The Very Best Villains

I’ve had a running list of my favorite villains in any medium for a while. Recently, the list was usurped by a character I’m going to call the main villain of Durarara. I’m going to avoid spoilers, because the show is great, but I really want to talk about great villains.

hqdefault (1)

First, though, I should talk about what I think makes a good villain. There are a few things that I think every truly great villain should have. A villain should be inscrutable, possibly even unpredictable, and their true motives should either be largely unknown or extremely relatable. Not being certain of how or where a villain is going to strike next is scary; as soon as you know where the next hit is coming from, the tension drains. Motives that are unknown are similarly scary, though there’s space for a villain to lay all of their cards on the table in an entirely reasonable way, which is disturbing and scary. A good villain taps into either our fear of the unknown or our fear of ourselves.

I think villains in general fall into one or two of three main categories, and should have good answers to a number of questions that you might have as the audience. Broadly, these are the categories I have in mind:

  • The Force of Nature – A Force of Nature plays into our primal fear of things stronger than ourselves. This kind of villain is immensely powerful in some way, and gets by through raw force. Sometimes it’s literally nature itself, sometimes it’s a super-strong character like the Juggernaut, sometimes it’s someone incredibly deadly, like the Cyborg Ninja from (the old) Metal Gear Solid. Their motives are unpredictable because you can’t get close, and their motivation can either be a short temper or a longstanding grudge or trauma, or simply the fact that they exist. I don’t think that Force of Nature villains on their own make terribly compelling villains, though they can often be very interesting side threats. The Primals in FFXIV are a good example of this, as they’re threatening on their own but are kind of tangential to the main thrust of the story.

V2

  • The Mastermind – A Mastermind plays into our cognitive fears of inadequacy and insecurity. This kind of villain is an excellent planner and is usually extremely intelligent. They often have a particular specific goal in mind and are working towards that end. They’re one step ahead of their opposition and it’s only when they trip or stumble that they can be caught. Usually, were it not for a single error or misstep, they would have handily won. A pure Mastermind can be an incredibly scary villain in certain media, though I’m a much bigger fan of the protagonist being a pure Mastermind. A lot of times, these villains have very well-thought-out motivations and are scary because it’s hard to find fault in their logic, even if the end result is appalling. They’re often brought down by a miscalculation or slight mistake, or sometimes because they become blinded by their own plans and leave exploitable holes because they get arrogant.

LocutusOfBorg2367

  • The Manipulator –  A Manipulator plays into our social fears of betrayal and broken trust. They are masterful with words and can lie and bend the truth until it’s nearly unrecognizable, and have you believing every word. They often do very little themselves but say the right thing to the right person at the right time, or tap deeply into people’s insecurities. They’re very good at reading people and predicting them. They frequently either have the wittiest lines and make you laugh, then instantly hate yourself for laughing at this horrible person, or the scariest, able to tap directly into the protagonist’s insecurities. Their downfall tends to be when people have a change of heart or are immune to their charms or are pushed past their breaking point. These villains can have all kinds of motivations, from the apparent to the wholly unknown, and are scary because they’re so in control, even when things seem like a mess.

400

Most of the best villains I can think of are two of these. Darth Vader is a Force of Nature/Manipulator, with a mix of raw power and exactly the right words to make people afraid. Sephiroth is a Force of Nature/Mastermind, with a world-spanning plan and the power to take down anyone who stands in his way. The Joker is a Mastermind/Manipulator, with both a horrific plan set in motion and the right words to the right people to push all of Batman’s buttons. Handsome Jack is another Manipulator, one of the best of the form alongside the Illusive Man. The various villainous players in both Deus Ex and Human Revolution are similarly Mastermind/Manipulators, made all the scarier because each of them has a perfectly reasonable point of view but together create a horrible mess. The Force of Nature/Manipulator type is kind of rare, but MGS’ Psycho Mantis is an excellent example, and many great ones of the type tend to have psychic or illusory powers of some form, like Emperor Palpatine, Loki and Mystique. It’s probably no real surprise that my favorite type of villain is the Mastermind/Manipulator type, though that’s also my favorite type of protagonist as well.

A good blend of categories doesn’t make a great villain by itself, though. There are a number of questions that can be asked about a really good villain that need good answers for the villain to be truly great.

  1. Is the villain influential and capable of winning?
    • There are a lot of villains that simply don’t meet this. They’re a problematic force to be sure, but usually stick around not because they have a chance of winning, but because the protagonist doesn’t give them their full attention. The Joker is a really great inversion of this, because the most effective way of dealing with him has been spun into a win for him, because he’s great at leaning on Batman’s insecurities. On the other hand, Jessie and James of Team Rocket aren’t exactly accomplishing much. A great inversion of this type is the villain who is powerless but gets their hands on a resource or piece of information that allows them to turn the tables, as in a lot of blackmail stories, or Jafar from Aladdin.
    • TeamRocketAnime
  2. Is the villain realistically beatable?
    • This one is one of the reasons why villains that are all three archetypes tend not to be great– there’s no good answer to this question. A villain needs some kind of weakness to be compelling, however difficult to exploit it might be. This is even better if the villain knows their weakness and takes pains to hide or avoid it, though this is rare in the Force of Nature-type villains. A lot of times, this is a great opportunity for a plot twist. The Emperor is nigh-unbeatable, except when his most trusted servant suffers a change of heart (see: the common downfall of Manipulators).
    • MasterXehanortLookingDown
  3. Why hasn’t the villain already won?
    • You’ve got an immensely powerful individual with a plan in place, sometimes a massive network and abundant resources, possibly even an army, and they haven’t won yet. Why? This mostly applies when the villain has a particular end goal in mind other than “rule everything”, and it’s where the Mad Scientist types tend to fall behind a bit. A fairly common inversion here is settings where the villain HAS won, and is ruling the world or some significant portion of it until overthrown by the heroes. There are some great opportunities to make entirely reasonable villains here, who view the protagonist as a terrorist or someone trying to overturn the current order. This is even more potent if the protagonist has been personally wronged by an otherwise benevolent villain.abstergo-logo-wallpaperabstergo-industries-by-vesferatu-on-deviantart-tsddietg
  4. Is the villain believable and relatable?
    • This is a huge one, and makes the lynchpin of the great villain question list. You’ve got to be able to believe that the villain is serious about their plans, that they have realistic goals, and they need to be relatable on some level. There shouldn’t be gaping holes in the villain’s plans or thought processes, and while some level of inscrutability is effective, making an entirely unpredictable, alien villain feels random and unfair– the very best villains will let on enough for you as the audience to realize what’s going on a moment before it happens, too late for the protagonist to do anything about it even if they knew.
    • eb9f5bfa6aa02a89ab9eaa4f8e89795c

      not actually an example of this trope failing, this guy is amazing.

I don’t think every good work of fiction requires a great villain, or even a villain at all, but there’s something incredibly exciting about being able to put a face on problems. The villain in Durarara that I’ve come to enjoy so much shows his true colors to the audience in the second episode of the series, but continues playing a complex game throughout the series, and I love to hate him.

