Video Games I Have Been Playing – Part One

As I previously indicated, I’ve recently found myself with a little free videogaming time, and I thought I’d share some of the things that have occupied my time, over the course of two blog posts:

Skyrim

Ava, a level 38 Dark Elf Florist and Dog-Walker, glad that he's wearing thermal underwear beneath his dragonscale armour.

Well; here’s the big one. This game eats time for breakfast. It’s like World Of Warcraft for people who don’t have friends. No, wait…

Seriously, though, Bethesda have really kicked arse with this one. I only played a little of the earlier games in the series, because they didn’t “click” with me (although I thoroughly enjoyed the entire Fallout series), but Skyrim goes a whole extra mile. The game world feels truly epic and “living”: you don’t have to squint more than a little to get the illusion that the whole world would carry on without you, with people eating and sleeping and going to work and gossiping about all the dragon attacks. The plot is solid, the engine is beautiful, and there’s so much content that it’s simply impossible to feel that you’re taking it all in at once.

It’s not perfect. It’s been designed with console controls in mind, and it shows (the user interface for skills upgrades is clunky as hell, even when I tried it on my XBox controller). The AI still does some damn stupid things (not standing-and-talking-to-walls stupid, but still bad enough that your so-called “friends” will get in your way, fire area-effect weapons at enemies you’re meleeing with, and so on). Dragons are glitchy (the first time I beat an Elder Dragon it was mostly only because it landed in a river and got its head stuck underwater, like it was seeing how long it could hold it’s breath while I gradually sliced its tail into salami).

But it’s still a huge and beautiful game that’s paid for itself in the 55+ hours of entertainment it’s provided so far. Recommended.

Update: between first drafting and actually publishing this list, I’ve finished the main questline of Skyrim, which was fun. 85 hours and counting.

Modern Warfare 3

I was incredibly excited by the opportunity to fight my way through the London Underground, until I realised that the Tube in the game was designed by aliens rather than TfL.

I should confess, first, that I’m a Call Of Duty fanboy. Not one of the these modern CoD fanboys, who rack up kills in multiplayer matchups orchestrated by ability-ranking machines in server farms, shouting “noob” as they teabag one another’s corpses. I mean I’m a purist CoD fanboy. When I got my copy of the first Call Of Duty game, broadband was just beginning to take off, and games with both single-player and multiplayer aspects still had to sell themselves on the strength of the single-player aspects, because most of their users would only ever play it that way.

And the Call of Duty series has always had something that’s been rare in action-heavy first-person shooters: a plot. A good plot. A plot that you can actually get behind and care about. Okay, so we all know how the World War II ones end (spoiler: the allies win), and if you’ve seen Enemy At The Gates then you also know how every single Russian mission goes, too, but they’ve still got a fun story and they work hard to get you emotionally-invested. The first time I finished Call of Duty 2, I cried. And then I started over and shot another thousand Nazis, like I was some form of human tank.

Modern Warfare was fantastic, bringing the franchise (complete with Captain Price) right into the era of nuclear threats and international terrorism. Modern Warfare 2 built on this and took it even further, somehow having a final boss fight that surpassed even the excellence of its predecessor (“boss fights” being notoriously difficult to do well in first-person shooters inspired by the real world). Modern Warfare 3… well…

It was okay. As a fanboy, I loved the fact that they finally closed the story arc started by the two previous MW games (and did so in a beautiful way: I maintain that Yuri is my favourite character, simply because of the way his story is woven into the arc). The chemical weapon attacks weren’t quite so impressive as the nuclear bomb in MW2, and the final fight wasn’t quite as good as the previous ones, but they’re all “good enough”. The big disappointment was the length of the campaign. The game finished downloading and unlocked at 11pm, and by 4am I was tucked up in bed, having finished it in a single sitting. “Was that it?” I asked.

Recommendation: play it if you’re a fan and want to see how the story ends, or else wait until it’s on sale and play it then.

Part Two will come when I find time, along with some games that you’re less-likely to have come across already.

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The Play

It’s that time again, the highlight of the interactive fiction year (for me, at least), and IFComp 2011 is upon us. I’ve been playing my way through this year’s entries, and – as I have in previous years – I’ll be sharing with you any that leap out at me as “things you really ought to try.”

The first of which is The Play, by Deirdra Kiai. This entry stands out for a few reasons. Firstly, it’s one of those uncommon (but growing in popularity) pieces of hypertext IF. I remain not-completely convinced by hypertext IF: perhaps as a result of the medium, the games often feel shorter than they might otherwise be, and while I don’t miss playing “hunt the verb” to try to find exactly the word the designer hoped I would, having the option to click on any one of just a handful of links seems a little… simple.

Play the game online here.

The Play, a recent piece of hypertext interactive fiction

That’s not to say that I don’t like the medium: hell, I feel like I was a pioneer in it, thanks to things like Troma Night Adventure (originally on the long-dead RockMonkey Wiki, and revived in its own engine last year). It’s just… different from most IF that I play, and that difference is stark.

If there’s one big advantage to hypertext interactive fiction, though, it’s that it lowers the barrier to entry. Everybody knows how to use a web browser, there’s nothing to install or set up, and they typically play really well on mobile devices, which is a growing market for this kind of game. I’m excited to see tools like Twine/Twee, ChoiceScript, and Undum (the latter of which powers The Play) appearing, which make creating this kind of game reasonably easy.

Secondly; it’s unusual. And I do enjoy a bit of quirky fiction: something that takes the genre in a new direction. And The Play does that. You play as Ainsley M. Warrington, the director of a disaster-ridden play on the eve of the first night, orchestrating a last-second dress rehearsal. The story is told through alternating segments of your experience and “script”: segments of the play as they are performed (which may vary, depending on how lenient you allow the cast the be with the script and how much goes awry), and this is a wonderful use of the semi-graphical nature of the medium.

Mostly, you’re trying to balance and improve the moods of your cast members (and your stage manager), in order to gain a good review. This is made challenging by the fact that they all have quite different ideas and attitudes towards the nature of the play, how it should be performed, and so on. They only thing that they all seem to agree on is that you’re not doing a very good job.

But beyond that theoretical (and, frankly, self-imposed) goal, it’s actually a lot of fun just to play off the different actors against one another, to experiment with how much you can improvise the ending, and to see how things turn out if you try different choices. And that’s exactly how interactive fiction ought to be. Like a good book, I want to be able to read it again and again. But unlike traditional fiction, I can enjoy it in profoundly different ways based on my moods and whims.

It’s a little short, but quite beautiful for it. There’s certainly plenty of reasonably well-written text to amuse and entertain. I’d thoroughly recommend that you give it a go, whether you’re an IF veteran or if you’ve never played this kind of game before in your life: play The Play in your web browser. And then play it again to see how much of a difference you can make in this well-crafted and inspiring little world.

