On Coming Up With Ideas

One of my classes asked for a journal of at least 350 ideas, as a submission to go alongside the final project. The class is geared a lot more towards people who aren’t from creative backgrounds, so this assignment is a little awkward for me.

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It’s strange because most of my training and education have geared me towards taking an endless font of random ideas and culling them until only the better ones survive. A mentor of mine once commented that an idea, by itself, is worth less than nothing, because the time spent thinking about it could have been used to build upon or refine an existing idea. He went on to say that ideas have no value until they’re used to create something. He encouraged us to be our own harshest critics, whittling down our ideas output until we only release ideas with legs, ones that could feasibly become something worthwhile or great.

It’s a message I’ve taken to heart. Most of the ideas that I actually communicate have had quite a bit of thought put into them, and when I suggest something off the cuff, I’m pretty quick to abandon it as well, because it’s easily replaced by a new one. It’s something that I think makes me a bit frustrating to talk to about ideas (and why I don’t often do it, despite generating them constantly)– some things I will abandon immediately, other things I have thought about at extreme length, down to the minute details, and mentally made balancing sacrifices along the way, culling any version or solution that doesn’t work. I’m not sure it’s easy to tell the difference, except that I sometimes abandon ideas suddenly.

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I used to think that everyone generated ideas the way I do. It’s a constant white noise in my thoughts, little flickers of concepts both related to whatever I’m doing and unrelated to anything, and I occasionally take a mental pause and pluck a few for later consideration. I don’t necessarily consider it a good thing– it’s frequently distracting and when an actionable idea takes hold, I want to do something about it immediately, lest it get lost in the flood, but I’d thought that was how most people operated, and the few people I’ve spoken to about it (mostly creative types) tend to describe something similar. Not realizing that other people don’t operate this same way, I raised an eyebrow at an assignment to generate 350 ideas in eight weeks. It seemed like a trivial task.

What I found out from classmates was that a goodly portion of the class was agonizing over the assignment, unsure of how they would generate that many ideas in that amount of time. These are intelligent, thoughtful people, and I found it interesting that the act of coming up with raw ideas would be so difficult, and would push them beyond their comfort zones. I’d considered dropping the class before that point, but it occurred to me that the point of the assignment wasn’t to generate 350 ideas, but to push people outside of their comfort zones. Dropping the class and abandoning the activities seemed, through that lens, to be the loser’s way out. There were more creative solutions to that problem, and they’d push me past my comfort zone.

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The first hurdle was talking to the professor about it. This essentially required me approaching my professor and telling him I was worried the class would be too easy for me, and asking if I could come up with ways to raise the difficulty. I wasn’t thrilled at the prospect, and wasn’t really sure what his reaction would be, but if it was a disaster I could still drop the course (was my justification). He turned out to be surprisingly interested in my ideas for pushing my own limits, and with his help I rewrote pretty much every assignment criteria to be something relevant to me. Rather than being bored all the way through the class, I was able to reconfigure things to fit me.

I gave myself an hour to generate 350 ideas, using shorthand to write them down quickly and then going back to fill them out into sentences readable by other people. It’s an idea roughly every eleven seconds for an hour. I came up with 214 in the hour, and it was a really interesting exercise. The first ten minutes or so were pretty easy, just a constant stream of things bubbling up and being written down, mostly stuff I’d already been thinking about and putting on paper for the first time. Once that font of ideas was up, things got a bit more difficult. After writing down all the ideas I’d already had refined, I caught myself refining ideas before writing them down, which was slowing my pace too much. I found it surprisingly hard to actually write down unrefined, terrible ideas and wound up committing myself to writing down a bunch of intentionally bad ideas, which gave me another big chunk of the list.

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By the end of the hour, I’d written down a little more than two hundred ideas, some with potential, most of them terrible, but I’d legitimately pushed my limits. 350 ideas in an hour wasn’t something I could generate, and while filling out the rest of the list over the course of the day wasn’t too terrible (I still have a few more to fill in as of this writing), there was definitely a period after the hour was up where I felt spent.

It turned out to be an interesting exercise, one that I appreciate my professor giving me the opportunity to alter the assignment parameters to pursue. I will probably try to spend some time doing high-speed idea generation to keep myself sharp, though probably not for an hour at a time. I found that coming up with lots of ideas with no specific theme or goal in mind caused me to think about things I’d been mulling over but weren’t directly related to what I was currently doing. I wound up with a lot of ideas for small projects, hobby stuff, or other things that I hadn’t put any thought into for quite a while.

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If you have a few minutes to spare, try seeing how many ideas you can come up with in five or ten minutes. Put a clock on it and see where you get. You might be surprised at the outcome, or at least have a good laugh.

I Don’t Trust Myself

A close friend of mine called me out on something recently, and it led to a really great conversation. I spend a lot of time thinking about things, but rarely put them into words for other people– a lot of times things become clearer for me when I’m forced to express them.