 

Infinity Factions: A Rundown

A few people have asked me about the various factions in Infinity, and where they should start looking. Having bought into factions in minis games that don’t really suit my playstyle, I’ve always sought out this sort of thing before jumping in, and I’m familiar enough with Infinity that I think I can write up a solid evaluation of how each faction plays. Hopefully this is helpful to some folks who were interested in taking a look at the game!

DevilTM

First, the main factions of the game. These are often referred to as “Vanilla” factions, and break down something like this:

ALEPH

ALEPH is tricky insofar as it’s relatively difficult to build highly-tuned lists for, and you’ll tend to have fewer models than your opponent. The units themselves are very much the best of the best, though, but pay a steep premium for that. There are a lot of ways to play ALEPH, but mostly you’re going to be relying on having flatly superior troops in smaller numbers. Each loss will be keenly felt, so mistakes can feel unforgiving, but a well-played ALEPH force will feel unstoppable.

PanOceania

PanO is a very straightforward shooting army– even its most basic line infantry compares with the mid-tier and elite troops of other factions when it comes to a straight gunfight. You have to get creative with objectives, though, because you have a relatively weak WIP army-wide and so may have to dedicate more resources to claiming objectives. That being said, as far as “guys what shoot dudes” go, PanO is up near the top, and has a pretty solid game elsewhere as well.

YuJing

Yu Jing is a very well-balanced army, with a good blend of types of troops and a huge variety of playstyles. Of all the factions, they do HI, especially lots of HI, the best. I think it’s one of the best factions for a starting player, and is usually one of the ones I use for demo games. It also leaves a lot of room to grow– the higher-tier playstyles for Yu Jing take a lot of skill. You’ll feel what seems like lack of tech and tricks, but you can make up for it elsewhere.

Ariadna

Ariadna is a faction of low-tech tricks. It’s less about combos and more about refusing to meet your opponent head-on. Mostly your troops aren’t going to be quite as good as your opponent’s, but you’re going to have more of them and they’ll be good enough. Ariadna excels at playing multiple groups (in fact, it’s hard not to) and is good at catching your opponent off-guard. You mostly don’t want to get into straight firefights, as outside of a few units you’re likely to be outclassed. Camo and other tricks will win you the day here.

Nomads

Nomads are like Ariadna with technology. You still largely don’t want to engage your opponent in a straight fight, but you have a lot of tricks to make sure that happens. These come with a cost, so you’re less likely to be running quite as many models as an Ariadna player, but you have access to some unparalleled infowar and some very effective troops who are quite good at ensuring you don’t fight a straight-up fight.

Haqqislam

Haqqislam is a relatively low-tech faction that’s very middle-of-the-road in a lot of ways. An abundance of WIP 14 means Haqq specialists are excellent at whatever they try to do, particularly their doctors. Haqq has a great big fat middle, as it were, with an abundance of strong mid-tier troops. There are a number of interesting tricks that can be played within Haqq, and a lot of the power of Haqq comes from understanding special weapon types and special skills and knowing how to get Doctors where you need them. A careful balance of Regular and Irregular orders is a big part of Haqq.

CA

The Combined Army is a pretty varied faction, from the Camo-heavy Shasvastii to the straightforward, stompy Morats. Like ALEPH, you’re going to keenly feel your losses, because your troops tend to be more expensive, but it’s less difficult to get work out of them because they tend to be more focused on a singular thing. This focus can be a problem when you find yourself trying to cram a square peg into a round hold, but you’ll often still be able to pull it off through brute force or sheer bloody-mindedness.

Tohaa

Tohaa is a faction of surprisingly durable troops (thanks to Symbiont Armor) who are otherwise fairly middle-of-the-road with a few stand-out exceptions, but that added durability makes troops that would be relatively simple and uninteresting in other factions into forces that can punch way above their weight class. To play them properly, however, you need to have a very solid understanding of linkteams and particularly the special Fireteam: Tohaa rule, as well as being careful to pay attention to how certain types of ammunition work (notably: Viral and Fire). They’re straightforward and strong, though, with some truly excellent troops.

In addition to the “Vanilla” factions, each faction also has a smaller subset of unit options called “Sectorials”. These are optional subsets of the main faction that offer a more limited troop selection (though they usually you to take more of each unit) and unlock a special rule that allows you to “link” troops together. Linkteams take low- to medium-end (and in some cases high-end) troops and put them together in a unit that acts as one, giving them significant bonuses at the cost of having to stay relatively close to one another. They balance out the more limited troop selection of sectorials and give you some neat flavor within each faction.

Without further ado, the sectorials (asterisks next to ones I haven’t personally played, take those blurbs with a grain of salt):

ALEPH Sectorial(s)

Kv4a0

Steel Phalanx (SP, Greeks) is the single ALEPH sectorial, and has a very heavy focus on special characters. Your troop options for this sectorial are very limited and while it has outstanding troops, it can be somewhat predictable. That doesn’t preclude it from being extremely powerful though; just because your opponent can predict what’s coming doesn’t mean they can do anything about it. SP feels a lot like ALEPH minus the tricks, though do be careful to understand its special rules.

 

PanOceania Sectorials

PanOceania-Sectorial-Neoterran-Capitaline-Army-v2

Neoterra (Neoterran Capitaline Army, NCA) is the fancy toys sectorial of PanO. It’s got basically all of the fancy high-tech stuff you might want to play, but has a relatively limited troop selection and relatively little variance in the ways you can effectively build it. There’s still enough meat there to have a lot of fun, though, and it really does have all of the fun toys. It’s also the closest PanO can get to a swarm list, with abundant Auxilia.

shock-army-of-acontecimento

The Acontecimento Shock Army (ASA) is, in concept, the more punchy, more straightforward in-your-face side of the PanOceanian sectorials. It has access to some decent delivery systems for mostly closer-range troops, as well as droptroops and some loaner ALEPH infiltrators. That having been said, it has a VERY limited troop selection and doesn’t really have a strong mechanical identity compared to the other PanO sectorials. The core ‘interesting unit’ in the army is the Bagh Mari, which isn’t all that exciting, and the Regulars pay too much for special options, though they have some neat ones (Sensor). Not necessarily something I would recommend for a new player, unless you REALLY love the theme.

PanO-Military-Order

Military Orders (MO) is the PanO answer to Yu Jing’s heavy infantry. Lots of HI Knights and troop support for said knights. There are a bunch of interesting options here, but be aware that Knight units cost a lot of points, so focusing a list wholly on cool HI Knights is going to leave you relatively few points for anything else. That De Ferzen/Joan/Hospitaller link is pretty sweet, though, and you can even run it and still get a full 10 orders and specialists in your list.

 

Yu Jing Sectorials

JSA

The Japanese Sectorial Army (JSA) is one of the first things people think of when they think of Yu Jing, though it’s not representative of the faction as a whole. JSA is the faction of cheap troops, anime legends, and really interesting tools. It has some of the most varied listbuilding options of any sectorial in any faction, and has several very functional viable linkteam options, as well as a deceptively fast punch. No one troop defines JSA, but the big stand-outs are the Aragoto (the Hacker being arguably one of the best specialists in the game), the Haramaki (scary-powerful HI link at an obscenely low price), the Oniwaban-tier ninjas (Oniwaban, Shinobu, Saito Togan who, played well, can make your opponent legitimately fear TO Camo), and the Kempeitai, a cheap, easy to include Chain of Command unit that lets you get away with hilariously aggressive Lieutenants, hard to do elsewhere.