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Instead Of Blogging…

Things I’ve been doing instead of blogging, this last month, include:

  • Code Week: hacking Three Rings code in a converted hay loft of a Derbyshire farm, as mentioned on the Three Rings blog.
  • Hoghton Tower: as is traditional at this time of year (see blog posts from 2010, 2009, 2005, 2003, for example), went to Preston for the Hoghton Tower concert and fireworks display, accompanied by Ruth, and my sister’s 22nd birthday. My other sister has more to say about it.
  • Family Picnic: Joining Ruth and JTA at Ruth’s annual family picnic, among her billions of second-cousins and third-aunts.
  • New Earthwarming: Having a mini housewarming on New Earth, where I live with Ruth, JTA, and Paul. A surprising number of people came from surprisingly far away, and it was fascinating to see some really interesting networking being done by a mixture of local people (from our various different “circles” down here) and distant guests.
  • Bodleian Staff Summer Party: Yet another reason to love my new employer! The drinks and the hog roast (well, roast vegetable sandwiches and falafel wraps for me, but still delicious) would have won me over by themselves. The band was just a bonus. The ice cream van that turned up and started dispensing free 99s: that was all just icing on the already-fabulous cake.
  • TeachMeet: Giving a 2-minute nanopresentation at the first Oxford Libraries TeachMeet, entitled Your Password Sucks. A copy of my presentation (now with annotations to make up for the fact that you can’t hear me talking over it) has been uploaded to the website.
  • New Earth Games Night: Like Geek Night, but with folks local to us, here, some of whom might have been put off by being called “Geeks”, in that strange way that people sometimes do. Also, hanging out with the Oxford On Board folks, who do similar things on Monday nights in the pub nearest my office.
  • Meeting Oxford Nightline: Oxford University’s Nightline is just about the only Nightline in the British Isles to not be using Three Rings, and they’re right on my doorstep, so I’ve been meeting up with some of their folks in order to try to work out why. Maybe, some day, I’ll actually understand the answer to that question.
  • Alton Towers & Camping: Ruth and I decided to celebrate the 4th anniversary of us getting together with a trip to Alton Towers, where their new ride, Thirteen, is really quite good (but don’t read up on it: it’s best enjoyed spoiler-free!), and a camping trip in the Lake District, with an exhausting but fulfilling trek to the summit of Glaramara.
Setting up camp at Stonethwaite.

That’s quite a lot of stuff, even aside from the usual work/volunteering/etc. stuff that goes on in my life, so it’s little wonder that I’ve neglected to blog about it all. Of course, there’s a guilt-inspired downside to this approach, and that’s that one feels compelled to not blog about anything else until finishing writing about the first neglected thing, and so the problem snowballs.

So this quick summary, above? That’s sort-of a declaration of blogger-bankruptcy on these topics, so I can finally stop thinking “Hmm, can’t blog about X until I’ve written about Code Week!”

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Spirit of the Century

A couple of weeks ago, the other Earthlings and I played our very first game of Spirit of the Century. Spirit of the Century is a tabletop roleplaying game based on the FATE system (which in turn draws elements from the FUDGE system, and in particular, the FUDGE dice). Are you following me so far?

Four sets of FUDGE/FATE dice. Each die is labelled with 2 “blank”, 2 “minus” and 2 “plus” sides, and all four are rolled to obtain a result between -4 and +4, on a probability bell-curve trending towards 0. Neat.

Spirit of the Century is set in the “pulp novel” era of the 1920s, in the optimistic period between the two world wars. The player characters play pulp-style heroes: the learned professor, the adventurous archaeologist, the daring pilot, all of those tropes of the era. Science, or – as it should be put – Science! is king, and there’s no telling what fantastic and terrifying secrets are about to be unleashed upon the world. Tell you what… let me just show you the cover for the sourcebook:

Yes; that’s a gorilla flying a biplane away from a stricken zeppelin, fighting a masked hero. Meanwhile, a female mechanic clambers under the fuselage and man wearing a jetpack pulls alongside, guns blazing.

Everything you need to know about the game is right in that picture, right there.

The character generation mechanism is different from most RPGs; even other fluffy, anti-min/max-ey ones. All player characters (for reasons relevant to the mythos) were born on 1st January 1901, so the first part of character creation is explaining what they did during their childhood. The second part is about explaining what they did during the Great War. During each of these (and every subsequent step), the character will gain two “aspects”, which they’ll later use for or against their feats in a way not-too-dissimilar from the PDQ System (which may be familiar to those of you who’ve played Ninja Burger 2nd Edition).

The third chapter of character generation involves telling your character’s own story – their first adventure – in the style of a pulp novel. The back of the character sheet will actually end up with a “blurb” on it, summarising the plot of their novel. Then things get complicated. In the fourth and fifth chapters, each character will co-star in the novels of randomly-selected other player characters. This can involve a little bit of re-writing, as stories are bent in order to fit around the ideas of the players, but it serves an important purpose: it gives groups of player characters a collaborative backstory. “Remember the time that we fought off Professor Mechk’s evil robot army?”

Johnny Sparks is a character of my creation.

That’s exactly what Johnny Sparks did in “Johnny Sparks and the Robot Army”. When Professor Mechk released his evil robot army on the streets of New York City, Johnny Sparks – government-sponsored whizkid – knew he had to act. With his old friend Jack Brewood (and Jack’s network of black market contacts), he acquired the parts to build a weapon powered by lightning itself. Then, alongside Mafia child and expert pugilist Michael Leone, he fought his way up the Empire State Building to Mechk’s control centre. While Michael duelled with Mechk, Johnny channeled the powers of the heavens into the gigantic robot brainwave transmitter at the top of the tower, sending it into overload. As the tower-top base melted down and exploded, Michael and Johnny abseiled rapidly down the side to safety.

And so they have a history, you see! And some “aspects” for it: Johnny got “Master of Storms” from his lightning-based research and “With thanks to Jack” for his friend’s support. Meanwhile Jack got “On Johnny’s wavelength” to represent the fact that he’s one of the few people who can follow Johnny’s strange and aspie-ish thought patterns.

Beer, crisps, and roleplaying. What more does an Earthling need?

In our first play session, Michael Leone (Paul), Jack Brewood (JTA), and Anna Midnight (Ruth) found themselves in a race to rescue aviator Charles Lindbergh from the evil Captain Hookshot and his blimp-riding pirates. Hookshot hoped to use the kidnap of Lindbergh as leverage to get his hands on some of Thomas Edison‘s secret research, which he hoped would allow him to gain a stranglehold on the world’s aluminium supply, which was only just beginning to be produced in meaningful quantities. So began an epic boat (and seaplane) chase across the Atlantic to mysterious Barnett Island, a fight through the pirates’ slave camp and bauxite mines, a Mexican-stand-off aboard a zeppelin full of explosives, and a high-speed escape from an erupting volcanic island.