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Simply put, most of the time I don’t trust myself. It’s a odd thought to mull over, and my hope is that putting it more into words here will help clarify it. Some people put up walls and keep people at a distance because they’re afraid of being hurt. I understand that, and I get those motivations, but it’s not what happens with me. I’ve been hurt by other people, but it’s never shaken my belief that most people aren’t going to intentionally hurt me. Instead, I’m more afraid of hurting other people.

It manifests in strange ways. I prefer the man-behind-the-curtain approach, and I’m very reticent to commit to things with people unless I’m absolutely sure I can make it work. I’ve caught myself making jokes about “I don’t know why anyone follows me”, expressed as a warning to others that maybe they shouldn’t follow me. People still do, and for all the jokes about not knowing why, I really do know why they do.

I don’t trust myself; I have a deep-seated belief that I am a hair’s breadth away from letting everyone down all the time. I put a lot of effort into being a good leader and a perceptive friend and an attentive lover because I don’t want to let people down (more than I, in my mind, already have). It drives me to be a good leader, it drives me to pursue excellence, because that looming shadow is always behind me. People trust me, and that scares me because I don’t share their feelings.

At the same time, I know what I’m capable of, and I’m well aware of my skills. There’s an Infinity tournament this weekend, and I’ve been agonizing over what to play. I’ve been repeatedly told “bring whatever you feel like!” or even “bring something really brutal, we want to see it,” and it makes me anxious. I know I can take pretty much any list and be very effective with it. I’ve been playing the game a long time and I’m confident in my skills. What I worry about is my reputation. I don’t want to be That Guy Who Just Moved Here And Wins Constantly, but it’s not respectful to my opponents to play intentionally unplayable lists or otherwise let them win. In the meantime, people are consistently happy to play against me, even when they lose. I’ve had one or two local players ask me to bring something just utterly crushing, and when I do and beat them soundly, they’re EXCITED, like losing so badly was the coolest thing ever, and it’s hard for me to wrap my mind around that.

I have a habit that I’ve been trying to break lately. I have, over many years, become an expert at crafting ornate little (metaphorical) masks that I use to interact with people. To compartmentalize my interactions with others, I only show them one of a number of masks that represent some facet of myself, and the rest stays hidden away. As I get to know someone better, I’ll use a few more, showing off different facets, but there’s still that barrier. It’s always a small thrill when someone can see past the mask and calls me out on it, but it doesn’t happen often, and I have a number of friends and acquaintances who are very familiar with a mask and have barely any idea who I really am underneath. I have, at times, wondered whether there is anything underneath all the masks, or if that’s really all of me. I would have, at one point, argued that point very convincingly.

Very, very rarely, I will get close enough to someone and they’ll have seen enough of my masks that I don’t have to wear them anymore. This is true of a very, very small number of people, and they tend to be friendships that last me for years. I’ve been trying, lately, to let more people in. Someone commented to me, when I talked about my masks, that keeping that up constantly must be exhausting. I can’t really say. If it is, it’s a thing I’ve been doing so long that the effort isn’t noticable anymore. What I do know is that, every so often, I’m close enough to someone that in order to be honest with them, I have to trust myself, just a little bit. It’s hard, and I don’t get there with many people.

I am, as a result, very thoughtful and considering when it comes to love. For all that I’m a romantic, actually loving someone is a tough hurdle, because I have to have first taken off all the masks, and then I have to remember how to trust myself. When I’m there, though, it’s a continual feedback loop. I’m a better, more open, less detached person, and in addition to being someone I respect and care for, the person I’m with is a constant reminder to remember how to trust myself, because I often forget.

Another friend of mine asked me if I trusted other people. I think I surprised him when I said I did– I’ve never had a problem trusting others, once they’ve been given a chance to prove that they’re trustworthy. I’m not naive, but I’m not overly suspicious either. I know I have a network of friends who I can trust to have my back if/when I really need it (and even when I don’t), but for me the challenge is trusting myself, trusting that I’m the kind of person worth that sort of effort.

It’s a work in progress. Isn’t everything?

No pictures today, other than the header. Sorry not sorry for the wall of text; I’m forcing myself to post this to open up, but I secretly hope that the pictureless expanse of text will cause people to tune out, so I’m maybe not opening up as much. If you got this far, thank you. You’re helping.

Ash Calls Me Out

I’m not actually participating in Blaugust (or, as I like to call it, Bel-gust), but I’m not enough of a hipster to turn my nose up when I get called out directly.

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I guess there’s something called a “Liebster Award” that’s something like a blogging chain letter. From what I’ve been able to gather, you present 11 random facts and then answer the previous person’s questions, then pay it forward to someone else.