Yu-Jing-Sectorial-Imperial-Service-v2

The Imperial Service (ISS) is the other side of the Yu Jing sectorial coin, and is more focused on the secret police/inquisition side of things. It’s probably the best faction at discovering Camo, with abundant MSV2 and Sensor options, allowing redundancy and smoke tricks, and can also run a nasty linkteam in the form of the Wu Ming, who are probably the best HI link in the game and might compete for best linkteam in the game for ITS. Relatively expensive specialists who don’t always have delivery systems are a problem for this faction– expect to bring in an ALEPH Sophotect and a Ninja Hacker if you want full specialist coverage.

 

Ariadna Sectorials

MRRF

The Merovingian Rapid Response Force (Merovingia, MRRF) is the higher-tech sectorial of Ariadna. They’ve got the money, they can buy/hire whoever they want. If you want hackers and/or TAGs in your Ariadna force, MRRF is the way to go. They also benefit from some strong linkteam options and increased AVA on some of the better troops in Ariadna, especially the Chasseur.

chapa-ejercito-highlander-caledonia

*The Caledonian Highlander Army (CHA, Scots) is the even-lower-tech sectorial for Ariadna. Lots of cheap troops and linkteams, and a decent chance you’re going to hugely outnumber your opponent. What you lack in focus or raw power you make up for in numbers and smoke. While your specialist options are limited, you have enough smoke grenades in the list to be able to deliver whatever you need. Get good with smoke if you want to play CHA, is what I’m saying, and MSV2 is going to be a serious problem for you.

USAriadnaLogo1

*USAriadna is the newest Ariadna sectorial, and hasn’t seen enough playtime for me to boil it down to a pithy blurb. It’s a good middle ground between MRRF and CHA, and has a bunch of interesting, fun troops available to it. Decent linkteam options and the Ariadna signature Camo give it a solid footing, and motorcycles (esp. specialists) are awesome, ask any JSA player.

 

Nomad Sectorials

Nomads-Sectorial-Jurisdictional-Command-of-Corregidor-N3-Vyo

Corregidor Jurisdictional Command (Corregidor, CJC) is the brute force side of the Nomad army. It excels at solid, punchy troops and effective droptroops. There are some solid options for linkteams that will do a lot of work for you, and if you feel like playing Corregidor, looking for those links that you want to run is key. Nomads tend to be stronger and more versatile in Vanilla if you aren’t intending to run linkteams, but there are some options in Corregidor (even the humble Alguaciles) that make for solid options. If Mobile Brigada magically get a specialist option, Corregidor will be pretty nasty.

Nomads - Sectorial - Jurisdictional Command of Bakunin - [N3] [Vyo]

Bakunin Jurisdictional Command (Bakunin) is where the weirder Nomad stuff lives. Combat-ready battle priestesses, face-punchy HI Riot Grrls, and an abundance of infiltrating Camo (Zeros, Prowlers) as well as the various warband troops make Bakunin a strong if weird option. Lots of special rules here that you need to make the most of to succeed, though you can hit an enemy on a variety of unexpected fronts all at once with Bakunin. A solid hacking game, access to the best Doctor and Engineer in the game, some great infiltrating Camo, and other fun toys make Bakunin varied and interesting.

 

Haqqislam Sectorials

HB-logo-e1428069406164

Hassassin Bahram (HB) is the sectorial for the Haqqislamite religious sect of assassins. They have elite, carefully trained troops who are good at specific tasks, supported by untrained militia and a small number of trained supporting troops. Each type of Hassassin has a relatively singular focus, and there are a couple of interesting linkteam options within this sectorial. Specialists are a little hard to come by, but can be effective, and good use of HB relies upon clever use of irregular troops and smart trades with your Impersonators. Leave your opponent on the ropes early and you can get a lot of work done, but beware of getting put on the back foot; it can be somewhat hard to recover.

Haqqislam-Sectorial-Qapu-Khalqi

Qapu Khalqi (QK) is a more mercenary side of Haqqislam. They have an abundance of interesting link options and can even run multiple links with Haris, and have access to a lot of mercenary troops. They also have cheap, interesting linkteam filler in the form of Hafza, who can blend into any linkteam in QK. Lots of fun options abound, but be aware that you still need to accomplish objectives, and linkteams can be a bit limited in that regard.

 

Combined Army Sectorials

Combined Army - Sectorial - Shasvastii Expeditionary Force - [N3] [Vyo]

*The Shasvastii Expeditionary Force (Shas, does anyone refer to them as the SEF?) is the sneaky, tricky side of the Combined Army. They sit somewhere in between Nomads and Ariadna in terms of playstyle, and in my opinion kind of suffer for it. Plenty of solid specialists abound, as does a lot of camo, but the troops are weirdly expensive and it leaves you without quite the trickiness of Nomads. Not a sectorial I would recommend for a new player, unless you really absolutely must play sneaky space bugs and for some reason disdain the rest of Combined. Sorry Shas players, but alongside ASA, this is a sectorial I don’t recommend (at the moment; it appears to be getting a revamp).

Combined-Army-Sectorial-Morat-Aggression-Force-v3-1

*The Morat Aggression Force (Morats, MAF) is the less subtle side of the Combined Army. You’re looking at straightforward and stompy here, and a lot of troops that want to do that thing. You’ve got some interesting linkteam choices and really just a lot of straightforward blasting. You can get outmaneuvered by a canny opponent, which is always a risk in Infinity, but you’ve got a lot of fun toys here for the unsubtle approach. Also, space Oni, who doesn’t love that?

 

Tohaa has no sectorials (yet!)

Hope this helps! If anyone is interested in Infinity, I’m happy to answer other questions 🙂

(Image credit: this thread — http://infinitytheforums.com/forum/topic/25308-3rd-edition-unit-logos-in-vector-format/ )

Wanting More Of The Same

Shadowrun: Hong Kong dropped on Thursday, and I beat it Sunday night. For anyone measuring games by hours played, I clocked 35 hours in it of which I was actively playing probably about 25-28. I definitely did not see everything the game had to offer, and I’m going to write more about it specifically a bit later, but if you liked the previous games, this is yet another improvement on the series.

Shadowrun-Hong-Kong-Kickstarter-Blows-Past-300-000-Goal-in-15-Hours-469938-2

I really love the Harebrained Schemes’ Shadowrun games; each new one focuses on improving the weaknesses of the previous one while still doing some new stuff. What I want when I get a new one is, essentially, more of the same, just a little fancier. It’s worth noting that I play more or less the same character when I jump into it, too, and I still find each one interesting and fun.

