The Capricious Nature of Motivation. (Meh.)

By Shamus Posted Thursday Nov 1, 2007

Filed under: Personal 32 comments

Yesterday I crossed the finish line on a Big Project at work. It’s been requiring some overtime and after a couple of weeks of being “two days” from the end I was really starting to fatigue. Hopefully my sour mood didn’t come through on the site.

I managed to get through this while keeping up with stuff like this for Chainmail Bikini, meeting my output goals for this website, and still get in some family time here and there. Still, I’ve been looking forward to a break, and for a chance to pursue some side projects that got pushed to the back burner. So now the Big Project at work is (in theory) done and now I can finally get around to…

Erm. Nothing, really.

I’m sitting here with a good three hours to burn any way I dang well please, and I can’t think of a thing in the world I want to do. I have a programming / research / learning project I’ve been itching to work on, and now I don’t even have the energy to try and express my abiding apathy for the thing. I have anime here – good anime – which I don’t want to watch. I have a pile of games here I don’t want to play. Even “surfing the web” seems like a chore, and that’s the twenty-first century equivalent of channel surfing – just click, click, click through the disposable hours by searching out easy-to-digest entertainment. The condition of being “too bored to surf the web” is just one step away from “catatonic”.

This is frustrating. I’m going to pass the time staring at the ceiling, but Real Soon Now I’m going to wish I could have these hours back. Here I am with the vast riches of unallotted time, and I can’t even work up the energy to feel apathetic about the lack of guilt I’m experiencing over all of the things I’m not working on. In fact, I’m so lazy right now that I’m not even going to fix the previous train wreck of a sentence.

And not only am I wasting a bunch of my time, but I’ve just now wasted a couple of minutes of yours. Oops!

 


 

Top 10 Spooky Videogame Moments

By Shamus Posted Wednesday Oct 31, 2007

Filed under: Video Games 85 comments

Jay did this the other day, and it seemed like a good Halloween post. Note that this is just my own personal list, sorted roughly according to just how much the experience stuck with me after I was done playing. Here they are, from the timid to the terrifying:

10. Quake 4 – Stoggification: I still think that this could have been one of the great moments in gaming – right up there with Shodan’s reveal in System Shock 2 – if not for the fact that they made the whole process part of the marketing campaign. Everyone knew it was coming, and was in fact waiting for it, so that the event lost most of its potency. If they had left this a surprise it would have blindsided players and given them something to really talk about. My write up here. A YouTube video here.

9. Doom 3 – Trites: This game had spooky moments, although it was never quite the sum of its parts, fear-wise. It started out spooky, but the more I saw of the plot the less frightening it seemed. The story worked against it, keeping me from taking things seriously enough to get worked up. Every time I started to get immersed Dr. Betruger would get on the intercom and start hyperventilating about his awesome plans to BRING HELL TO EARTH LOLZ!!!11!1!, which just ruined it for me. Still, those little spider things were well introduced and quite scary to those who might not be so fond of bugs.

8. F.E.A.R. – Hide and Seek with Alma: I was crawling through an area of cubicles. I’d forgotten about Alma for the moment and was more worried about the soldiers ahead. In a moment of perfectly timed scripting I edged forward (crawling) and then looked to my left to see her crawling towards me like an animal. I flinched so hard I lost my grip on the mouse and it slid off the back of my keyboard drawer. If someone had filmed me at that moment it would have turned into a YouTube video labeled DUMASS GETS SCAERD AND DROPS HIS MOSE, and it would have half a million views by now.

7. Doom – E1M2: That dark area with the computer walls, blinking lights, and moaning zombies.

6. X-Com – First Mission: Steven is with me on this one. It’s a turn based game with stone-age graphics, and it can still evoke a sense of fear in the player. There is something about the way it does line-of-sight that makes you painfully aware of what you can’t see.

5. Silent Hill 2 – The Hospital: This was my first survival horror game, so it will always have a special potency to me. The hospital was pretty bad to begin with, but when the nurses showed up I really just wanted to run away. I have a lengthy (even by my standards) plot analysis here.

4. Unreal – The Sunspire: Everyone gives this game a nod for the moment when the lights go out and you have to fight a Skaarj in the dark. That seemed a little contrived to me and didn’t give me quite the scare that others got from it, but sections of the SunSpire terrified me. Those little bugs gave me the willies.

3. System Shock – Level 3: It’s bad enough being inside of the belly of a space station run by a xenophobic AI who wants to murder you and turn your corpse into a meat puppet, but it gets worse when you’re fighting small, translucent blobs in the dark that seem to be immune to regular bullets.

2. System Shock 2 – Polito’s Office: I knew I was about to meet Shodan. I’d figured it out just before I got there that I wasn’t dealing with a human, and that somehow Shodan was involved. This was mostly due to metagame thinking, but still: I thought I was ready. When the walls vanished and I saw my old nemesis towering over me in some sort of strange vision my heart rate went through the roof.