11 Random Facts:

  1. I spent my childhood traveling on vacations with my parents. It’s given me a very broad worldview and hunger to discover more about the world that I tend to take for granted.
  2. I am validated by achievement and driven by romance. It’s an odd duality.
  3. I spent about a decade as a game designer, and learned an incredible amount in that time about the inner workings of how games are made.
  4. I graduated from MIT, and it’s an accomplishment that I cling to when I don’t feel like I’m able to do anything (often).
  5. I have a bad habit of bouncing my leg when I’m sitting. It annoys me and everyone around me.
  6. I’m really, genuinely interested in people and what they have to say. I’m an introvert who pours energy into people like an extrovert. I’m often very reticent to connect with new people because of this– I never feel like I’m giving enough energy to the friends I have, and the thought of spending even more energy on new people is scary.
  7. I used to wear exclusively black t-shirts and cargo pants until I realized that I can pull off clothing combinations that other people can’t. Now I’ve discovered that I have a taste for fashion and, when appropriate, love to ‘dress up’.
  8. I do not think quickly on my feet, but I am an extremely detailed planner. If I look like I have a snappy response or a quick reaction to something, it’s almost always because I expected it and had planned for it. I go deer-in-the-headlights when faced with something I don’t have a planned response for.
  9. Alignment-wise, I am almost certainly True Neutral.
  10. I have very little time or interest in strictly competitive games. Even the one competitive game I play regularly (Infinity) is, to me, more of a collaborative action scene than a competitive game, even at the tournament level.
  11. I am absolutely hopeless when it comes to dating. Were I not single, it would honestly be really funny (it often still is).

Here are Ash’s 11 questions:

  1. Why do you blog? Yes, I know it’s a repeat. Deal with it.
    • Discipline. It forces me to write on a regular schedule and keeps me sharp and constantly coming up with things to say.
  2. What’s the first game you remember playing?
    • I don’t remember. It was either Quest for Glory 3 at a friend’s house or Star Wars: Rebel Assault. I have fond memories of both games.
  3. Dogs or Cats?
    • Neither. I own a dog, but she’s the last phase of dog-phobia therapy. I can’t say I’m a dog or cat person.
  4. Do you have a favorite villain?
    • Sephiroth, from FFVII. It’s cliché, I know, but for the first half of the game he’s an incredibly compelling, mysterious villain that you’re chasing but don’t *really* want to catch. Close runners up would be Darth Vader and Handsome Jack.
  5. What are your thoughts on escort missions?
    • Like anything, good when done well. Ico is an incredible game that is a single, long escort quest, Portal and Portal 2 have very compelling escort sequences, and Bioshock:Infinite has similar concepts going on. There are a lot of examples of bad escorts, but the good ones really, really shine.
  6. Borrowing from the “stereotypical interview questions” list, What would you say is your biggest weakness? (I did actually get this question a lot last year.)
    • I wear a lot of masks around people, because I want people to feel comfortable around me. It works altogether too well and it means that I have a bad tendency to keep people at a distance, behind the mask.
  7. What character archetype do you find yourself playing most often?
    • The Mage. This comes in a lot of forms, but my favorite is the Duelist Mage, with sword and spell. Jedi are very close to this, as are Red Mages. I’m frequently disappointed by the experience, because they’re usually either ultra-weak or horrifically overpowered.
  8. Other than games and the means to play them, do you own any gaming-related items?
    • I used to have a lot– figures, posters, etc, but got rid of pretty much all of it when I moved across the country. Now, I have a small-but-growing collection of tasteful game art.
  9. Because I know who these questions are going to, I can ask this one: What’s your favorite system for Tabletop RPGs?
    • World of Darkness. It’s one of the few systems in which I feel like I’m making a character and not a selection of stats. It also enables interesting non-combat play in a way that pretty much no other system I’ve ever seen does well. I really enjoy coming up with and seeing players come up with interesting solutions to problems, and WoD really enables and encourages that kind of creativity, whereas I feel like a lot of other systems are an excuse to get into fights all the time.
  10. What upcoming games (if any) are you looking forward to?
    • Persona 5, more than anything else. I’m also greatly looking forward to the next installment of Deus Ex, and Mass Effect: Andromeda.
  11. Why can’t Ash count to 11?
    • I really don’t know.

With all of that done, here’s my set of (actually 11) questions:

  1. What is the best spell to cast?
  2. What food item(s) from a game do you want to eat above any others?
  3. You’ve got an infinite supply of one consumable, and can never carry any others. Which consumable do you choose?
  4. You have to choose a race and class that you’ve never played seriously before. What do you pick?
  5. What game did you think you would hate but actually loved?
  6. What game did you think you would love but actually hated?
  7. Pick a zone from any game to live in. Why?
  8. You can excise one class from every future game. Which? Why?
  9. What’s your favorite story?
  10. What hobby does no one (yet) know you have?
  11. What is your favorite secret shame? >:D

 

Bel, Liore and Thalen, you’re up, if that’s how this works.

Fridays Are For… Yelp?

Friday has become a weird blogging day for me lately. My habit is generally to write out a post the night before, as the last thing I do before going to bed. Having tried writing posts at different times of day, however, I’ve noticed that the thoughts I have and the kinds of things I write about are very different depending on when I write the post.

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As part of this, I started working on trying to seed in posts at different times, so that I’m putting a post up every day, but not always at the exact same time every day (and, more importantly, not writing them at the same time every day). Given that I’ve missed a few Fridays because Friday apparently is a busy-ish day for me most weeks, this hasn’t worked out so well.