I’m trying to wrap my head around why I’m so happy with a new Shadowrun game that is, for all intents and purposes, more of the same, yet I got tired with the Assassin’s Creed series, despite it branching out a lot more. In a similar vein, I grew tired of Rock Band releases but I pick up each new Civilization game.

AC4-BIG-boxart-image

Assassin’s Creed 4 holds the answer for me. After the story arc of Desmond completed in AC3 (full disclosure: I never beat AC3 as I was kind of tired of the series), AC4 picks up with a new story and a new set of characters. It’s more self-contained and shows me a different slice of the world. Similarly, Shadowrun games reboot with each one, introducing me to a new piece of the setting and a new story and characters. Each new Civ game is a new set of mechanics with a new world to, well, civilize (and I especially liked Civ: Beyond Earth because it was sci-fi).

I want new stories and new characters once I’ve had the catharsis of finishing a story arc. My favorite book series is Terry Pratchett’s Discworld, which jumps to new characters and new slices of the world constantly. I love the original Star wars trilogy, but for all that people raved over the Thrawn books, I never got into them, because I felt like the story of those characters was done. I didn’t need any more (and, indeed, the return of ‘classic’ characters in the upcoming Episode 7 is the least interesting thing about it for me).

sword-art-online-volume-5-phantom-bullet-2-638

I tend to lose interest when I have to wait for a show to release episodes– things aren’t moving quickly enough for me and I’d prefer to experience it all at once, or in big, super-immersive chunks. When I engage with a story, I dive deep, and I want the whole thing. It’s one of the reasons that I have trouble with games and stories that’re thin or very what-you-see-is-what-you-get. I want worlds that leave a lot to my imagination and let it run wild with the possibilities, and get frustrated when there isn’t enough for me to really sink my teeth into. I think it’s why I had so much fun with Transistor and was frustrated by the ending of There Came an Echo– I felt like the former left a really big world with a lot of weird cool stories that I only got to see hints of, whereas the latter opened the curtains a little too much and just told me everything, eliminating any space for my imagination to wander through.

I think a story is made up of both what it tells and what it doesn’t tell, and both are important. As Kodra likes to put it, those parts of the story that aren’t told are where fanfic lives, and I think he’s dead on. It’s a place for the imagination to run wild, and as a storyteller it’s important for me to leave some stories told and others untold– sometimes you want to leave some things to the imagination.

Browsing-The-Internet-In-Anime-Girl-Reaction-Gif

When something captures my attention and shows me a piece of a big world, I want more of that, and as long as I can get more bits without feeling like it’s gotten same-y, I’m hooked and want more of the same. I don’t think this is such a bad thing, though I understand when people get bored of the same sort of game. I also think I lean very heavily towards preferring untold stories that are merely hinted at. It’s how I get inspired for my own creative work, and I can’t be disappointed by a story that exists only in my imagination.

That is, I think, what I love about the Shadowrun series– it’s a simple story with lots of branches that are chock-full of suggested-but-untold stories, leaving my mind to fill in the rest. One of the best tabletop games I’ve ever run was built on setting up the potential untold stories that occur before you finish character creation in an MMO– how did you get to where you were when you started the game? I got to tell that story right up until the launch of SWTOR, at which point (most of) my players were able to go straight into the game with a character they felt strongly about, that was well-defined and interesting.

It was a great experience, and one I’d love to do again given the opportunity. It would, of course, require that my players wanted more of the same as well. I’ve got some time to think about it– we’re still hip-deep in another game that’s yet to fully unfold.

A Few Words

Communication is a skill. It’s often overlooked in favor of other, more tangible skills, ones you can build things with, or affect change in a direct, physical way. It’s a common trend to be suspicious of communication, and of people with communication skills– “speaking too well” is a quick way to lose trust among a certain type of person.

microphone

Ask anyone whose job is communicating with people for a living, I’m especially thinking of the people whose job it is to keep people happy en masse here, and they’ll tell you that words are important, and matter as much or more than those tangible skills. The most competent technical team in the world can’t get players to trust a game if the community and support staff aren’t on the ball, and solid communications from the right teams can buy the bugfixing crew enough time to put in the right solutions the right way. Don’t fall into the trap of thinking those teams are less notable or valuable because their main interface is with words and not code.

Words are powerful. The scammers of the world know this, and it’s why the most effective security breaches don’t come from fancy technology or expert hacking or some kind of Hollywood agility– they come from words. We’re human; we’re wired to respond to words, and they can sink deeply and unexpectedly. It’s why we’re suspicious of people who are good with words– we’re so happy to receive the right words and we’re so afraid that the words are a lie. Someone can show you their computer hacking skills and they’re less likely to be shunned than someone who demonstrates that they’re a master manipulator. Same worrying potential breach of trust, but one sinks in deeper.

skyrim-dragon-soul

And yet, those words have power for a reason. The best boss I’ve ever had called me into his office for my annual review. He told me he thought I was too harsh on myself, but that I had a lot of potential. He suggested I look into team leadership as a career path, previously something I had only done for fun. It was a small sentence, a few words for a long-term goal. I already knew I was capable of leading; I’d been doing it for years and the people I led would ask me to keep doing it, and to lead other teams. What I didn’t have was validation of that capability, the bridge between what I did successfully for fun and what I could build a career from. A few little words sparked a fire.

Another boss I’ve had told me I was arrogant for disagreeing with them. They made a point to describe my skills as subpar and my insights lacking in substance. Those words sunk in deep as well, and left me uncertain of myself for a long time. The urge here is to lash out, to riposte, even after the fact, and use my own words to deny those ones that hurt so much. It’s something I’ve done, and it’s never been productive. Words are powerful, and wasting them that way is a poor use of a skill. Instead, I’ve tried to use those words to understand. It wasn’t a lesson learned quickly or elegantly, but in the end I learned to stay detached and keep words from getting too close, unless I let them.

c5bb7d07a107a0815c2407fd8265621a

An unexpected friend suggested that I was too detached, too analytical. When I spoke, I offered deep insights to other people but revealed almost nothing about myself. I used my words well, but hid myself in them. It made me unapproachable, distant, and a little frightening. It was another lesson learned, more change wrought from words. I’ve slowly become a more complete person, and of all the skills I’ve turned my mind towards learning, none have been so influential as a few words from the right person at the right time.

One last anecdote: A friend contacted me, out of the blue, after not having spoken for nearly ten years. I remembered them, because I try my best not to forget people, but I couldn’t imagine why I would be similarly remembered. We’d barely hung out, maybe once or twice ever, and I couldn’t remember what we’d talked about. Something I’d said had resonated, though, and made it worth seeking me out after a decade. Honestly, it was scary for me. To think that some forgotten words I’d said ten years ago had enough of an impact on someone else to find me after all the time suggests that I’d left a deep impression without realizing it. It really bothered me, because I feel responsible for the ways in which I affect other people, and doing so unconsciously or without intending to felt irresponsible.

2015-07-11_15_43_24.0

However, I have to remind myself of the times I’ve been affected deeply by someone else’s words. I don’t get to pick what words other people say, and I don’t get to pick how people react to the things I say. All I can do is be aware of how I’m using my words and to be honest, genuine, and open-minded with people, and to share the things I’m thinking. I don’t know when the right words will come at the right time for someone else.