1. Thief Deadly Shadows – The Shalebridge Cradle: This entire section of the game was a masterfully executed effort. There were many techniques layered together to generate fear, and all of them fit together to make a truly frightening whole. Everyhting was well done. Scenery, monsters, voice acting, story. My own writeup on the experience is here. A YouTube video is nothing compared to playing it yourself, but if you’re curious there is a series that depicts the entire mission. It begins here.

Happy Halloween. Save me some Skittles.

 


 

The Dice Are Trying to Kill Me

By Shamus Posted Wednesday Oct 31, 2007

Filed under: Nerd Culture 12 comments

I’m probably not the first person to think of the phrase, and I’ll probably never know, but it warms my heart to think that I may have inspired this shirt at ThinkGeek.

I guess I should add: This design is available at my Zazzle store.

 


 

Unreal Tournament vs. Quake ]I[ Arena

By Shamus Posted Tuesday Oct 30, 2007

Filed under: Game Reviews 64 comments

(This post is about eight year old deathmatch games, and I expect it’s a little esoteric even for this blog. I’m not saying if you should skip it or read it. Just… You know, fair warning. You might have better things to do with the next ten minutes. Proceed at your own risk.)

In 1999 there were two brands of deathmatch games: Unreal Tournament (Coke) and Quake 3 Arena. (Pepsi.) Few people partook of both flavors, and in fact there was something of a rivalry between the two. Lines were drawn, and people chose sides with partisan zealotry unheard of outside of religious wars. (Such as Mac vs. PC.) People loved their chosen game, loathed the opposition and all it stood for, and insulted one another in long, rambling forum threads where the ratio of uppercase / lowercase letters was about even. Continue reading ⟩⟩ “Unreal Tournament vs. Quake ]I[ Arena”

 


 

Halloween Theme

By Shamus Posted Tuesday Oct 30, 2007

Filed under: Projects 56 comments

Oh? The new theme? Yeah. I just wanted to see what it would look like. Back when we were talking about black-on-white vs. other-way-’round I threw together this inverse of the TwentySided theme as an experiment. Then I got a bright idea: Hey, I’ll use this for Halloween!

Except, the little dice images looked awful because they were on a white background with shadows. So I re-shot pictures of all the dice, cut them cropped them, colored them, reduced them.

Also, the icons didn’t match. So I came up with these lame stand-ins. They don’t match, color-wise.

DMotR now looks like rubbish, and if I want it to look right I’ll need to re-make all the navigation and logo graphics. I’m quickly realizing that this is one of those “In for a penny, in for twelve metric tonnes” sort of deals. I’m going to stop sinking time into this and just let it be. It’s just a couple of days. I’ll restore the old theme on Nov 1st.

To those who like the new theme and think I should make it “an option”: I’m open to suggestions. Switching to a black theme means replacing the dice roller, the DMotR graphics, the category icons, and swapping the other various dice and logos on the site. You can’t change all that by swapping out CSS files, which is how most sites allow users to theme-switch. The site has a lot of legacy stuff we need to support and a lot of cruft, which makes the introduction of new features more problematic.

Also: Happy Halloween.

 


 

The Physics of Portal

By Shamus Posted Monday Oct 29, 2007

Filed under: Video Games 107 comments

Portal
In my previous post on Portal, some people were talking about how the Portal Device (PD) could easily be made into a perpetual motion machine. This is something that struck me about Portals as well. I can accept various inexplicable magical technologies, but I can’t accept violations to the first law of thermodynamics. I have rigorously adhered to the laws of physics my entire life, and I’m not about to change that over some sexy new portal technology. Let’s see if we can’t get a portal that respects the laws we hold so dear.

Let’s assume that the PD is maintaining the portals. It’s got a power source that can supply some finite level of power, and the PD itself is required to keep the portals open so that they are not self-sustaining. The technology is pretty magical, but we want to keep it from obviously and flagrantly violating physics.

Portal
The obvious and simplest way to get free energy from a portal is to place one at the bottom of a swimming pool and the other somewhere above the swimming pool. Add a waterwheel between them and enjoy the free energy. Some people suggested that you could avoid this violation by just having the portal consume lots of energy to remain open. But swimming pools and water wheels are just the simplest way to make free energy. You could put something of greater mass through the portal – say, depleted uranium ball bearings – and get more energy. You can also move the exit portal higher to increase energy yield. So, you can’t just say that the portal gun uses “a lot” of energy in an attempt to balance out the free energy you’re getting, because once the portal is open there is no hard limit on how much mass you can cram through it, and thus no fixed limit on how much energy you can derive from it. There are practical limits, sure. But physics doesn’t care about what is practical. Continue reading ⟩⟩ “The Physics of Portal”

 


 

Escher’s Relativity in Lego

By Shamus Posted Monday Oct 29, 2007

Filed under: Pictures 19 comments

This is amazing:



Escher’s Relativity in Lego by Andrew Lipson

Originally uploaded by idigit_teddy.

And for comparison, here is the original.

And thanks to Shadow Wolf below, here is the creator’s homepage.