On the other hand, writing at 2:30pm rather than 1am means that my mind is on different things. Right now I’m thinking about how difficult it is to find trustworthy reviews of places. I need to get my oil changed, and according to yelp there are about 40 places within a reasonable distance I could go to do this. Yelp reviews have fallen into the problem of public reviews in general– pretty much no one ever gives something an accurate number of stars– it either gets 5 stars (if it was a good experience) or 0/1 (if it wasn’t), and figuring out what kind of place I’m going to based on a bunch of random people’s one-sided reports isn’t terribly useful now that everyone uses Yelp.

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The same is true of apartment hunting, restaurants, glassdoor company reviews… everything. Everything is three to three-and-a-half stars, and often reading into a particularly bad review suggests that the fault miiiiiight not lie with the company in question, although sometimes it does.

What I’ve been mulling over is the idea of a yelp-style concept that plugs into existing social media (yelp may already do this, but it’s poorly advertised), so that what you get is your friends’ and acquaintances’ reviews of things. I feel like, properly done, it would drive more casual and more helpful reviews while also encouraging people to both review more often and at a higher quality. Instead of a star system, it could just say “friends have posted from this location X times in the last Y days” and show you what they’ve had to say over time (and you’re more likely to actually care, because it’s your friends).

Food for thought. Time to make some key lime pie.

The Role of Randomness

I really hate random results. It’s one of the reasons why Magic: the Gathering gets under my skin– even a perfectly constructed deck has a significant chance of losing you the game because you get a series of bad draws.

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In most games with random elements, the goal of skilled play is to reduce the effects of the random element as much as possible. The more you can do this, the better. It’s what makes Infinity a tactically compelling game and other minis wargames starkly less so. Skilled play involves maneuvering and planning (two things that don’t involve a random element) in order to maximize your odds of success when you do inevitably have to turn to the RNG to determine your fate. Skilled play revolves around reducing this value as much as possible, and in Infinity you can reduce it quite a bit, through good planning and proper application of tools. In MMOs, you reduce randomness by planning strategies around random occurrences– if the boss has a nasty attack that randomly targets two people, part of your strategy involves everyone knowing what to do if it’s them that gets targeted.

Some element of randomness is important in games, however. A lot of games require that you do the same thing over and over again, and some unpredictability in results keeps things interesting. It’s often a relatively narrow band, but it’s what makes critical hits so fun (and critical failures so interesting). As a DM and game designer, I keep this very much in mind, because it affects enjoyment a lot.

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Consider the following: The critical item you need to succeed drops slightly less than one percent of the time. Success is doing that thing over and over again and fishing for that less-than-one-percent chance. That is miserable. Comparatively: If you score a critical hit, you get to perform a cool, class-defining attack. You have a critical hit rate of about 50%. This is a lot more fun, because it’s not predictable, but your odds of endless repetition for the slim hope of success is really unlikely.

Here’s the thing. As soon as something is possible in a game, it gets fed into a risk/reward analysis. People like to dismiss this as “theorycraft” or “mathhammer” or “crunch”, but the reality is that it’s true for every player. If you get a new ability, you’re going to experiment with it to see what it’s good for, or how cool it looks, or what-have-you. Alternately, you’re going to go to someone else who’s already done that experiment. Even if you’re just using said ability “because I like it”, you’ve still made a risk/reward analysis. Something with a random chance of occurring (say, a weapon proc or drop) is either not good enough to be worth pursuing or good enough that you absolutely must pursue it at any cost. This is why people spent months trying to get Thunderfury in Vanilla WoW, despite the pathetically low drop rate.

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For an extreme example, think of an ability that, one percent of the time (or less!) allowed you to use a cool class ability. Let’s say that, one percent of the time you cast a fireball, that fireball would be an AoE for full damage on all targets. You’d never use it, and you’d probably hate the ability. You’d barely notice when it triggered, you’d be mildly happy when it triggered when you wanted it to, and you’d remember every single time it triggered when you were trying to be really precise about your targeting and it screwed something up. It would be frustrating and maddening to use.

The key is that, in order to be fun, random effects need to be a few things:

  1. Not punitive.
  2. Frequent enough to be noticeable.
  3. Controllable to some extent.
  4. Not crucially tied to basic, moment-to-moment functionality.

This is why the Machinist in FFXIV is so frustrating for many people to play. Your basic attack combo has an element of randomness to it. It’s worth noting that the class gives you a method with which to control that randomness to some extent, which is kind of a big deal. It’s what makes the Astrologian fun– you get a random card draw, but you have options with what to do with that card. Infinity’s range bands and shooting odds are controllable. Well designed raid bosses don’t kill you randomly with mechanics (and the ones that do are viciously disliked).

Volt Securities and Interdiction, my (commissioned) Ariadna force.

Like many things, it’s a matter of moderation. Randomness is important or you can decide games before they’re played– it’s a very easy way to avoid your game being reliably “solved”. Tic-tac-toe is a solved game, but if the game randomly selected a square that you COULDN’T play in every turn, it would quickly not be solved (though it probably wouldn’t be much more fun).