As I like to tell my puppy: use your words. Communication is key, and letting people know how you’re feeling and what you’re thinking is important. Let someone else know what’s awesome about them, or what you see when you look at them. It’s a great way to learn more than you ever thought you could about another person.

When I briefly scan a friends list, I see a few things…

…a quietly confident anchor for the team.

…an unshakably optimistic caregiver.

…the ideal teammate.

…a laughing jester who will be the first to have your back.

…a constant yet practical brightener of days.

…a timid voice with an underlying strength of conviction that makes me rethink my beliefs.

…a person who deserves better.

…a hand that will help me up and hold me steady, but still point at where I’ve slipped and fallen.

…a potent mirror of truth.

…a pillar of the community whose biggest fear is not living up to their own expectations of themselves.

…and, among others, my very best friends.

What do you see?

Bound by Tenets

While working on MMOs, there were a few design tenets that “everyone knew”. They were the pitfalls you tried to avoid, the things you had to include, the concepts of structure and pacing that were how you knew you were designing correctly.

Guy-at-Whiteboard-Stock-Photo

I understand where they come from. There’s a risk in breaking from the established norms, and as projects get bigger and more expensive, the risks are severe. That being said, I can’t think of very many best-in-class non-sequel games in any genre that have been massively successful without diverging significantly from the established tenets of the time. Even the very well-established series will reinvent themselves periodically to keep things fresh, and the ones that don’t change things up enough tend to flicker and die.

Sometimes these divergences come from technology. Assassin’s Creed was build on crowd AI and active movement concepts that weren’t seen anywhere beforehand. Ingress wouldn’t make sense without the cell phone as a gaming platform. Super Mario 64 wasn’t possible until the first fully 3D consoles were available. The first MMOs were built on this amazing idea that players could connect to an ongoing, persistent world and play with their friends easily, amid hundreds or thousands of other players doing the same.

ScreenShot00018

Sometimes, the divergence is in how you experience the game. Thief took the first-person shooter genre and made it into a game about avoiding combat and avoiding enemies. Portal took the same genre and turned it into a puzzle-platformer. Adventure games and dungeon crawlers merged together into the modern single-player RPG. These evolutions happen between technological breakthroughs, generally– they’re the kinds of games you see when a console generation is mature, or when technology is relatively stable.

The difficulty here is risk. There’s a big problem when a type of game is unable to explore its potential because it’s too risky to do so, and there’s a very real risk of sameyness when the only things changing in a genre are the trappings. Adventure games and JRPGs both went through this, with the formulae going largely unchanged from game to game, and both have gone from popular, relevant games to tropes. There’s a constant fear of deviating from type when making a game, and some genres are more restrictive than others.

unnamed

A lot of this comes down to verbs. Consider the verbs that constitute gameplay in a point-and-click adventure game. There’s “click on environment”, “talk to NPC”, and there’s “use item in inventory”. The outcomes may vary, but by and large you’re clicking on something in order to trigger an animation and either obtain an inventory object to move forward or otherwise trigger a progress flag. Talking to NPCs has a similar effect. Movement isn’t really gameplay, though it pretends to be, and the visual novel genre does away with movement entirely.

MMOs are similar. There’s “fight enemy”, there’s “click on object”, there’s “use inventory item”, sometimes there’s “talk to NPC” (though this is often a single block of text that you may not even have to read), and there’s “move” (sorta). “Fight enemy” is the most robust of these verbs by far, and everything else pales in comparison. Movement is rarely fleshed out beyond just running around, though occasionally there’s roll dodging. Even jumping, while usually present, often is dismissed as a viable gameplay type because “players get frustrated by jumping puzzles”. That last would hold a bit more weight with me if there weren’t so many incredibly popular jumping puzzle games, not least of which is the most commonly known video game character in the world.

MarioNSMB2

Digging deeper, it’s a fidelity problem. First- and third-person action games have a lot of verbs– Grand Theft Auto is immensely popular in large part because there’s so much you can do. The verbs in that game feel varied and different and fun. Skyrim is similar– there’s enough depth in the various things you can do that you feel like you have a lot of freedom to do a lot of different things; it’s not just “fight enemies”. First-person platformers come in a variety of flavors, despite the “FPP” being a niche (platformers) of a niche (non-combat first-person action games).

I beat the drum about MMOs a lot, but one of the things that hasn’t increased even as the fidelity of the games has increased is the number of verbs. It’s still “fight enemy”, “click on object”, occasionally (but more often now) “talk to NPC”, and “move (sorta)”. We know we’re playing an MMO when we see hotbar combat, and fields of monsters, and gear/level grinds. It says a lot to me that Destiny made as big a splash as it did, despite its many well-known-to-MMO-player issues. It was a different way of experiencing both the FPS and the MMO, and drew from both pools.

destiny-game

I’m not convinced that we’re going to see a conceptual divergence in MMOs that leads us to the Next Big Thing. One of the advantages that the FPS has is the very strong middleware– the myriad game engines built for making first-person action games that are accessible and generate good games. MMOs lack that– each one has to be built from the ground up, even when using middleware, and it means that just getting a game off the ground is a herculean task. There’s no room to take risks, and as a result a lot of the MMOs out there feel like they’ve been cut from the same cloth.

Virtual reality might be the technological jump MMOs need to have a breakthrough, but I’m not yet convinced that’s going to be as big a technology as everyone seems to hope. Perhaps I’m just cynical from having lived through the same excitement in the ’90s. I think an MMO that keeps the core of the genre– play in a big world with your friends– while otherwise vastly diverging in how you actually experience it might pull the genre forward. I think that would drive a lot of players away, but it would also bring in players from elsewhere.

200px-Virtual-Boy-Set

Until someone takes a big risk and has a solid foundation and resource pool supporting them, though, it’s unlikely that we’ll see anything like that anytime soon. It’s a very barren field for up and coming MMOs that are likely to make a big splash, compared to just a few years ago. I have a lot of fond memories of the rise of the MMO, and I mostly feel like there’s a gameplay experience I was able to have once that’s missing now. I’d like to have it again, but that window may have closed. We’ll see.

Language Learning in the Information Age

The last time I tried to learn a language, it was Spanish, through a blend of classrooms and tutors. My mom would probably describe the overall effect as a dismal failure.

51OYPoLSPiL._SX258_BO1,204,203,200_

After generally failing to learn how to speak Spanish (though I can passably understand it if people speak slowly), I’d put the idea of becoming multilingual out of my mind, because I believed I’d already proven I was terrible at it and that learning another language just wasn’t in the cards for me. It frustrated me, but whenever the thought of learning a language came up, I thought about how I still didn’t know Spanish, and let the thought wither.