Highlights included:

  • Jack’s afraid of flying, so while the others arrived for the first scenes of the adventure by seaplane, Jack trundled well behind in a cruiser. As a result, he completely missed the kidnapping.
  • When Hookshot was first kidnapping Edison, his attempt was foiled when Ana threw a cutlass at him, severing the grapple he had tied to the scientist.
  • Michael’s a badass at barehand combat. When he wasn’t flinging wild dogs into trees, he was generally found crushing the skulls of pirates into one another.
  • Spirit of the Century encourages a particular mechanism for “player-generated content”. This was exemplified wonderfully by Jack’s observation that he “read once that there was a tribal whaling camp on an island near here, called Ingleshtat.” He paid a FATE point and made an Academics roll, but because I wouldn’t tell him the target of the roll he only knew that he’d “done well”, and not that he’d “done well enough.” He and the other player characters weren’t sure that his knowledge was accurate until they reached the island (and thankfully found that he was right). Similarly, the motivation for the kidnapping wasn’t about aluminium until one of the players speculated that it might be.
  • Ana Midnight’s spectacularly failed attempt at stealth, as she crept via a creaky door into a building full of armed guards. Also, Jack’s fabulous rescue attempt, as he dived and rolled into the building, firing his pistol as he went, while Michael climbed up the zeppelin’s boarding tower, leading to…
  • The tense (and, surprisingly, combat-free… barely!) stand-off and negotiation aboard Hookshot’s zeppelin, towards the end of the story.

There’s a lot of potential for a lot of fun in this game, and we’ll be sure to play it again sometime soon.

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Apples To Alternative Vote

The other Earthlings, Statto, and I this week came up with a fun and topical variant of hit social board game Apples To Apples (which you might well have played with us at some point or another: if not, come over and we’ll show you). We call it AAV, or Apples To Alternative Vote, and it goes a little like this:

How'dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
How’dya like them apples? An Applies to Apples (British Isles Edition) set and a sense of humour are all you need to play this game.
  1. Each player draws a hand of seven red cards, as usual. A deck of green cards is built to represent the voting populace. We used 9 green cards for 5 players, and I reckon that was too few: try doubling or tripling the number of players to get a green deck size. Round up to ensure you have an odd number.
  2. In turn, each player (or “candidate”) draws a green card from the constructed deck and explains: “Opinion polls show that voters in this constituency desire things which are…”, and then read out the card as normal. Play about with the language! “I represent the interests of voters who demand…”, etc.
  3. As usual, the other candidates play face-down red cards (policies) that will attract those voters, and the judge flips them over and chooses the one which best-reflects the interests of their constituents. The winning candidate wins their vote, and takes the green card as a prize.
  4. Play until one candidate holds the majority of the green cards. If you run out of green cards before this happens, eliminate the player(s) with the fewest votes (green cards): then they act as judge for these green cards among the remaining candidates. Continue eliminating and redistributing in this fashion until one candidate has a majority. This player is the winner.
  5. If this is all somehow too challenging for you, then declare that AV actually is too complicated, like the No-to-AV people say it is, and give up. Also: you should probably buy yourself some simpler board games, thicko.
An explanation of what all those complicated numbers mean for those too stupid to get their head around Alternative Vote.

We have in mind a possible variant in which different voting issue (green cards) represent different numbers of voters (perhaps using the “values” deck from For Sale), and the aim is to have a majority of voters, not issues, won over by your policies. “12,000 voters desire things which are… scary!” Give it a go, and let us know how you get on. And don’t forget to vote on Thursday!

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The Board Games Are Breeding

A a means to take a break from the code I was working on for half an hour (I’m doing some freelance work for SmartData in my spare time, since I left them to go and work for the Bodleian Library, in order to help wrap up a project that I was responsible for at the end of my time there), I decided to go downstairs and do some packing in anticipation of our upcoming house move.

The first four boxes full of board games.

I packed about four boxes worth of board games, and then stood back to take a look at the shelves… and damnit, they look just as full as they did before I started.

I swear that my board game collection must be breeding, somehow. “Perhaps that’s where expansion packs come from,” suggests Paul. Perhaps: but that wouldn’t manage to explain the optical illusion that makes it look like I’ve got four boxes full of games when in actual fact they’re all still on the shelves, unless they’re breeding as fast as I can pack them.

This might take a while.

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On This Day In 2004

A little bit tongue-in-cheek, this one.

Looking Back

On this day in 2004, I’d just finished my first marathon session of playing Half-Life 2, a spectacular new video game that quickly became one of the best-selling computer games ever. Despite New Year celebrations and other distractions, I managed to sit and play the game for a couple of days and finished it very soon after.

The launch of the game was delayed – I’d pre-ordered it 17 months before it eventually got released – after being plagued with development difficulties. One of the many delays to it’s launch was blamed on the theft of part of the source code: I remember joking, after the thief had been caught, that now that they’d got the code back they’d be able to release the game, right?

Meanwhile, Paul swore that he would have nothing to do with the digital distribution platform – Steam – that remains the only way to get a legitimate copy of Half-Life 2. On his blog – then on LiveJournal – he listed all of the many problems that he saw with Steam, and I countered a few of them in an argument in the comments. For years to come, he’d go on to refuse to play some of the most fantastic computer games to be released on principle.

Looking Forward

Things change. I can’t remember the last time I saw Paul playing a video game that he didn’t buy on Steam, for one (except for a handful that he bought from Good Old Games – which is well worth visiting, if you haven’t already).

Some things stay the same: Half-Life 2 remains one of the best first-person shooters ever made, and has been followed by two spectacular sequels (Episode 1 and Episode 2) and a number of spin-offs (including the mind-blowingly awesome Portal, which stole my life for a while, although not for long enough to make my 2007 list of life-stealing games). We’re still all waiting on the much-delayed Episode 3, though…

This blog post is part of the On This Day series, in which Dan periodically looks back on years gone by.

A Video Game Movie I’d See

Video game movies are notoriously bad, no matter how awesome the game that inspired them. Wing Commander took a classic video game series and completely ruined it. Doom was incredibly dull, even though it was based on one of the most popular game series that have ever exited. Prince of Persia: The Sands of Time had so much potential and the chance to draw from the multi-rebooted Prince of Persia video games, but in the end its only redeeming feature was that it co-starred Richard Coyle, whose earlier appearance in hit comedy series Coupling lead Ruth, JTA and I to rename the film after his character from that series, calling it The Legend of King Jeff, which would honestly have been a better film.

And let’s not forget the truly dire Street Fighter: The Movie, which ultimately lead to the short-lived arcade game Street Fighter: The Movie – The Game, attempting to cash in on the film before the developers realised that this wasn’t actually a very good idea. And it’s only the eighth-worst video game movie of all time, according to this video on GameTrailers. Let’s face it: video games don’t convert well to films.

That said, I’ve had an idea for a video game-inspired film that I think could really be good. Or, at least, so awful it’d be good.

