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		<title>Jumping at spiders in Dark Messiah</title>
		<link>http://killspeak.lucasrizoli.com/2010/04/24/jumping-at-spiders-in-dark-messiah/</link>
		<comments>http://killspeak.lucasrizoli.com/2010/04/24/jumping-at-spiders-in-dark-messiah/#comments</comments>
		<pubDate>Sun, 25 Apr 2010 03:04:26 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[dark messiah]]></category>
		<category><![CDATA[first-person games]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[might and magic]]></category>
		<category><![CDATA[spiders]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=730</guid>
		<description><![CDATA[Dark Messiah of Might and Magic is full of spiders: monstrous, poison spiders, spiders that leap at your face, spiders that build city-sized nests in which they wrap up and devour their human prey. These spiders terrified me. Despite knowing they weren&#8217;t really there, I felt uneasy when they were around and would lose my [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/04/spider-in-dark-messiah-of-might-and-magic.jpg" alt="A spider in “Dark Messiah of Might and Magic”" title="Man, you can even see the hair on its legs." width="420" height="190" class="alignnone size-full wp-image-750" /></p>
<p><cite>Dark Messiah of Might and Magic</cite> is full of spiders: monstrous, poison spiders, spiders that leap at your face, spiders that build city-sized nests in which they wrap up and devour their human prey.</p>
<p>These spiders terrified me. Despite knowing they weren&#8217;t really there, I felt uneasy when they were around and would lose my cool when they advanced on me. I wasted a lot of potions in my panicky desperation.</p>
<h3>It&#8217;s just a game</h3>
<p><cite>Dark Messiah</cite> does a lot to encourage a sensual sort of immersion. Its settings are rich and colourful, blows from swords feel weighty, and there&#8217;s a nice meaty thump when you kick an orc in the chest—often off a cliff. (Their yells are satisfying too.)</p>
<p>The game also has many unreal elements. Equipment is represented as icons in a grid and has explicit attributes like +3 Damage. No matter how well you can sneak, if your player character hasn&#8217;t upgraded his Stealth skill, guards will spot him long before he can get behind them. And why are guards so often hanging out by racks of spikes and cliff edges anyway?</p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/04/inventory-and-skills-in-dark-messiah-of-might-and-magic.jpg" alt="Inventory and skills in “Dark Messiah of Might and Magic”" title="The overtly artificial, systemic aspects of “Dark Messiah”" width="420" height="190" class="alignnone size-full wp-image-795" /></p>
<p>These arbitrary and artificial things work against the sense of being there supported by its clashing swords and pretty vistas. Thinking about skill points and armor classes draws the player out of the dungeon and into her computer chair, managing stats instead of impaling goblins. Well, you might think so.</p>
<h3>It&#8217;s real to me, dammit</h3>
<p><cite>Dark Messiah</cite>&#8216;s unreal elements (stats, inventory swapping) didn&#8217;t hold me back from dreading the spiders, though I was never unaware of them. I knew I was playing a game—I was constantly reminded by the interface, the click of my mouse, the <a href="http://www.youtube.com/watch?v=KbtphZWrrg8" title="YouTube: Xana montage">cheesiness of Xana&#8217;s dialogue</a>—but my reaction to the spiders was nonetheless a gut-level thrill.</p>
<p>&#8220;We really can&#8217;t differentiate between real and unreal images,&#8221; notes Chuck Klosterman.<sup class="footnote"><a href="#fn-730-1" id="fnref-730-1">1</a></sup> &#8220;We can describe the difference, but we can&#8217;t manage it.&#8221;<sup class="footnote"><a href="#fn-730-2" id="fnref-730-2">2</a></sup><br />
<blockquote>
<p>Humans have existed for 130&nbsp;000 years. <cite>The Great Train Robbery</cite> was made in 1903. For roughly 129&nbsp;900 years, any moving image a human saw was actually real. It was <em>there</em>, right in front of you. If a man in 1850 saw a train chugging toward his face, it was actually a train. For 129&nbsp;900 years, we were conditioned to understand that seeing something in motion had a specific meaning. But that understanding no longer exists; today, we constantly &#8220;see things&#8221; that aren&#8217;t actually there.</p>
</blockquote>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/04/spider-attack-in-dark-messiah-of-might-and-magic.jpg" alt="Spider attacks the player in “Dark Messiah of Might and Magic”" title="Spiders go for your face, fire sword be damned." width="420" height="190" class="alignnone size-full wp-image-754" /></p>
<p>I am struck by the idea that for all my understanding and all the game&#8217;s self-evident artificiality, I was still affected by the spiders. Once they were dead, I would quickly become conscious of the game, the system. Using potions to get rid of the annoying and overlong poison effect the spiders dealt me was never so natural that it felt part of the same reality in which giant spiders were attacking me.</p>
<p>It&#8217;s as if the sense of being there and the knowing of toying in a system were like a <a href="http://en.wikipedia.org/wiki/Figure-ground_%28perception%29" title="Wikipedia: Figure–Ground (perception)">figure–ground illusion</a>: I could see both, but never at the same time.</p>
<p>Maybe, or maybe I need to grow some balls and do something about my arachnophobia.
