talk about – well, it’s not quite the elephant in the room. It’s maybe something like the hippopotamus in the room (hippopotami, while smaller than elephants, are still pretty big). You see, when The Witcher 3 was first released, there was nary a person of color to be found anywhere in the game. Some in the games media noticed this, among them Tauriq Moosa, who wrote an article for Polygon titled “Colorblind: On The Witcher 3, Rust, and Gaming’s Race Problem.

I’m not aware of any reliable statistical measures by which one can measure the size of an internet brouhaha, so I usually just eyeball it: the brouhaha was medium-sized, and, as brouhahas go, I think it was more productive than most.  Any time a hot-button issue like this gets raised, some percentage of the arguments that follow are made either in bad faith, at cross purposes, or both. Accusations of racism unavoidably activate people’s defensiveness, and, well, you know how the internet can be.

I’m aware that as a white person, I risk making a hash of this, but the only other option is to not talk about it, which can be harmful for its own reasons. Paraphrasing the many objections to the absence of people of color in The Witcher 3 is a tricky business, but paraphrasing one of the most common defenses isn’t. It goes something like this: “Why would you expect there to be people of color in the game? It takes place in a setting based on medieval Europe, and partly on Slavic mythology, and it’s made by a developer based in a country that’s overwhelmingly white. There’s no sinister motive here.”

I happen to agree that there’s no sinister motive. I don’t think CDPR’s developers ever sought to deliberately exclude non-white characters. But I also think that racism isn’t only gauged by intent – it can also be gauged, and perhaps more accurately gauged, by its effect. Meaning something can be racist by accident. If anything, it’s more common than being racist on purpose.

This picture comes from a book called the Cosmographia, written in 1544. On the far left is a Sciapod, from Ethiopia. They have such big feet because they use them like umbrellas to escape the hot Ethiopian sun. Second from the right is a Blemmyae, from India. His face is in the middle of his chest because he has no head. Scholars now believe that 16th-century European depictions of non-Europeans may have contained inaccuracies.
This picture comes from a book called the Cosmographia, written in 1544. On the far left is a Sciapod, from Ethiopia. They have such big feet because they use them like umbrellas to escape the hot Ethiopian sun. Second from the right is a Blemmyae, from India. His face is in the middle of his chest because he has no head. Scholars now believe that 16th-century European depictions of non-Europeans may have contained inaccuracies.

The idea that everyone of consequence in medieval Europe was white is neither accurate nor politically innocent. It’s an idea that has, over the centuries, been deliberately crafted by a relatively small group of people, and then spread through unconscious habit by a much larger one. I have neither the time nor, frankly, the qualifications to make this argument comprehensively, but I can link to a website that makes it far better than I can: this series of articles by The Public Medievalist, which is also the source of the image above.

Continue reading ⟩⟩ “The Witcher 3: Racism and Fantasy”