At the same time, my parents instilled in me a deep sense of wonder and curiosity about the world. I’ve long held the belief that people are mostly the same everywhere you go; they want the same things, have fairly similar motivations, and generally just want to be happy. The flavors are different, from food to culture to fun, and with that general feeling that people want similar things I found a fascination with discovering all the different flavors. Most of the books I read growing up came out of England, and the video games from Japan, and each contributed a different view of the world than I was getting from my surroundings.

godholdingworld

It wasn’t until recently that I revisited the idea of learning a new language. I put it off for a while, because I still thought I was a failure at learning languages, but I finally bit the bullet and started working on it, largely thanks to the free Rosetta Stone apps for my phone. Phone apps seem light, low-impact. If I try it and it doesn’t work, oh well. I don’t have to make a special appointment to learn a language or take a particular class, I can work on things while I wait for class, or while waiting in a restaurant, or while sitting on the toilet. At the same time, it’s easier than it’s ever been to find the things that remind me why I want to learn new languages.

I struggled with motivation to learn Spanish because it wasn’t really something I was doing for myself. Still, I’ve long felt like I should know Spanish before I move onto some other language, and it was really hard to let go of that sense of obligation. I wasn’t actively learning Spanish, but I also wasn’t actively learning any other languages.

maxresdefault (4)

When I started playing Infinity, my interest in Spanish was rekindled. There were a lot of rules that weren’t originally translated very well in English, and I had just enough Spanish knowledge to muddle through the original language in which the game was written. I started brushing up a bit, and while it wasn’t functional or conversational Spanish, it planted the seed for me.

After moving to Seattle, I found myself surrounded by the Chinese and Japanese languages, and it’s made me want to learn them, so that I can communicate with other people and fully experience everything this area has to offer. That thirst to be more worldly has struck again, and there’s so much I can learn through the language. Now, instead of textbooks and classrooms, I can use my phone, my PC, and my TV to teach myself languages. I can play Assassin’s Creed in Spanish and watch shows in Japanese, then put on a film in Chinese. It lends an immediacy and a relevance to what I’m teaching myself, and it makes it much easier than memorizing vocabulary from a book.

maxresdefault (5)

Entertainment is a powerful teacher, which isn’t really news to me (or anyone else), but turning it to my own ends as a language-learning tool has been more effective than I could’ve imagined. My next step is to try to talk with my mom in Spanish as much as possible, which is going to be a disaster for a while. Luckily, Spanish and Japanese are very different languages, so I should be able to keep them separate in my head. That being said, I haven’t yet felt like working on two languages at once is confusing or difficult. We’ll see how it goes.

Overselling Difficulty

My FFXIV raid group is now caught up to current content, and we’re tackling Ravana Extreme now. People who have done the fight before us have said things like “our raid skipped it because it was too hard” and “prepare to wipe a lot”. Needless to say, a goodly number of us were a bit leery about what to expect.

Ravana-ffxiv-concept

We dipped into the raid after a quick, 45-minute full clear of Alexander, and spent about 45 minutes on three or four attempts at Ravana. We didn’t beat it, but we got to the point where we’d seen all of the mechanics; getting the boss down to about 65% on our best attempt.

Overall, the much-touted difficulty was… somewhat underwhelming. It’s possible I’ll eat my words if we wipe constantly on it for the next few months, but I highly doubt that’s going to happen. It’s a dance fight, and the dance is slower and less instantly brutal than things we’ve done before. As much as I’m not thrilled at jumping into Alexander (Savage), it looks like a thing we’re likely to be doing unless another raid or set of raids comes out relatively soon.

I’ve never terribly enjoyed the “harder version of a raid you’ve already done” design path, although I understand why it’s good for increasing the shelf life of content. I’m a fan of harder, max-level versions of dungeons where the story, enemies, and bosses are completely different, but “the same thing but harder” has never really held a lot of appeal for me. If it’s the only thing left to do, I suppose there’s nothing for it, but I’m not thrilled at the prospect of grinding the same two existing dungeons for weeks to get geared up to do a harder version of a raid I’ve already beaten.

A_new_mount_added_in_ffxiv_Alexander

This is, of course, the downside of being on the front edge of content– there’s an effort-to-return curve that gets worse and worse the closer you get to consuming all of the content, and FFXIV is more than happy to dangle brutally difficult “savage” content for the truly hardcore. Not being truly hardcore, I don’t have the same drive to burn through that stuff.

On the other hand, I’m not going to be heartbroken about not beating Savage Alex the way I was going to be sad if we hadn’t completed the Binding Coil of Bahamut. I don’t have much problem milling around in Savage Alex until the next bit of content comes out, though, and as we progress through the next tier of content, Savage Alex will be a little less brutal, and we can go back and clear it at a more leisurely pace. I’m kind of hoping we can leapfrog content through this expansion, since we raid at a somewhat more sedate pace than other groups.

It’s been nice to settle into a routine with multiple raid groups in the guild. The ‘original’ Monday night raid is the more casual of the two raids, and the Wednesday night has quickly gotten a reputation for being the more hardcore. Until recently, they were further progressed in Heavensward content than we were, having beaten Bismark Extreme a week or so ahead of us and (I believe) working on Savage Alexander and Ravana EX. We caught up with them after beating the rest of Coil (old, level-50 content), but we’ve since closed the gap if memory serves.

Binding_Coil_of_Bahamut

People in the FC who really want a hardcore experience have an outlet in both the Wednesday night raid and external statics, which a bunch of people do, which has given us the ability to stay pretty casual in our raids. My hope is that we can start bringing new folks through cool content on Monday nights, especially if we run out of new things to do.

As both guild leader and one of the raid leaders, it’s been sort of a balancing act for me– I want to make sure everyone in the guild is getting the experience they want, but I haven’t wanted to over-commit myself and be forced to lead a “cutting edge” group that I don’t have a lot of interest in. I’ve been happy that Mor has stepped up to run that group, and also that some of the Monday night folks who want to raid more than once a week have the opportunity to do so with Mor’s group.

We have enough people in the guild that it might be time to start looking for a third raid night– this has classically been Saturday afternoon (before podcast), but attendance is often pretty low for that. There’ve been some ad-hoc groups that get rolling, and I think we might have enough people to make a regular Saturday raid possible. It might be a group who can start by going back to old Coil and getting a feel for working together in there. As usual, the trick is finding a raid leader for the group– I can get it off the ground but I’m not going to be able to be around every Saturday to run it.

who might i have in mind? (art by slipgatecentral on deviantart)

who might i have in mind? (art by slipgatecentral on deviantart)

I recognize that it’s not something I’m willing/able to take on myself, and previously I would have felt like a failure as a guild leader for not bearing that load on my shoulders, but having done it before I know it’d burn me out, and if I’m burned out I’m serving no one. Part of the success of the guild in FFXIV is that important stuff is delegated to a variety of people, and if any single person isn’t around the whole thing keeps ticking. I certainly don’t have control over the whole thing, but I’m okay with that, because the organization is more than just mine. As long as people are happy, things are going well, and my job is more to be proactive and start thinking about solutions to problems before they crop up.

It’s a system that works pretty well, and I’d be lying if I said that a lot of it wasn’t borne of my graduate coursework. The two feed off one another, and I feel like my successes in both arenas are due to my participation in the other. I’m a better leader because of being an MBA student, and I’m a better student for having been a leader.