Asteroids: The Movie

Don’t you dare tell me that you wouldn’t go to the cinema to see Asteroids: The Movie: CGI like this just has to be enjoyed on the big screen.

The plot is as follows: Earth governments have been secretly tracking an enormous asteroid for many years. Under the cover story of satellite launches, they’ve been firing nuclear weapons at long distances to try to destroy or deflect the mass, but all they’ve managed is to break it up into many hundreds of smaller (but still devastatingly-huge) rocks, many of which are still headed towards our planet.

We’re introduced to our main characters: a cocky ace fighter pilot who’s just been expelled from his wing group for being too cocky and ace, a young and immature geek who spends his life playing retro video games, and a love interest who spurns both of them and is probably employed by the shady government agency. Early in the film, she acts professionally and doesn’t approve of the other main characters’ respective aggressive self-confidence/childish behaviour, but eventually the three become closer as they work together (and probably save one another’s lives a few times).

Recruited for their various “talents” they’re recruited to pilot an experimental spaceship right out into the asteroid field and fire their cannons to destroy them. All is going well, but there are occasional sightings of fast-moving metallic objects around the edges of the field. These turn out to be aliens (in flying saucer like spaceships) who had originally propelled the enormous rock towards Earth in an effort to wipe out humankind, who they – as a result of their warlike culture – perceive as a threat to their galactic dominance. Earth has been on the brink of cracking faster-than-light travel for a while now, as evidenced by secret test flights of the ships which preceded the vessel used in the movie, and this makes the aliens twitchy.

There’s a fight, and it momentarily looks like the aliens stand to destroy the human ship. “This isn’t a video game: we don’t get extra lives!” shouts the love interest character, at one point. “No,” agrees the geek, “But we do have this…” He engages the highly-experimental “hyperspace jump drive” and the ship disappears just seconds before the alien missiles destroy it.

While drifting in hyperspace, the crew find evidence of the aliens’ culture and history, and the other planets they’ve destroyed. They also discover a possible weakness. They’re just beginning to understand what they have to do when they reappear in normal space, apparently only a split second after they disappeared. The chase is on as the aliens pursue the humans through the asteroid field in an exciting chase scene. Finally, the humans discover what they need to do to penetrate the alien shields, and fire upon them. They rush away as the alien ship explodes, vapourising the remaining asteroids as it goes.

The crew return to Earth as heroes.

Now: isn’t that at least as good as whatever Hollywood would come up with? And it’d certainly be far better than the Super Mario Brothers movie.

Hmm. Further research indicates that this might be already going to happen

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Ruth & JTA’s Stag/Hen Party Weekend, Part I

With their wedding just around the corner, Ruth and JTA had a combined stag/hen party weekend, a couple of weeks back (yes, I know it’s taken me a while to blog about it. Here’s some of the highlights. As usual, click pictures for bigger versions.

Friday

Jordans

Most of the party was to take place at the youth hostel in a Buckinghamshire village called Jordans. With a little sweet-talking to the lady who runs the hostel – which we’d rented outright for the weekend – we were able to check-in a little early, to at least be able to leave our bags and cars there.

Jordans Youth Hostel
Jordans Youth Hostel

Matt, who was to join us for the next part of the adventure, was running late, so we explored the nearby Quaker meeting house – one of the oldest, right on our doorstep, and the burial place of William Penn – while we waited for him to show up.

Ruth, JTA, and Paul, standing around wondering where Matt could have gotten himself to.
Ruth, JTA, and Paul, standing around wondering where Matt could have gotten himself to.

Eventually we had to set off to London without him, on the train. We hid his train ticket inside the least-likely-looking leaflet we could find at the train station, texted him instructions to find it, and got underway.

In which leaflet do you think we've hidden Matt's train ticket?
In which leaflet do you think we’ve hidden Matt’s train ticket?

Paul split from us shortly after Marylebone Station to pursue a quest of his own: to find a stack of foreign candy and purchase it. Meanwhile, we went on to…

Volupté

The festivities started with lunch in Volupté for Ruth and JTA, accompanied by maid-of-honour Matt (when he caught up with us) and I. You might recall that Ruth, JTA and I had been before for their “afternoon tease” a few months ago, and loved it. Volupté is a fantastic little burlesque club buried in the middle of London, and we enjoyed their ostentatious and eccentric cocktails as we ate our dinner, listened to some live music, and watched JTA help a young lady undress by tugging on the end of one of the series of wrap-around dresses she wore.

JTA and Ruth at what we've now decided is our 'usual table' in the cocktail lounge, waiting for Matt to arrive.
JTA and Ruth at what we’ve now decided is our ‘usual table’ in the cocktail lounge, waiting for Matt to arrive.

Given our dormitory-style accommodation, he probably thought that this would be the only time he’d be helping a young lady to undress all weekend, but this assumption would turn out to be false later in the weekend…

Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For

Back at Jordans, our other guests were beginning to arrive. Ruth’s brothers, Owen and Robin, were among the first, followed by Alec and Suz, Siân, Adrian and Abby. That’s when we got the phone call from Liz.. giggling as she went (perhaps from the painkillers?) she wanted to apologise that she and Simon wouldn’t be able to make it, because she’d suffered a rather unpleasant injury. And so began the first of our evening’s entertainments: coming up with awful and tasteless puns about poor Liz’s accident.

The drinking begins. Here's to you, Liz, for being so unflappable.
The drinking begins. Here’s to you, Liz, for being so unflappable.

As our chefs in the kitchen prepared everybody’s dinner, Ruth and I began to explain the rules of Ruth & Dan’s Stag/Hen Party Game Which They Couldn’t Agree On A Name For.

Paul, Robin, and Ruth prepare dinner.
Paul, Robin, and Ruth prepare dinner.

Two teams were formed. The aim for each team was to help their team-mates traverse a Twister mat by competing in a series of challenges to win a number of “spins” of the Twister spinner. When a team-mate got across the mat, they were awarded a hat; and the first team to be entirely “hatted” is the winner. Easy, right?

Sian stands with one foot on the mat as her team-mates struggle to complete their first challenge.
Sian stands with one foot on the mat as her team-mates struggle to complete their first challenge.

The challenges were about as varied as Ruth and I could manage to come up with. The first, for example, had blindfolded players trying to solve a jigsaw under the (verbal-only) guidance of the rest of their team. Another required the team to transport water from a stack of jugs to a distant bucket using only a leaky length of guttering. A third had each team playing charades.

Alec and JTA, blindfolded, attempt to solve jigsaws.
Alec and JTA, blindfolded, attempt to solve jigsaws.

Remarkably, few people were hurt. Sure, the water-pistol-fight-while-carrying-lit-candles game was pretty safe, but the “human jousting”, which saw piggybacking riders attempt to dismount their competitors by beating them with foam swords, stopped barely short of bruising poor Suz as she was repeatedly whipped by Matt.