There’s an elegance to games that are not at all random but are still not necessarily predictable or easy to win. Go is a good example, as is pretty much every bullet hell shooter. Similarly, some wildly random games are still fun– while I personally dislike Magic, a very large number of people play it and its randomness is a very good way to muddle minor skill disparities (which is what it was designed for to begin with) while still allowing large skill disparities to stay noticeable.

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It’s probably apparent by now that I don’t gamble. C’est la vie.

I Think I’m Learning Japanese (i really think so)

I spent about four hours today studying Japanese, and working on my process for teaching myself. A few people asked me what resources I was using, so I figured I’d talk a bit about those as well as how I’m structuring my study.

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My first step was the free “level 1” Rosetta Stone program, which I got for iOS. It lets you ‘sample’ various languages, in the form of a roughly two hour course, broken out into chunks. It’s a very high-immersion piece of software, using exclusively audio input/output, images, and kana (written Japanese) to teach. It doesn’t really hold your hand as far as explaining how to use it goes, so I had a number of missteps while I figured out what each type of exercise wanted me to actually do.

What I like about the Rosetta Stone software is that it teaches by showing rather than telling. It doesn’t explain how the grammatical structure works or what the words it uses mean, it leaves you to intuit what it’s saying through context. While this sounds very frustrating, it’s structured in such a way that you can pick up a lot of tangential lessons while doing the exercises it provides, and it mixes up the ways it demonstrates these. As an example, in one exercise it might have you match pictures with statements like “the boy drinks juice” or “the woman drinks water”. You’ll have learned “juice” and “water” prior to this exercise, and are basically now hearing them in sentences to get a sense of how they’re used. The last section of the exercise will then say “the man drinks tea”, introducing you to a word you haven’t seen before, but that you can guess at because the other options you have are “juice” and “water”, so the remaining new word must be “tea”.rosetta-stone-logo

What I don’t like about Rosetta Stone is that, first and foremost, it’s extremely expensive. The software costs hundreds of dollars, and while I think it’s a good piece of software to get an early handle on the language, it’s not going to work for everyone and the depth to which it can reach is relatively shallow. It’s essentially a very expensive way to get a solid handle on a very small piece of the language, though its focus on audio puts it decently ahead of most learning tools shy of a tutor or study group; the latter may not be easily available and the former is going to cost rather more than Rosetta Stone in the long run (though cover a lot more material).

I can neither afford a tutor nor Rosetta Stone, so once I’d completed the free trial lessons, I went looking elsewhere for material. The next tool I started using was another iOS app: iKana, which is essentially a set of flash cards for all of the Japanese syllabaries. As a minor aside, it’s important to note that Japanese doesn’t use an alphabet the way we understand it in English. Each symbol in Hiragana and Katakana corresponds to a particular syllabic sound, which is either a vowel (e) or a consonant-vowel combination (ke). Because each symbol has a single sound (unlike English, which has anywhere from two to five sounds for a given letter), there are a LOT more kana than letters in the alphabet.

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My approach as a raw beginner was to tackle this bit of memorization first. It requires very little structure and it’s going to be the foundation of me being able to read or speak the language. I spent about a week doing nothing but studying Hiragana for an hour each night, using iKana’s flash cards, stroke order practice, and built-in memory tests. The app comes in a package with iKanji, which is a similar app for learning Kanji (Japanese symbols for words/concepts, rather than syllables), though I haven’t yet used it much. The overall cost of the pair of apps was ten dollars, and I’ve gotten more than my money’s worth out of just iKana, without even touching iKanji. The convenience of being able to practice anywhere I have my phone is great, and it’s become a nightly ritual for me.

What I *don’t* like about iKana is that its tests aren’t extremely robust. Speed recognition tests give you a syllable or a kana and have you match it with its pair, letting you select from four. This is fine and good early on, but it’s a lot easier to score highly on a multiple choice test than it would be for me to simply write all of the Hiragana on a piece of paper. Essentially, iKana can get me a leg up, but I’m going to need to spend some time with something else (read: a pencil and paper, honestly) to get the rest of the way. I can’t speak much about iKanji, because I’ve opened the app all of once thus far. I’ll get to it later.

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With a pretty okay basis for Hiragana, I felt like I was ready to tackle a textbook. The last purchase I made was the Genki textbook and workbook, for about $70 on Amazon. It’s by far the most highly recommended Japanese learning tool, though it comes with the caveat that it doesn’t hold your hand when teaching you. The textbook moves quickly and comes with some audio CDs for both textbook and workbook. What I like about it is that it provides Japanese text without visible romaji (English alphabet letters) so that I’m forced to actually read Hiragana rather than reading romaji and glancing at the actual Japanese text.

What I don’t like about Genki is that it really wants to be taught by a teacher that’s got a lot of other study work paired with each lesson, and it’s structured for use in a classroom. There are a number of exercises that ask you to talk with classmates, for example. Obviously an entirely self-taught language is going to be nearly impossible, but still.