Sportsmanship

I went to a tournament over the weekend that reminded me why I like to play in tournaments. It was a great experience where I got to meet and play against a bunch of new, cool folks and test out my little group of toy soldiers against some other folks’ groups of toy soldiers. It was great.

infinity-banner

I don’t, as a general rule, like competitive games. I like them even less when I’m playing solo against a single opponent. I get a lot more pleasure and fun out of working together with people to overcome some obstacle, rather than working singly against another person to defeat them. I don’t get a lot of pleasure in asserting my dominance over another person in any medium, and less so when it’s my friends. The closest I get is a sort of academic interest in seeing what the outcome might be, but I don’t really enjoy it for its own sake. It’s a little better when it’s team vs team, because then I’m at least working alongside people. It’s not my favorite thing, but it’s more fun than one-on-one duels.

All of this makes Infinity (and other minis games) a kind of odd standout for me. What I really like about minis games is that it’s two people playing out a big battle that looks REALLY cool on the tabletop, with groups of minis that can often reflect a bit about the person in terms of how they look and which ones have been chosen. My Warmachine lists paint a picture of a person who bides his time until an opening appears, then goes for a quick, efficient assassination. When I used to play Kodra, his lists displayed a person who liked to build efficient, effective engines with interlocking pieces that rolled across the battlefield. Our lists reflected a difference in approach and personality, but we were playing the same game.

MageHunterAssassin_Final

I used to play Warmachine very competitively, and got frustrated with it. What started to frustrate me about Warmachine once I started playing it very competitively was that I stopped having friendly interactions with my opponents. They were civil, polite, amiable interactions, but there was no give and take and no real sense that we were both trying to make the game fun for the other person as well as ourselves. The game was about making my combo work and stopping the opponent from doing the same. It was fun when my combos worked, and not fun when they didn’t, and it often felt like a zero-sum game. It was something I grew to miss from playing it very casually early on with a smaller group of close friends, and I stopped playing it for quite a while as a result.

Infinity revived my interest in minis games because it demanded that I play with a certain amount of give and take with my opponent. Every action required both players’ participation, so both people were engaged the whole time. It’s a stark departure from the my-turn-your-turn setup in other games, and it means that I always have something to do, and always have a chance to make something work out in my favor, even if the odds are long. At the same time, it means that I have to stay on my toes if I’m winning, there’s no point in the game where victory is basically assured and I can just do as I please. On top of all of that is this layer of exciting action– there are a lot of cool things you can do in the game as both the active and the reactive player, so there’s always a chance for your one troop to be an unexpected hero instead of a casualty.

interplanetary-daktanis-17

Because there’s so much engagement on both sides of the table at all times, there’s a lot of casual etiquette that comes up with the game. It’s perfectly reasonable in Infinity to say “I’m going to walk up here but stay back far enough so that you can’t see me,” and only the most curmudgeonly player will respond with anything other than “Okay, you can get to about… there, but any further and I’ll be able to see you.” It means that games are frequently won and lost on tactics and strategy and a couple of important die rolls rather than precision eyeballing and “gotcha!” moments. I won a lot of Warmachine games through simply being better at eyeballing distances than my opponents; I have not once ever won an Infinity game on that basis, and I like it a lot more.

I’m not catching my opponent’s off-guard with an attack angle that they thought was safe but ever-so-slightly misjudged, or some combo that they didn’t see coming, or some rules interaction that they weren’t expecting; I win my games on tactics and a bit of luck, and I feel good about my games whether I win them or lose them. I also have opponents genuinely take the time to thank me for fun games in Infinity and exchange more than polite, rehearsed “Thank you”s and handshakes. It’s something that rarely ever happened in other games I’ve played, and a big part of why I’ve stayed in Infinity and love to bring new players into the fold.

Unboxing-Corvus-Bellis-Infinity-Operation-Icestorm-PostImage1

That last bit is kind of important to me. There are plenty of games that I like that I wouldn’t recommend to other people. Infinity is a game that I like that I would recommend to other people, particularly people who’re into sci-fi and want to try a relatively inexpensive minis game. My experience with the Infinity communities is that they’re welcoming and generally really great folks. The people who I don’t enjoy playing against are rare, and tend not to last long in the game. It takes a certain amount of adjustment, because it’s a very different experience than a lot of one-on-one games, but I like it all the better for that.

Taking a Breath

I’ve had a lot of time to collect my thoughts lately. I may have to pore through my archives to see, but I suspect there’s been a fairly dramatic shift in tone over the last year. It’s been a rough year. I left my job and possibly my career behind to become a graduate student, and I’ve been doing freelance work in lieu of a regular job until I find something.

persona_tarot_card_hd___the_lovers_by_ipswich67-d4sxbt9

I’ve had a lot of time to sit and think. More accurately, I’ve had a lot of time where I don’t have specific things to think about, so my mind wanders, and it relaxes and sprawls out. At first this panicked me. It seemed like I could feel myself dulling, losing my edge. At first it seemed like a wax sculpture slowly melting, losing form and definition and identity. That last bit was the scariest.

I’m a student, but I don’t feel like one. I’m a gamer, but I’ve barely clocked ten hours in front of a game in the last two weeks. I’m a game designer, but I’ve barely done any game designing in nearly a year. I’m a romantic… who’s single. I’m… what? What’s left when all of the things I do that define me are things I’m not really doing at all? I felt my edge slipping, my shape blurring, my identity fading, and I felt like I lacked anything concrete to replace any of it with.

This loss scared me. I have a good network of close friends who I value highly, and if I’m no longer me, who exactly are they friends with? It caused me to retreat into a mask of my old self, looking for all the world like the complete upheaval going on inside was really just a minor inconvenience that would be cleared up as soon as I got a few interviews and settled in. At the same time, I was meeting new people, lots of new people, for the first time in years. Not the five minute hello-goodbye that you get at a party or out dancing, but weeks and months of classes with people, and time to get to know them. It’s been an opportunity to be an entirely different person, and it’s afforded me the opportunity to self-evaluate in a way that I haven’t since college.

At the same time, I’ve been forced to define myself by things other than what I’m currently doing, because it’s not a good measure of who I am. It’s caused me to reconsider how much I defined myself by my career and my hobbies previously. Without those as an easy reference point to let people know what (and, by extension, who) I am, I’ve had to introduce myself to people as myself, rather than as a series of labels. For all of my distaste for defining people with labels, I’ve unconsciously been doing it to myself for years.

Without any of that to hide behind, and with classes specifically tailored to rip me bodily from my shell, it’s been an intense few months (with little sign of slowing). I’m unfolding parts of my mind that haven’t been touched in a really long time, while trying to make peace with the fact that I’m just me, I’m not a gamer or a game designer or a manager or a student. I’ve done more new things in the last eight months than I did in the previous 48, and I’ve had the chance to really pore through my own thoughts.

I talked a few days ago about how I don’t trust myself. It manifests in a few ways, but a lot of it crystallized when someone pointed out to me that I’m really, really bad at taking compliments. Even when I take them, I internalize them badly. Someone tells me I’m smart and I immediately take that as both a new weight of expectation and a suggestion that I’ve miscommunicated and said too much or too little. Someone comments on how I notice things and I worry that I seem creepy. I try to be attentive, thoughtful, inclusive, open-minded, and treat others better than I would want to be treated, and only hear the times when people tell me I’ve failed at them.