Human Jousting.
Human Jousting.

Quite-remarkably, Alec lost to Paul in a doughnut-eating competition. Meanwhile, the most spectacular bobbing-for-apples competition ever seen – between JTA and Owen – ended with a spectacularly close and exciting finish… and water pretty much everywhere.

Alec having lost a doughnut-eating competition; still wearing the blindfold, tiara, and earrings from two previous challenges.
Alec having lost a doughnut-eating competition; still wearing the blindfold, tiara, and earrings from two previous challenges.

Drunk, tired, and – in some cases – wet and covered in doughnut crumbs, we went to bed. Tomorrow was to be a long day… [to be continued]

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Civilization V Release Day

For those of you in the USA, at least, today is the release day for the much-anticipated Sid Meier’s Civilization V. With the promise that this will be the most groundbreaking Civ game since Civilization II, I’ve managed to acquire a leaked screenshot of the very first thing that players will see when they launch Civilization V for the first time:


With apologies to those of you who haven’t had the experiences to find this funny.

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Troma Night Adventure

Because I promised you some Aber-nostalgia.

Do you remember the RockMonkey Wiki? Many years ago, Ruth bought the domain name rockmonkey.org.uk as a gift for Andy K, who’d been nicknamed “Rock Monkey” for longer than anybody could remember. He decided that what he wanted to host there was a wiki engine, and I helped him get one set up. Soon, every Abnibber and Troma Night veteran was using it, filling the pages with all kinds of junk.

Soon, Jon launched the wiki’s first WikiGame: a maze exploration game using littered with Dungeon Master Java screenshots and monsters aplenty (monsters like Tubgirl and Lesbians and The Splurg). This kicked off a series of other WikiGames, mostly by Jon, Andy R, and myself (although Andy K started about a dozen of them and Ruth got some way through developing her first).

My biggest contribution was probably TromaNightAdventure, a text-based adventure in which the player attempts to explore Aberystwyth to collect (at least) three Troma Night stars, some pizza, some beer, and some films. It was an epic quest, far larger than I’d meant for it to grow, with multiple non-linear ways to win and a scoring system that told you exactly by how much you’d beaten it (some, but few, people managed to score the maximum number of points).

The screenshot above isn’t from the RockMonkey Wiki. It’s from my relaunched version of Troma Night Adventure. That’s right: I’ve dug up the final backup of the RockMonkey Wiki, extracted the relevant content, knocked together a mini version of the wiki engine and the WikiGameToolkit, and re-launched the game. It’s read-only, of course: this isn’t a real wiki; the real wiki is long-gone. But it does have a few extra features than the original, like a pictorial inventory and a nippy Ajax-powered interface. If you’re looking for some nostalgia about the old RockMonkey Wiki or about Troma Nights back in Aberystwyth, here’s your ticket:

BiCon: The Game

I shan’t be at BiCon this year, but I thought I’d share with you all something that tickled me today. Last year, at a Naked Lunch, I ended up chatting to several geeks about Interactive Fiction, and I through out a few ideas for a BiCon-themed piece of Interactive Fiction. Little did I know that this idea had sunk in, and cogs had begun to turn…

Rach has just released BiCon 2010: The Game, and it fully embodies everything that’s fabulous about BiCon. It’s also a really good bit of IF, for a first full adventure, and involves some fascinating hacking of the gender pronouns system for Inform. I tip my hat to the author.

(there’s some discussion going on about the game on the BiCon LiveJournal community)

Troma Night 300

This Friday’s Troma Night will be Troma Night 300! It’s hard to believe how much time I’ve spent at this, our weekly film night. I wonder how many pizzas, in total, have been eaten? How many awful films we’ve groaned at?

I’m planning that for this special Troma Night we’ll temporarily revitalise some of the old traditions. I’ve already been in touch with Kit, and he’s happy to phone in the pizza order for us (“Kit, order the pizza!” // <sighs> “What does everybody want?”) in the traditional style. I’m hoping that Paul will be available to throw a sponge through a window (if he’s working, of course, we’ll try to arrange for him to fling a sponge around the cinema projection booth while we simultaneously throw a substitute sponge at The Cottage). We’ll aim to start a little early with a Flash Gordon short, for those who miss watching those before their Troma Night experience, too.

As for those of you who are no longer around, you’re welcome to join in from afar, too. Alec: why don’t you buy yourself a four-pack of beer and drink exactly three of them? “Strokey” Adam: perhaps you can arrange for somebody to molest you with unwanted physical contact on Friday evening? Liz: you ought to get a date for the night, introduce him to all of your friends, and then never see him again. See: traditions are great!

In other news: if you haven’t yet played Lost Pig (And Place Under Ground), you should. It’s a fun, puzzle-oriented piece of interactive fiction that’s full of charm, with a wonderfully lovable (and not your usual) protagonist. It’s a lightweight bit of adventuring that’ll take most of you under an hour, so go play! Install Gargoyle (for Windows or Linux) for the simplest-possible play experience, and have fun!

Easter Egg Hunting, Gravity Hooking, and Geocachers You Might Know

This afternoon, like last year, we took the opportunity to spend Easter Sunday hiding one another’s Easter eggs in the woods and then running around looking for them.

Paul & Rory

For some reason, this year Rory didn’t want me to be responsible for hiding his egg (something to do with his eventually being found up a tree, last year), so I ended up hiding Adam‘s, instead. I didn’t even put much effort into it: just propped it on a branch. This turned out to be a bad hiding place because Adam walked right back past it on his way back from hiding JTA‘s egg.

Adam's egg

Paul, meanwhile, hid my egg. He did a pretty good job of it, too, and eventually had to give me a couple of clues. “It’s near Barking Up The Wrong Tree,” he said, knowing perfectly well that this was a geocache that I hadn’t yet hunted for. I pulled out my GPSr and found the cache, and then started looking for my egg in the vicinity.

Adam in a Forest

In a particularly special bit of hiding, Rory managed to hide Matt P‘s egg so well that he himself couldn’t find it again. Eventually we all had to help hunt for Matt’s lost egg. Rory had helpfully taken a photo of the egg in it’s hiding place, but this photo was ultimately useless because it depicted nothing more distinctive than “a wood”, which we were unable to see for all of the trees. I suppose that if we were trying to get to a particular spot and then ascertain that we were in the right place, it would be useful, except for that fact that being in the exact right place would probably have been pretty obvious by the time we were standing on top of an Easter egg.

Hunting for Matt's egg

Finally, Adam basically “tripped over” the hidden egg, and all was well.

Matt finds his egg!

All in all, it was a fabulous afternoon out, and a great way to work off all the calories of Ruth‘s most-excellent Easter lunch (and just in time to be able to scoff down cakes and chocolate later in the afternoon).

