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.

 


 

Nested Problems

By Shamus Posted Monday Sep 25, 2006

Filed under: Personal 11 comments

Thinking back to the frustration of Blender, one of the things I noticed was that I was suffering from nested difficulties. This is where, instead of solving a problem and moving forward, the solution to a problem involves a sub-problem, which in turn has its own sub-problem, and so on. A day with many problems seems rough, but it happens. A day where each attempt to solve a problem only reveals new problems is maddening, and threatens to drive me over the edge. Consider this scenario:

  • Drive to store (Get flat tire)
    • Change flat tire
  • Continue driving to store (Get another flat tire)
    • Change flat tire
  • Continue driving to store (Get another flat tire)
    • Change flat tire
  • Continue driving to store (Get another flat tire)
    • Change flat tire
  • Arrive at store

This is a bad day, to say the least. Having all four tires go flat would be frustrating, but for me it wouldn’t be as rage-inducing as getting just ONE flat tire under these circumstances:

  • Drive to store (Get a flat tire.)
    • Change flat tire
      • Bolts are stuck (Use WD-40 on bolts)
        • Get WD-40 out of glovebox. (Glovebox won’t open.)
          • Pry open glovebox with screwdriver (It’s too dark to see what I’m doing.)
            • Use flashlight – Flashlight won’t turn on.
              • Change Batteries (Get batteries from trunk)
                • Open trunk. (Can’t open it: Trunk key is bent.)
                  • Enter rampage mode.

This is far, far more frustrating to me, even though on balance I might arrive at the store sooner than if I just had the four flat tires scenario. With each new layer of nesting my anger doubles. It’s like an anger multiplier. One level deep is annoyed. Two levels deep is angry. Seven levels deep and I conclude the entire world is against me and must be destroyed. I’m sure this is how super-villians are created: They are normal guys until a day comes when they have a seven-level problem and they decide to hire an army of henchmen and build an orbital death ray.

With Blender, every problem was a five-level problem, which is why the program made me so crazy. I’d hit level five, get enraged, and storm off. Then I’d regain my composure, come back, and try something else, only to have it all happen again. So, it really was for the safety of the world that I had to give up on it.

LATER: Looking back, I think my experience with the HP Pavillion was another set of deep-nested problems.

 


 

DM of the Rings IX:
Too Warm a Welcome

By Shamus Posted Monday Sep 25, 2006

Filed under: DM of the Rings 56 comments

Lord of the Rings, Elrond Hubbard, Legolas, Rivendell
Lord of the Rings, Elrond Hubbard, Legolas, Rivendell
Lord of the Rings, Elrond Hubbard, Legolas, Rivendell

When you want an image to use for your character portrait, you have two choices:

  1. Spend years mastering the art of sci-fi / fantasy illustration. Perhaps attend art school. Hone your craft until you can fully realize your character on paper just as you imagine them.
  2. Use Google Image Search and swipe something that looks roughly like how you want your character to look.

For whatever reason, most players take the lazy way and opt for #2, despite the fact that there is a 90% chance they are going to look like a brooding androgynous goth / punk elf holding the wrong weapon.

Go figure.

 


 

Divergence Eve

By Shamus Posted Monday Sep 25, 2006

Filed under: Anime 7 comments

Steven on the gigantic animated breasts in the otherwise serious Divergence Eve:

I would curse the production staff for this, except that I have to confess that it was the character designs that convinced me to watch the show — which was exactly what the production staff expected and the reason they did it.

Fact is, I’m proof that they made the right decision. I think the show would have been better if the breasts had been more realistically sized, but if they had been I probably would not have watched it. Aargh…

The fan service got me to watch the show. But how many people who would have enjoyed it will skip it because of the fan service? Aargh again!

Divergence Eve
Yeah, I fall into this latter category. I can’t possibly ask my wife to watch this show with me without feeling like an idiot. The fanservice kept me away from this one, despite the praise I’ve read elsewhere.

I love mechas. I like good stories. But even if my wife was willing to sit through this, I think the breasts would undermine the plot at every turn. It’s like watching Hamlet enacted entirely by Playboy bunnies*: The story is grim and intense, but nobody is going to take the thing seriously in this context.

* Assuming this has not already been done.

 


 

Something Made You Special, Part 2

By Shamus Posted Sunday Sep 24, 2006

Filed under: Links 1 comments

Veggie Tales
Jaquandor points to Phil Vischer’s blog, which sheds a great deal of light on the questions I asked yesterday. In the comments of that post, BeckoningChasm took a guess on what was going on and it looks like he nailed it: Big Idea agreed to editing, thinking this would mean making commercial breaks and adjusting the length of the show, and only later did everyone find out exactly what “editing for TV” entailed. Vischer has agreed to do the edits, removing non-historical references to God, but still doesn’t know how that can be done for the older episodes, which are more about God and less about values. Since he wrote many of those shows himself, my guess would be that it probably can’t be done.

On the other side of things, I still can’t comprehend why NBC would want this show. It would be like a Christian radio station wanting to run Howard Stern, but with all the dirty parts edited out. Ok, assuming that could be done: Who is going to want the edited version of the show?

But the real discovery for me was Vischer’s epic 7-part series, “What happened to Big Idea?” Big Idea went bankrupt! I had no idea. It’s hard to imagine, but the mistakes are easy to spot with the aid of hindsight. What troubles me about what happened was how familiar all of his mistakes were. Phil has the same view of management that I do: Hire smart people, then get out of the way and trust them to do their job. I could see myself making all of the mistakes Phil Vischer did. And some of them were pretty bad. The story is painful to read. I went through the dot-com thing myself, and so I know what it’s like to see a company grow and burst. Even though I kept my job, it was painful. What happened to Big Idea is the same thing, only on a grander and more destructive scale. What a shame.