I’ve struggled for a long time with having advantages that other people don’t, and trying not to call attention to them for fear that I’m “rubbing it someone’s face”. When someone gives me a compliment that I know is true, I cringe a little bit on the inside because it feels like it’s drawing attention to one of those advantages. I’ve been checking my privilege since before that was a concept, and I’ve been acutely, stomach-turningly aware of people who don’t. I’ve been trying not to come off as “too smart” or “too perceptive” or “too good at things” for years, and insisting that I’m not all that smart or perceptive or good at anything. It’s a hollow lie. I’m not perfect, but I’m a hell of a lot better than I’ve been allowing myself to take credit for.

One of the things that started happening in the first few months of my taking classes was an acute realization that I was leaving a strong impression on pretty much everyone I met, without meaning to. It scared me, because it meant that my attempts to go unnoticed were failing, and that I was affecting people unintentionally. I had somehow become the person I’d always admired, the type of person who can speak quietly in a room and have everyone turn to listen– it actually happened to me several times in a class. I could quietly, unassumingly take charge and direct a group of people into becoming a team, and it mostly happened because I thought of something and said it, and people listened and acted on it. My suggestions were treated like directives, and it terrified me.

At the end of one of my classes, I had a string of people thank me for all of my work in organizing and leading everyone. I couldn’t escape the effect I’d had on people, and I agonized over it in the interim between classes. It seemed irresponsible and dangerous to leave a strong impression on people when I didn’t intend to, and my friends, when I commented that it seemed to be happening, generally laughed and said “yeah, obviously.”

I went into my classes this quarter differently. My goal was to leave an impression on people intentionally, to play an active role in what they thought of me and why. I also had to do it without a clear sense of my own identity, and the result felt predictably scattered and chaotic, or so I thought. The feedback I got was that I felt genuine, and perceptive; insightful and analytical, if the latter to a fault at times. People were happy to have met me and I found that the thoughts I’d studiously avoided expressing were well-received and valued. I’ve since been trying to express more of those thoughts with my friends, and it’s very hard to do. My patterns of interaction feel so well defined that I’m leery of breaking from the mold, but I’ve still made little forays and have been met with encouragement.

In the meantime, I’m trying to reclaim those positive traits that I’ve turned around on myself. I’m learning Japanese, a very difficult language, and I’m going to try to take another shot at Chinese at the same time. I think I might ask my mom to start speaking to me solely in Spanish, so I can go from “can mostly understand” to “can speak”. Learning three languages, two of them notoriously difficult, at the same time is crazy. I have no idea if I can do it (and probably can’t), but damn it, I’m smart. I’m not going to find out what I can actually do without pushing my limits, and I have an opportunity right now to push my limits like crazy and see what I can actually accomplish. I’ve been trying to memorize map directions at a glance, and catch little details in everything. I’ve been striking up conversations with random people, and trying to memorize the name of everyone I meet.

I can’t yet say if this grand experiment, leaving my job and moving across the country, was a good idea. It’s still firmly in the “questionable” category from any sort of measurable standpoint, but I’ve had a lot of time and opportunity to heal and grow in ways I can’t measure. I’m a better person now than I was before I moved out here, and I think that alone makes the experiment worthwhile.

No pictures again today. Sorry. I’m exhausted.

My Own 11 Questions

I asked these questions of some other folks on Monday, and have kind of been mulling over them ever since. I thought I’d try my hand at answering them for myself.

  1. What is the best spell to cast?
    • Teleportation. Oh, the places I’d go! I’ve always especially liked the kind where the cast gets longer the further you want to go, so short distances are pretty much instantaneous. I’d never wait at a crosswalk again.
  2. What food item(s) from a game do you want to eat above any others?
    • Rare Candy. Not (just) because I’d be denying it to some poor pokémon, but because I love rare candy. It’s gotta be tasty if it’s so rare, right?
  3. You’ve got an infinite supply of one consumable, and can never carry any others. Which consumable do you choose?
    • EXP gain potions, or those potions that give me skill points. I could learn SO MANY THINGS. Failing that, Potions of Glibness.
  4. You have to choose a race and class that you’ve never played seriously before. What do you pick?
    • I actually wrote this one down because I didn’t know what my own answer would be. It’s tough, because there are archetypes I never play (Berserker, Beastmaster, Archer-types) that I don’t actually enjoy. I think I’d pick Necromancer, since I’ve always thought they were neat but never played one seriously. I wish Enchanters were still a thing, I loved that class. As for race… I mostly play Humans and the occasional Elf, so maybe a Dwarf or possibly some kind of robot. I also never play large races, but I also don’t enjoy them. I could get behind playing a Dwarf.
  5. What game did you think you would hate but actually loved?
    • World of Warcraft. I was absolutely a naysayer and was on the (now long-forgotten) tide of people who were convinced the game was going to be a total flop with its cartoon graphics and “who even makes an MMO from an RTS, what nonsense is that, do they even know what they’re doing”. Turns out yes, they did.
  6. What game did you think you would love but actually hated?
    • The Witcher (series). On paper, it’s everything I want in a game– interesting combat mechanics, deep story, fleshed out characters. In practice, though, it’s just not that fun for me. It’s dark and gritty but I don’t care, and I find myself unable to ignore the thematic parts of the game that make me uncomfortable (read: the misogyny really bothers me).
  7. Pick a zone from any game to live in. Why?
    • Coruscant, from SWTOR. Easy. I want to live in an awesome future city with everything from fancy flying cars to Jedi. Add into that that I love flight and I love vertical cities and, well, there you go. Also I’m way less likely to get shanked or sold into slavery, unlike Nar Shaddaa.
  8. You can excise one class from every future game. Which? Why?
    • Another one I put in here because I couldn’t think of an answer. Part of me wants to say Rogue, so that player fantasy can be replaced with something more interesting, but I think I’m instead going to go with Warrior. There are so many other interesting ways to do the Guy What Hits Things and the warrior just feels so vanilla and boring. Magic classes have moved away from the generic wizard, why not the warrior?
  9. What’s your favorite story?
    • Romeo and Juliet, in all its incarnations.
  10. What hobby does no one (yet) know you have?
    • Most of my hobbies are pretty well known at this point, especially by the majority of people reading this blog. One thing that I do a lot of that people probably don’t realize is picking up new skills. I love learning new skills, and dabble a whole lot in everything from welding to blacksmithing to languages to electrical engineering to programming to cooking to juggling to poetry. If it’s possible for “learning new skills” to be a hobby, that’s probably mine.
  11. What is your favorite secret shame? >:D
    • I cry during movies/tv shows constantly. Get me invested in it, then hit me with the feels, especially happy feels, and there go the waterworks. People rarely notice (I think), but it happens a lot.

There we go! I’m honestly interested in other people’s answers to these, if anyone wants to steal it and tell me. Answer via Twitter, maybe: @Tamrielo!