Ruth, JTA, and Paul near the edge of the woods

In other news:

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The 17 Blog Posts That Weren’t

It may come as a surprise to you that the stuff I write about on my blog – whether about technology, dreams, food, film, games, relationships, or my life in general – isn’t actually always written off-the-cuff. To the contrary, sometimes a post is edited and re-edited over the course of weeks or months before it finally makes it onto the web. When I wrote late last year about some of my controversial ideas about the ethics (or lack thereof) associated with telling children about Santa Claus, I’m sure that it looked like it had been inspired by the run-up to Christmas. In actual fact, I’d begun writing it six months earlier, as summer began, and had routinely visited and revisited it from time to time until I was happy with it, which luckily coincided with the Christmas season.

As an inevitable result of this process, it’s sometimes the case that a blog post is written or partially-written and then waits forever to be finished. These forever-unready, never-published articles are destined to sit forever in my drafts folder, gathering virtual dust. These aren’t the posts which were completed but left unpublished – the ones where it’s only upon finishing writing that it became self-evident that this was not for general consumption – no, the posts I’m talking about are those which honestly had a chance but just didn’t quite make it to completion.

Well, today is their day! I’ve decided to call an amnesty on my incomplete blog posts, at long last giving them a chance to see the light of day. If you’ve heard mention of declaring inbox bankruptcy, this is a similar concept: I’m sick of seeing some of these blog articles which will never be ready cluttering up my drafts folder: it’s time to make some space! Let the spring cleaning begin:


Title: Typically Busy
Unpublished since: March 2004
Unpublished because:
Better-expressed by another post, abandoned

In this post, I talk about how busy my life is feeling, and how this is pretty much par for the course. It’s understandable that I was feeling so pressured: at the time we were having one of our particularly frenetic periods at SmartData, I was fighting to finish my dissertation, and I was trying to find time to train for my upcoming cycle tour of Malawi. The ideas I was trying to express later appeared in a post entitled I’m Still In Aber. Yay, in a much more-optimistic form.


Title: Idloes, Where Art Thou?
Unpublished since: June 2004
Unpublished because: Got distracted by rebuilding the web server on which my blog is hosted, after a technical fault

In anticipation of my trip to Malawi, I was prescribed an anti-malarial drug, Lariam, which – in accordance with the directions – I began taking daily doses of several weeks before travelling. It seemed silly in the long run; I never even saw a single mosquito while I was over there, but better safe than sorry I suppose. In any case, common side-effects of Lariam include delusions, paranoia, strange dreams, hallucinations, and other psychological
effects. I had them in spades, and especially the weird trippy dreams.

This blog post described what could have been one of those dreams… or, I suppose, could have just been the regular variety of somewhat-strange dream that isn’t uncommon for me. In the dream I was living back in Idloes, a tall Aberystwyth townhouse where I’d rented a room during 2002/2003. In the dream, the house caught fire one night, and my landlady, Anne, was killed. Apparently the fire was started by her electric blanket.


Title: Are We Alone In The Universe?
Unpublished since: March 2006
Unpublished because: Never finished, beaten to the punchline

Here’s an example of an article that I went back to, refining and improving time and time again over a period of years, but still never finished. I was quite pleased with the direction it was going, but I just wasn’t able to give it as much time as it needed to reach completion.

The Drake Equation

In the article, I examine the infamous Drake Equation, which estimates the likelihood of there being intelligent life elsewhere in the galaxy (more specifically, it attempts to estimate the number of intelligent civilizations “out there”). Which is all well and good, but the only way to put the formula into practice is to effectively pull unknowable numbers out of the air and stuff them into the equation to get, in the end, whatever answer you like. The only objective factors in the entire equation are those relating to the number of stars in the galaxy, and everything else is pure conjecture: who honestly thinks that they can estimate the probability of any given species reaching sentience?

The post never got finished, and I’ve since seen other articles, journals, and even stand-up comedians take apart the Drake Equation in a similar way to that which I intended, so I guess I’ve missed the boat, now. If you want to see the kind of thing I was working on, here it is but better-written. I wonder what the probability is that a blog post will never end up being published to the world?


Title: Why Old People Should Be Grumpy
Unpublished since: October 2006
Unpublished because: Never finished, possibly bullshit

In this post, I put forward a theory that grumpy old people are a positive sign that a nation is making just enough change to not be stagnant: something about the value of keeping older people around crossed with the importance of taking what they say with a pinch of salt, because it’s not them that has to live in the world of tomorrow. I can’t even remember what the point was that I was trying to make, and my notes are scanty, but I’m sure it was a little bit of a one-sided argument for social change with an underdeveloped counter-argument for social stability.

In any case, I left it for years and eventually gave up on it.


Title: The Games That Didn’t Make The List
Unpublished since: July 2007
Unpublished because: I could have kept refining it forever and still never finish it

After my immensely popular list of 10 Computer Games That Stole My Life, I received a great deal of feedback – either as direct feedback in the form of comments or indirectly in other people’s blogs. Reading through this feedback got me thinking about computer games that had stolen my life which I hadn’t mentioned. Not wanting to leave them out, I put together a list of “games that didn’t make the list”: i.e. games which could also have been said to steal my life, but which I didn’t think of when I wrote my original top ten. They included:

  • Castles and Castles 2
    The original Castles was one of the first non-free PC computer games I ever owned (after Alley Cat, that golf game, and the space command/exploration game whose name I’ve been perpetually unable to recall). It was a lot of fun; a well-designed game of strategy and conquest. Later, I got a copy of Castles 2 – an early CD-ROM title, back before developers knew quite what to do with all that space – which was even better: the same castle-building awesomeness but with great new diplomacy and resource-management exercises, as well as siege engines and the ability to launch your own offensives. In the end, getting Civilization later in the same year meant that it stole more of my time, but I still sometimes dig out Castles 2 and have a quick game, from time to time.
  • Yohoho! Puzzle Pirates!
    Early during the development of Three Rings, I came across an existing company with the name Three Rings Design, based in the US. Their major product is a game called Yohoho! Puzzle Pirates, an MMOG in which players – as pirates – play puzzle games in order to compete at various tasks (you know, piratey tasks: like sailing, drinking, and swordfighting). Claire and I both got quite deeply involved during the beta, and played extensively, even forming our own crew, The Dastardly Dragons, at one point, and met some fascinating folks from around the world. When the beta came to an end we both took advantage of a “tester’s bonus” chance to buy lifetime subscriptions, which we both barely used. Despite the fact that I’ve almost never played the game since then, it still “stole my life” in a quite remarkable way for some time, and my experience with this (as well as with the Ultima Online beta, which I participated in many years earlier) has shown me that I should never get too deeply involved with MMORPGs again, lest they take over my life.
  • Sid Meier’s Alpha Centauri
    As a Civilization fan, I leapt on the chance to get myself a copy of Alpha Centauri, and it was awesome. I actually pirated my first copy of the game, copying it from a friend who I studied with, and loved it so much that I wrapped up the cash value of the game in an envelope and sent it directly to the development team, asking them to use it as a “beer fund” and have a round on me. Later, when I lost my pirated copy, I bought a legitimate copy, and, later still, when I damaged the disk, bought another copy, including the (spectacular) add-on pack. Alpha Centauri is the only game I’ve ever loved so much that I’ve paid for it three times over, despite having stolen it, and it was worth every penny. Despite its age, I still sometimes dig it out and have a game.
  • Wii Sports Tennis – Target Training
    Perhaps the most recent game in the list, this particular part of the Wii Sports package stole my life for weeks on end while I worked up to achieving a coveted platinum medal at it, over the course of several weeks. I still play it once in a while: it’s good to put on some dance music and leap around the living room swinging a Wiimote to the beat.
  • Rollercoaster Tycoon and Rollercoaster Tycoon 2
    In the comments to my original post, Rory reminded me of these games which stole my life during my first couple of years at University (and his, too!). RCT2, in particular, ate my time for years and still gets an occassional play out of me – but was pipped to the post by OpenTTD, of course.
  • X-COM series
    Another series of games which hooked me while I was young and stayed with me as I grew, the X-COM series (by which – of course – I mean Enemy Unknown, Terror From The Deep, and Apocolypse; not Interceptor and certainly not that modern travesty, Aftermath). Extremely difficult, each of them took me months or years before I completed them, and I’ve still never finished Apocalypse on anything higher that the lowest-two difficulty settings.