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The structure I’m putting together for my study looks something like this:

  1. Kana recognition, to the point where I can read kana by looking at it. I don’t need to be fast at this, I just need to be able to do it.
    • This is basically to lay a foundation for everything else. If I can read or hear sounds, I can put them together and work out what I’m hearing, but until then I’m going to be floundering.
  2. Basic grammar and phrases, enough to say some basic things and ask simple questions, and start to get a handle on constructing sentences of my own.
    • This is to get a grasp of sentence structure and start to get a feel for how to both speak in and listen to the language. I’m less concerned with grammatical perfection here than I am the basics.
  3. Vocabulary, vocabulary, vocabulary, both in kana and in kanji.
    • Sort of self-explanatory, and it’s honestly going to be a part of every step of the process, but here is where I’m going to start trying to express more complex thoughts, and I’m going to need the vocabulary to do so.
  4. Advanced grammar and sentence structure; how to say complicated things.
    • A lot of language learning programs will try to get you saying the complex English things you’re used to early on, which I find frustrating because I can’t break it down the way I do in English. When I tried to learn Spanish, I had a bad tendency to try to directly translate whatever I would have said in English straight to Spanish, and got frustrated because my (large) English vocabulary didn’t map neatly to my (small) Spanish one. It’s a trap I fell into previously and one I’m trying to avoid here. My hope is that I can afford a tutor by this point.
  5. Eloquence, more vocabulary, specialized communications.
    • I have no idea if I’m going to get here. I doubt I will unless I wind up spending some significant amount of time in Japan for whatever reason, or wind up with friends who’ll speak the language around and with me. If I can speak the language well enough to communicate for business purposes, that’ll be great, but that’s another thing I’m going to need specialized training in.

We’ll see how well this structure holds up to me actually trying to learn!

Progression and Achievement

I used to be a bleeding-edge-of-content type. At various points in my MMO-playing career, I’ve pushed hard against the wall of the most advanced content in various games at various times, and I’ve reached a point where I no longer feel the need to chase that. That having been said, I still love the sense of accomplishment of beating something legitimately difficult, even if I’m not doing it the fastest, or the hardest possible way.

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Last night, we beat Turn 13, finishing out the Binding Coil of Bahamut in its entirety. Even at the expansion power level, the final boss isn’t a trivial encounter, and took us more tries to beat than the first section of Alexander (expansion raid content, which we did immediately after T13). Part of this has to do with how shallow the power curve is in FFXIV– we’re not looking at orders of magnitude of power increases for the most part. The other part is that the mechanics of the fight are very, very nasty. Even on “easy”, it will happily wreck you if you don’t know what you’re doing.

What I like about this pace of content is that it keeps everything fun. Sure, we’re not going to be the first to beat everything, but we can and will beat it all, and we’ll do it without burning ourselves out. The only time I’ve been fatigued with the regular raid we run has been when we were bashing our heads against Turn 9, and even that was much less nasty than the severe burnout I was feeling doing Naxx40 in Vanilla WoW, or some of the plane raids as they came out in EQ, or hardmode Soa in SWTOR.

this picture is titled "swtor-soa-bug-fix" which should tell you a lot about the frustrations with that awful, awful fight.

this picture is titled “swtor-soa-bug-fix” which should tell you a lot about the frustrations with that awful, awful fight.

I think a big part of it is that I feel like I’m getting a reward that’s more than an item or a title or an achievement for beating a boss. I’m getting a solid, notable chunk of story. The cutscene following the defeat of Arthas in Wrath of the Lich King is basically par for the course for FFXIV raids; every Coil ends with a cutscene like that, and there are also a goodly number of equally significant ones scattered throughout the progression. I’m getting a big chunk of interesting story that means a lot more to me than a fancy new sword or a piece of armor that will be outdated with the next release.

Indeed, at no point while we were raiding Coil were any of the drops going to be relevant for us. They look cool, and that’s about it; we were never going to see upgrades out of there. I think it helped things, and made our experience a lot smoother and more fun. We did each thing as often as we wanted to, rather than grinding them repeatedly just to get drops to gear up for the next one.

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As for myself, I got a little burned out getting my gear level up high enough to take on Alexander, grinding Law tomestones to get upgrades. I haven’t had the desire to log in and grind more dungeons, and I’ve been holding off on raiding Alexander on my own until I can see all the pieces of it with my team. I’m looking forward to new dungeons and new story quests to keep moving things forward, but in the meantime I’m branching out into a few other games. I may make a return to Archeage and muck about with that, although as mentioned before I’ve been fairly deep in SAO: Hollow Fragment.

After a fairly long period of being a bit uninterested in the games I had available to me, it’s exciting to have things I want to play again.

Thinking in Abstractions

I’m continuing to work on teaching myself Japanese, which has been a fascinating process. It’s been described to me as an extremely difficult language to learn, and as I familiarize myself with it, I’m starting to understand why.

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Japanese is, in a lot of ways, a very straightforward, regular language, with very few exceptions to its rules and a surprisingly comprehensible set of grammatical rules. It’s difficult because almost none of these things map to English. I used to wonder how older (and some recent) translations of games and shows could be so incredibly bad, and I’m discovering that it’s because there’s really no direct translation. As I start to parse sentences, it feels a bit like one of the old Magic Eye pictures, where you have to look at it indirectly to allow your brain to see the hidden picture, and if you try to focus on it too much you lose it.