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-730-1">
<p>Klosterman is writing in <cite>Eating the Dinosaur</cite> about Jerry Mander&#8217;s <cite>Four Arguments for the Elimination of Television</cite>.<span class="footnotereverse"><a href="#fnref-730-1">&#8617;</a></span></p>
</li>
<li id="fn-730-2">
<p>For Klosterman, the inability to feel real and unreal stimuli differently is behind a &#8220;vague sense of alienation.&#8221; There&#8217;s something to his argument, though I think the passivity of radio, television, and film have a great deal to do with it too.<span class="footnotereverse"><a href="#fnref-730-2">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Arkham Asylum&#8216;s detective mode needs a trade-off</title>
		<link>http://killspeak.lucasrizoli.com/2010/04/16/arkham-asylums-detective-mode-needs-a-trade-off/</link>
		<comments>http://killspeak.lucasrizoli.com/2010/04/16/arkham-asylums-detective-mode-needs-a-trade-off/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 20:45:38 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[arkham asylum]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[chaos theory]]></category>
		<category><![CDATA[modes]]></category>
		<category><![CDATA[splinter cell]]></category>
		<category><![CDATA[trade-off]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=691</guid>
		<description><![CDATA[I recently finished Rocksteady&#8217;s excellent Batman: Arkham Asylum. It is a good game, but I feel that its detective vision mode is not particularly meaningful. It&#8217;s useful, but using it is not special nor interesting—and it could have been, if it were less powerful or less available. Nothing lost, much gained Detective mode includes a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/03/detective-mode-in-batman-arkham-asylum.jpg" alt="Batman covers a corner while in detective mode in “Batman: Arkham Asylum”" title="Detective mode in “Batman: Arkham Asylum”" width="420" height="190" class="alignnone size-full wp-image-694" /></p>
<p>I recently finished Rocksteady&#8217;s excellent <cite>Batman: Arkham Asylum</cite>. It is a good game, but I feel that its detective vision mode is not particularly meaningful. It&#8217;s useful, but using it is not special nor interesting—and it could have been, if it were less powerful or less available.</p>
<h3>Nothing lost, much gained</h3>
<p>Detective mode includes a form of night vision, which makes it easy for the player to find her way in the dark. When close to certain enemies and items, detective mode brings up a little window with information on that item: stuff like its state, weaknesses, and backstory. It also highlights doors and vents, collectibles, destructable walls, hackable circuit boxes, and armed enemies. Further, the answer to many of the Riddler&#8217;s puzzles can only be found when in detective mode.</p>
<p>The only thing detective mode lacks is a downside. It gives the player a number of advantages over the game&#8217;s enemies and environments, but has no cost, no time limit, no weaknesses.  Indeed, playing through <cite>Arkham Asylum</cite>, I found myself in detective mode all the time. <a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/926-Batman-Arkham-Asylum" title="Zero Punctuation: Batman Arkham Asylum">As Yahtzee asks</a>, &#8220;Why would you ever want to turn it off?&#8221;<sup class="footnote"><a href="#fn-691-1" id="fnref-691-1">1</a></sup></p>