I wanted to write more and include more games, but by the time I’d made as much progress as I had, above, the moment felt like it had passed, so I quietly dropped the post. I suppose I’ve now shared what I was thinking, anyway.


Title: Rational Human Interaction
Unpublished since: September 2007
Unpublished because: Too pretentious, even for me; never completed

I had some ideas about how humans behave and how their rationality and their emotions can conflict, and what this can mean. And then I tried to write it down and I couldn’t find a happy medium between being profound and insightful and being obvious and condescending. Later, I realised that I was tending towards the latter and, besides, much of what I was writing was too self-evident to justify a blog post, so I dropped it.


Title: Long Weekend
Unpublished since: April 2008
Unpublished because: Too long, too wordy, and by the time it was nearing completion it was completely out of date

This post was supposed to be just an update about what was going on in my life and in and around Aber at the time. But as anybody who’s neglected their blog for more than a little while before may know, it can be far too easy to write about everything that’s happened in the interim, and as a result end up writing a blog post that’s so long that it’ll never be finished. Or maybe that’s just me.

In any case, the highlights of the post – which is all that it should have consisted of, ultimately – were as follows:

  • It was the Easter weekend on 2008, and town had gone (predictably) quiet, as many of my friends took the opportunity to visit family elsewhere, and there was a particular absence of tourists this year. Between Matt being in Cornwall, Sarah being out-of-town, and Ruth, JTA, Gareth and Penny off skiing (none of them wrote anything about it, so no post links there), it felt a little empty at our Easter Troma Night, which was rebranded a Troma Ultralite as it had only two of the requisite four people present: not even the three needed for a Troma Lite! Similarly, our Geek Night only had four attendees (but that did include Paul, unusually).
  • Claire and I took a dig through her wardrobe about found that of the skirts and dresses that she famously never wears, she owns over two dozen of them. Seriously.
  • I played and reviewed Turning Point: Fall Of Liberty, which turned out to be a second-rate first-person shooter with a reasonably clever alternate history slant. I’m a fan of alternate histories in video games, so this did a good job of keeping me amused over the long bank holiday weekend.
  • Paul and I were arranging for a beach-fire-barbeque with Ruth and JTA when they got back, to which we even anticipated attendence from the often-absent not-gay-Gareth.
  • And finally, I had something to say about Jimmy‘s recent experiences in Thailand, but that’s as far as my draft went and I don’t remember what I had planned to say…

Title: Confused And Disoriented
Unpublished since: April 2008
Unpublished because: Never finished; abandoned

Having received mixed feedback about my more-unusual dreams over the years, I’ve taken to blogging about a great number of them in order to spread the insanity and let others comment on quite how strange my subconscious really is. This was to be one of those posts, and it catalogued two such unusual dreams.

In the first, I was at my grandma’s funeral (my grandma had died about two years earlier). A eulogy was given by both my mum and – confusingly – by Andy R. Afterwards, the crowd present booed them.

In the second, I revisited a place that I’ve dreamed of many times before, and which I think is a reference to some place that I found as a young child, but have never been able to determine the location of since. In this recurring theme I crawl through a tunnel (possibly of rock, as in a ruined castle) to reach a plateau (again, ruined castle-like), from which I am able to shuffle around to a hidden ledge. I have such vivid and strong memories of this place, but my faith in my own memory is shaken by the very “dreamlike” aspects of the event: the tunnel, the “secret place”, as well as the fact that it has appeared in my dreams time and time again for over 15 years. Perhaps it never existed at all: memory is a fragile and malleable thing, and it’s possible that I made it up entirely.

Some parts of it are less dream-like. For example, I’m aware that I’ve visited this place a number of times at different ages, and that I found it harder to fit through the tunnel to re-visit my secret childhood hiding place when I was older and larger.

A few years ago, I spoke to my mum about this dream, and described the location in great detail and asked where it might be, and she couldn’t think of anywhere. It’s strange to have such a strong and profound memory that I can’t justify through the experience of anybody else, and which consistently acts as if it were always just a dream. Maybe it’s real, and maybe it isn’t… but it’s beginning to sound like I’ll never know for sure.


Title: The Code In The School
Unpublished since:May 2008
Unpublished because: Never finished; abandoned

Another dream, right after Troma Night 219, where it seems that the combination of the beer and the trippy nature of the films we watched inspired my brain to run off on a tangent of it’s own:

In the dream, I was visiting a school as an industrialist (similarly to how I had previously visited Gregynog on behalf of the Computer Science department at Aberystwyth University in 2005, 2006 and 2007). While there, I was given a challenge by one of the other industrialists to decipher a code represented by a number of coloured squares. A basic frequency analysis proved of no value because the data set was too small, but I was given a hint that the squares might represent words (sort of like early maritime signal flags). During mock interviews with the students, I used the challenge as a test, to see if I could get one of them to do it for me, without success. Later in the dream I cracked the message, but I’m afraid I didn’t make a record of how I did so or what the result was.

A particularly famous message represented in maritime signal flags (click for bigger version)

Title: Absence

Unpublished since: May 2008
Unpublished because: Forgotten about; abandoned

At the beginning of the long, hot summer of 2008, I wrote about the immenent exodus of former students (and other hangers-on) from Aberystwyth, paying particular attention to Matt P and to Ele, who left for good at about this time. And then I forgot that I was writing about it. But Matt wrote about leaving and Ele wrote about being away, anyway, so I guess my post rapidly became redundant, anyway.