I can’t translate what I want to say in English directly to Japanese; I have to turn the sentence into an abstract thought, and communicate that. It’s made me a lot more aware of how I construct sentences in English, and I’ve started trying to think of English sentences as abstract thoughts to get a better handle on how to better express myself. In English, it’s easy for me to construct elaborate walls of words, adding complexity and waxing poetic to make a very simple thought seem like something a lot more ornate than it actually is. It’s a tendency that’s made it very difficult for me to learn languages in the past. I’ve made attempts at Spanish, and while I can understand it very well, I don’t have the breadth of vocabulary or understanding of complex forms to translate what I want to say from English into Spanish. Faced with Japanese, a language where I can’t make that translation, I’m finding that relying on my intuition to pick up meaning from sentences is really effective.

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It makes me think a lot about games and the comfort zones we play in. I had a discussion with a guildmate recently who was intensely frustrated by Summoner, because (as he put it) “you’re always guessing at what you should do next so it’s a constant panic”. He loves rotation-based classes, where he can plan his next moves multiple steps ahead, and couldn’t understand why I, someone who has the same love for planning, liked the class so much. For me it’s because the Summoner playstyle is an abstraction of what a rotation is trying to accomplish– having all of the right things happening at the right times. I’m never guessing at what I need to do next on my Summoner, because I’ve developed a feel for how things should go. I’m not thinking in terms of “this ability, then this one, then this one”, it’s more like “right now feels like the right time to use this”.

Similarly, I watched someone pick up a controller for the first time this past week. He’d been playing games on the PC for twenty years, but had never owned a console. I could see the frustration as he played a game he knew well (FFXIV) via a control scheme he wasn’t familiar with. He knew what he wanted to do, but couldn’t make the buttons respond quite the right way. His intuition about how to control the game was thrown completely off.

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Both things map to language learning for me. Speaking a new language is like trying to play a game through an unfamiliar control scheme, and understanding it is like making sense of a game by feel. I could, if I wanted, break down when to use every Summoner ability with a clock during a fight, so that you could work out a ‘rotation’ that mapped to when everything needed to be used. It would be like trying to translate through English for every sentence in Japanese– doable, but you lose a lot and you’ll never be as quick as if you can internalize the abstraction and just maneuver by feel.

Different people find different things difficult. I have two friends nearby, both from China. One of them speaks English with almost no accent, but sticks to relatively simply constructed sentences and misses a lot of nuance in other people’s speech. The other has a very heavy accent, but a much broader use of vocabulary and sentence construction, but struggles with making her actual words understandable. I’ve had the opportunity to speak with both of them via text over the internet, and their speech patterns are starkly different– both are very eloquent and have a firm grasp of the language. They’re both playing a game with a control scheme they aren’t yet used to, but taking different approaches.

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In the meantime, I’ve reached the point in about two weeks of study where I can almost read hiragana and I can hear the shape of sentences– I can’t understand them, but I know enough to pick up pieces and figure out what the subject, topic, verb, etc all are even if I don’t know what they mean. It’s going to be a long time, if ever, before I can hold myself to the same standard in Japanese as I do in English, but the process is giving me a lot of insight into how I speak in English, and how I can improve.

Daily Chores

I hate dailies. My tolerance for the extends exactly as far as is required for me to access whatever content I’d like to get into and basically no further. It’s the fastest way for me to burn out on a game. The obligation to log in every day and do [whatever] loses me instantly.

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At the same time, I understand the need to pace out progression in some sane way. FFXIV has a great system in its daily leve allowances, and I wish that would extend to other things. Let me run a week’s worth of expert roulette on Saturday, rather than needing to log in every single day to max out my currency income.

I haven’t logged in much to FFXIV this week because I’d been grinding every day to reach i170 on my Summoner. I know I can get higher than that, but it’s just not enticing to me. I’ve come to lack the overriding desire to make all of my numbers as high as possible, I’m more than happy with “high enough”, because there’s other stuff I want to do. I appreciate how lightweight the Law grind was in FF, especially right after the levelling process, but I’m not terribly motivated to jump right back into it to chase the gear treadmill a little further, especially because I know my current state is sufficient for what I’m doing and, furthermore, the investment required to move forward to the current “best” tier will drop here relatively shortly. I’ve chased the cutting edge of content before, and I don’t have the interest in doing it again that would motivate me to grind dungeons until I achieve the absolute best [numbers] I possibly can.

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What motivates me is interesting new stuff to do. I am, at my core, an Explorer-type, though I don’t fall into the category of Explorer that people tend to think of. Wandering around geography isn’t interesting to me; I want to explore the story and the gameworld and see how everything plays out. I don’t care about finding the secret hidden treasure chest in a cave on a mountainside, but I will jump through nearly any hoops to get all of the possible endings to something. I’ve only played one Kingdom Hearts game, but I did get the ‘true’ ending for it, and I played through enough Chrono Trigger to see every way that game ends (it’s a lot).