<p><cite>Arkham Asylum</cite> tries to encourage the player to step out of detective mode now and then (it takes the player out of detective mode whenever she finishes off the last thug in a room or triggers a cutscene), but everything the game gives the player to do is easier when she&#8217;s in it.</p>
<p><cite>Arkham Asylum</cite> misses an opportunity to present the player an interesting choice. As it is, the player never has to consider whether or not to use detective mode. The player is made to think when solving puzzles and during combat—should she attack, dodge, or counter?—but to stay in detective mode is a no-brainer. </p>
<h3>Trade a strength for a weakness</h3>
<p><cite>Arkham Asylum</cite> could make its detective mode better by making it weaker or more limited. Vision modes in other games are not only useful, but also give the player a choice to make. They provide a trade-off between some advantages and disadvantages, and thereby make the choice to use these modes meaningful.</p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/03/night-vision-in-splinter-cell-chaos-theory.jpg" alt="Fisher interrogates a guard while in night vision in “Splinter Cell: Chaos Theory”" title="Night vision in “Splinter Cell: Chaos Theory”" width="420" height="190" class="alignnone size-full wp-image-695" /></p>
<p>The flashlight in <cite>Half-Life</cite> can be used for a time limited by its battery power. <cite>Deus Ex</cite>&#8216;s tech goggles provide night vision, but have a hard time limit, and cover only part of the player&#8217;s vision. In <cite>Doom 3</cite>, the flashlight occupies the player character&#8217;s hands, and so trades light for the ability to use more powerful, ranged weapons.</p>
<p>These simple costs and limitations make the player use special vision modes judiciously. The player can help herself with the flashlight in dark areas of <cite>Half-Life</cite>, but can&#8217;t rely on it all the time. In <cite>Deus Ex</cite>, the player saves the tech goggles for when they are most needed, and then must take advantage of them quickly before they run out. In <cite>Doom 3</cite>, the player often finds herself fighting in a dark room, desperately swapping weapons and the flashlight.</p>
<p>In <cite>Splinter Cell: Chaos Theory</cite>, the player has a number of vision modes at her disposal: night vision, heat vision, and <abbr title="electromagnetism">EM</abbr> vision. None of these modes are limited by time nor by what the player can or cannot do when a mode is on. Their trade-offs are all based on what the player can and cannot see when in a mode. Night vision makes it easier for the player to see in the dark, but makes it much harder to see well-lit areas and distorts the edges of the player&#8217;s view. Thermal and <abbr title="electromagnetism">EM</abbr> modes each highlight a certain kind of enemy or item, but make it much more difficult to see other kinds of enemies or items.</p>
<p>The result is that the player has to decide when and where to enter into a vision mode, when seeing enemies clearly is more important than seeing any nearby surveillance cameras, for example. These trade-offs make <a href="http://www.youtube.com/watch?v=hOzX5yuzEVY#t=2m30s" title="Video example of “Chaos Theory”'s modes in gameplay">modes meaningful tools in play</a>.</p>
<p>It&#8217;s too bad that <cite>Arkham Asylum</cite>&#8216;s detective mode isn&#8217;t meaningful in a similar way.