Title: =o(
Unpublished since: June 2008
Unpublished because: Too negative; unfinished

I don’t even know what I was complaining about, but essentially this post was making an excuse to mope for a little while before I pull myself together and get things fixed. And that’s all that remains. It’s possible that it had something to do with this blog post, but without context I’ve no idea what that one was about, too. Sounds like it was about an argument, and so I’m happier just letting it go, whatever it was, anyway.


Title: Spicy Yellow Split Pea Soup
Unpublished since: November 2008
Unpublished because: Got lazy; unfinished

I came up with a recipe for a delicious spicy yellow split pea soup, and wanted to share it with you, so I made myself the stub of a blog entry to remind myself to do so. And then I didn’t do so. Now I don’t even remember the recipe. Whoops!

In any case, the moral is that pulses make great soup, as well as being cheap and really good for you, and are especially tasty as the days get shorter and winter tightens it’s icy grip. Also that you shouldn’t leave just a title for a blog post for yourself and expect to fill it in afterwards, because you won’t.


Title: (untitled)
Unpublished since: December 2008
Unpublished because: Too busy building, configuring, and working on my new PC, ironically

December is, according to Rory, the season for hardware failures, and given that alongside his troubles, Ruth’s laptop died and Paul’s computer started overheating, all at the same time, perhaps he’s right. So that’s when my long-serving desktop computer, Dualitoo, decided to kick the bucket as well. This was a particularly awkward time, as I was due to spend a weekend working my arse off towards a Three Rings deadline. Thankfully, with the help of friends and family, I was able to pull forward my plans to upgrade anyway and build myself a new box, Nena (which I continue to use to this day).

I began to write a blog post about my experience of building a computer using only local shops (I was too busy to be able to spare the time to do mail order, as I usually would), but I was unfortunately too busy building and then using – in an attempt, ultimately successful, to meet my deadline – my new computer to be able to spare time to blogging.

But I did learn some valuable things about buying components and building a mid-to-high spec computer, in Aberystwyth, all in one afternoon:

  1. Daton Computers are pretty much useless. Actual exchange:
    “Hi, I need to buy [name of component], or another [type of component] with [specification of component].”
    “Well, you’ll need to bring your computer in for us to have a look at.”
    “Umm; no – I’m building a computer right now: I have [other components], but I really need a [name of component] or something compatible – can you help?”
    “Well, not without looking at the PC first.”
    “WTF??? Why do you need to look at my PC before you can sell me a [type of component]?”
    “So we can tell what’s wrong.”
    “But I know what’s wrong! I only took the shrink-wrap off the [other components] this morning: all I need is a [type of component], because I don’t have one! Now can you sell one to me or not?”
    “Well, not without -”
    /Dan exits/
  2. Crosswood Computers are pretty much awesome. Actual exchange:
    “Hi, remember me? I was in here this morning.”
    “Yeah: how’s the rebuild going?”
    “Not bad, but I’ve realised that I’m short by a [type of cable]: do you sell them?”
    “We’re out of stock right now, but I’ve got some left-over ones in the back; you can have one for free.”
    /Dan wins/
  3. It’s possible to do this, but not recommended. The local stores, and in particular Crosswood, are great, but when time allows it’s still preferable to do your component-shopping online.

I later went on to write more about Nena, when I had the time.


Title: Child Porn
Unpublished since: April 2009
Unpublished because: Never finished; too much work in writing this article

I had planned to write an article about the history of child pornography, starting well before Operation Ore and leading up to the present day, and to talk about the vilification of paedophiles (they’re the new terrorists!) – to the point where evidence is no longer as important as the severity of the alleged crime (for particularly awful examples of this kind of thinking, I recommend this article). I’m all in favour of the criminalisation of child abuse, of course, but I think it’s important that people understand the difference between the producers and the consumers of child porn, as far as a demonstrable intent to cause harm is concerned.

Anyway, the more I read around the subject, the more I realised that nothing I could write would do justice to the topic, and that others were already saying better what I was thinking, so I abandoned the post.


Title: 50 Days On An EeePC 1000
Unpublished since: May 2009
Unpublished because: By the time I was making progress, it had been more like 150 days

Earlier in the year, I’d promised that I’d write a review of my new notebook, an Asus EeePC 1000. I thought that a fun and engaging way to do that would be to write about the experience of my first 50 days using it (starting, of course, with reformatting it and installing a better operating system than the one provided with it).

Of course, by the time I’d made any real progress on the article, it was already well-past 50 days (in fact, I’d already changed the title of the post twice, from “30 Days…” to “40 Days…” and then again to “50 Days…”). It’s still a great laptop, although I’ve used it less than I expected over the last nine months or so (part of my original thinking was to allow me to allow Claire to feel like she’d reclaimed the living room, which was being taken over by Three Rings) and in some ways it’s been very-recently superceded by my awesome mobile phone.


Title: El De-arr
Unpublished since: September 2009
Unpublished because: Too waffley; couldn’t be bothered to finish it; somewhat thrown by breaking up with Claire

Over the years I’ve tried a handful of long-distance romantic relationships, and a reasonable number of short-distance ones, and, in general, I’ve been awful at the former and far better at the latter. In this blog post I wrote about my experience so far of having a long-distance relationship with Ruth and what was making it work (and what was challenging).

I’m not sure where I was going with it in the first place, but by the time Claire and I broke up I didn’t have the heart to go back into it and correct all of the references to her and I, so I dropped it.


Title: Knowing What I’m Talking About
Unpublished since: October 2009
Unpublished because: Never finished; got distracted by breaking up with Claire

On the tenth anniversary since I started doing volunteer work for emotional support helplines (starting with a Nightline, and most recently for Samaritans), I wrote about a talk I gave at BiCon 2009 on the subject of “Listening Skills for Supporting Others”. It was a little under-attended but it went well, and there was some great feedback at the end of it. I’d helped out with a workshop entitled “Different Approaches to Polyamory” alongside fire_kitten, but strangely it was this, the workshop whose topic should be that which I have the greater amount of experience in, that made me nervous.

This blog post was supposed to be an exploration of my personal development over the previous decade and an examination of what was different about giving this talk to giving countless presentations at helpline training sessions for years that made me apprehensive. I think it could have been pretty good, actually. Unfortunately a lot of blog posts started around this time never ended up finished as I had other concerns on my plate, but I might come back to this topic if I give a similar presentation at a future conference.


So there we have it: a big cleanse on my perpetually unfinished blog posts. I’ve still got about eight drafts open, so there’s a reasonable chance that I might finish some of them, some day: but failing that, I’ll wait until another decade or so of blogging is up and I’ll “purge” them all again, then.

And if you had the patience to read all of these – these “17 blog posts in one” – well, thanks! This was more about me than about you, so I don’t mind that plenty of you will have just scrolled down to the bottom and read this one sentence, too.

http://en.wikipedia.org/wiki/SMAC
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