Exploration for its own sake doesn’t interest me– I want something to find. In the same vein, progression for its own sake rarely excites me: I want to be progressing in order to see something I haven’t previously seen. It’s something I miss from older MMOs– current games want to make sure you don’t miss anything, so there’s rarely anything to find by wandering off the beaten path. You might get some cool screenshots or something (which other people really love, and I appreciate, but don’t care to chase after for myself), but by and large you’re not going to find anything meaningful at the top of that mountain if the game didn’t expressly tell you to go there.

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It was my biggest disappointment with Wildstar– for all it claimed to encourage exploration, I still felt like it was taking me on hikes along well-trodden paths, not rewarding me for forging across the wilderness. The coolest part of the Explorer subclass was finding hidden quest areas that weren’t apparent to other people, but they felt thin; I didn’t really find exciting stuff in there, just a challenge and maybe a single quick quest. It wasn’t the life-changing revolution that was expected.

That being said, I continue to feel like we’re on the cusp of a big sea change in MMOs, but of the various directions it could go, I’m not sure yet which one I think is likely. I hope we get away from games and back towards experiences that feel like worlds. I find I miss the sense of being a denizen of a vast digital world, versus a player in a multiplayer game. The difference is, as always, progression. In worlds, you can make progress in a variety of ways and they’ll all benefit you. In games, if you’re not spending your time progressing in one of a relatively set number of ways, you’re kind of wasting your time. I miss feeling like I could spend my time doing whatever and still be productive.

Tam Tries: SAO RE: Hollow Fragment (PS4)

Good translation makes a huge difference. Honestly, it can make or break the experience, and it’s genuinely hard to do.

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I picked up Hollow Fragment a few months back on the Vita. It was a really, really interesting game mechanically set in a world that I find really compelling. I can’t talk much about the story because if you haven’t seen any of SAO it drops enormous spoilers within the first five minutes or so of the game, but the game’s concept is a sort of extended “what-if” sequence, which is really interesting and something I haven’t seen in game tie-ins.

I put a solid 15-20 hours into the game before quitting– as much as I loved the gameplay, the translation for the Vita version was atrocious, so much so that I didn’t really have a clear picture as to what I was doing wrong in particular sections nor did I have any idea what was happening in the story. I was fighting exceptionally difficult enemies and dying frequently, and didn’t have a lot of intelligible feedback on what I could do to improve. At the same time, the dialogue was garbled to the point of being incomprehensible, so I could get a vague emotional tone but very little else. It made it difficult to figure out where to go and what to do.

Don't do this.

Don’t do this.

Loading up the new (retranslated) PS4 version was stark. I had a clear picture of what was going on almost immediately, and I suddenly understood how a bunch of game mechanics worked before even leaving the tutorial. One of the big things that the retranslated version did was clarify how the game is structured. There are two separate areas that you can progress through, and it wasn’t clear to me which the right one was. On the Vita, I had this helpful hint:

“For ready players, advance through floors of Aincrad. If still collecting loot and exp, try the Hollow Area.”

Based on that, I jumped into the Hollow Area straightaway. Why not collect loot and exp until I feel “ready”? The PS4 version translates that line a little differently:

“If you’re still getting used to the game, try some of the early floors of Aincrad. If you’re an advanced player and want to test your skill and get rewarded with loot and lots of exp, try the Hollow Area.”

SLIGHTLY different. It explained why I was getting pummeled in my entire Vita playthrough– I was basically trying to advance through the special advanced bonus dungeon right from the start. This playthrough, I started playing through the ‘appropriate’ sections first, and wound up basically crushing my way through the first few sections, largely thanks to the skills I’d honed fighting things way out of my weight class on the Vita.

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What I’ve discovered is that the game is much, much more nuanced than I’d realized, mechanically. I can’t talk much about the story, but it does a really good job of interspersing the ensemble cast and keeping all of the characters at the forefront (which the show didn’t do quite as much) and keeping the story relevant– there are a ton of events that occur in between going out and beating up monsters, but you can spend quite a bit of time just doing that if you like, and you have a ton of characters you can level up.

Because the game drops you in the middle of the action, you start at a pretty advanced level with quite a few skills and resources– it’s a little odd to start a game at level 97, but it works pretty well in this context. You’ve got enough abilities to start to make things interesting and you can slowly explore them, but because you’re so overleveled for the starting point (a thematic staple of the series), you can ease into things. It also doesn’t waste any time with introducing things you’ve already covered in the series– the only catch-up it does is letting you know how the game diverges. This probably isn’t great for anyone who hasn’t seen the series, but it’s kind of an obscure title to pick up if you haven’t watched Sword Art Online. Cutting to the chase as far as establishing story and characters lets them get detailed and personal with interactions very quickly, as well as occasionally very silly.

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Overall, I’m having a lot of fun with it, especially with a translation that lets me make sense of the story. Because the game’s story diverges hugely from a major plot point in the series, I’m interested to see where they go with things. I like the idea of the game building out into conceptual space rather than simply retreading the ground covered by the series, and I’d like to see more of that in game tie-ins. It makes me think of KOTOR, which created a whole new space for Star Wars that’s proven to be incredibly fertile ground.