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-691-1">
<p>He goes on to note that detective mode is a bit of a shame as it hides much of the hard work put in by artists and designers. Visual details and colours get lost, turned to same-looking glowing skeletons or blue walls.<span class="footnotereverse"><a href="#fnref-691-1">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Slipping past powers in Mass Effect 2</title>
		<link>http://killspeak.lucasrizoli.com/2010/02/03/slipping-past-powers-in-mass-effect-2/</link>
		<comments>http://killspeak.lucasrizoli.com/2010/02/03/slipping-past-powers-in-mass-effect-2/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 19:13:00 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[error]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[navigation]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=658</guid>
		<description><![CDATA[My friend Max and I have been playing Mass Effect 2 on the 360. Though not quite what I expected, it is an interesting mix of action and role-playing and, in many ways, a smoother experience than its prequel. Unfortunately, there is one thing about it that has gotten to me: the powers screen and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/02/shepard-uses-shockwave-in-mass-effect-2.jpg" alt="Shepard uses Shockwave in “Mass Effect 2”" title="Shepard uses Shockwave in “Mass Effect 2”" width="420" height="190" class="alignnone size-full wp-image-673" /></p>
<p>My friend Max and I have been playing <cite>Mass Effect 2</cite> on the <abbr title="Xbox 360">360</abbr>. Though not quite what I expected, it is an <a href="http://www.gamasutra.com/view/news/26955/Analysis_Mass_Effect_2s_Surprising_Genre_Experiment.php" title="Gamasutra: Mass Effect 2's Surprising Genre Experiment">interesting mix of action and role-playing</a> and, in many ways, a smoother experience than its prequel.</p>
<p>Unfortunately, there is one thing about it that has gotten to me: the powers screen and the B button. It may not sound like much, but I have been jumping out of the powers screen and into a mission prematurely <em>every time</em>—even after realizing what it is I&#8217;m doing wrong. To me, the powers are very important; knowing that I&#8217;ve gone in with less than the best <a href="http://masseffect.wikia.com/wiki/Shockwave" title="Mass Effect Wiki: Shockwave">Shockwave</a> available to me is aggravating. Worse yet, I get into that situation because of a silly interface oversight.</p>
<h3>Powerless to stop it</h3>
<p>In the case of <cite>Mass Effect 2</cite>&#8216;s pre-mission setup, the player must first choose two party members, equip them with weapons, and, lastly, upgrade their powers. In most of these screens, the B button is used to go back a step. In the weapons screens, B backs out of screens in which the player equips a certain party member with weapons to a screen in which she can then select a different party member to equip. To change weapons or check what each member will carry into a mission, the player needs to use the B button several times to navigate the weapons screens.</p>
<p>In the powers screen, however, the B button does not move between party members. Unlike the weapons screens that precede it, in the powers screen the left and right triggers are used to switch party members. Since the player has just come from a set of screens in which the B button is used to navigate between details and party members (and, perhaps, because she is somewhat distracted by the task of spending upgrade points on powers), it is not unreasonable that she press B to switch to the next party member and spend its upgrade points.</p>
<p>Unfortunately, B doesn&#8217;t work that way in the powers screen, and instead exits the party setup screens and begins the mission. From there, the player has to load the pre-mission auto-save and redo her party setup, or play through the mission without the benefit of having spent her hard-earned upgrade points.<sup class="footnote"><a href="#fn-658-1" id="fnref-658-1">1</a></sup></p>
<p>This kind of error is known as a slip: intending to do something but performing the wrong action. In this case, the player intends to switch characters or go back, but presses the button that exits the powers screen instead. Slips often happen when someone acts automatically, doing what she is used to doing in a certain context.</p>
<p>The previous setup screens, and Xbox <acronym title="User Interface">UI</acronym> convention, cause the player to expect that the B button will go back, not advance. Even though the function of each of the buttons is stated on the screen, the player&#8217;s expectations and habits are so strong that, even if she bothers to read them, she may go ahead and press the wrong button anyway.</p>
<h3>B consistent</h3>
<p>This kind of error could have been avoided. The screens could have used a consistent arrangement and means of navigation. If every screen worked the same way, the player wouldn&#8217;t get caught expecting one thing but executing another.</p>
<p>For example, powers setup could have been designed to use the same multi-screen design as the weapons setup: one screen listing the party members, each of which leads to a screen with details of that specific member&#8217;s powers; B to go back. Alternatively, it would&#8217;ve been possible to have the Start button advance, and B go back<sup class="footnote"><a href="#fn-658-2" id="fnref-658-2">2</a></sup>, on every screen.</p>
<p>I don&#8217;t mean to take away from <cite>Mass Effect 2</cite>: it&#8217;s a pretty good game, and has improved on its predecessor. Overall, its interface is simpler and easier to use than it was in <cite>Mass Effect</cite>. The game&#8217;s design, generally, seems to be much more consistent and comfortable to play. It&#8217;s just a shame that this problem made it into the final release.
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-658-1">
<p>It occurs to me that I&#8217;ve not fussed with the in-mission pause menu to find another way of upgrading powers. Can the player just pause and upgrade once the mission has started?<span class="footnotereverse"><a href="#fnref-658-1">&#8617;</a></span></p>
</li>
<li id="fn-658-2">
<p>There is a Back button the Xbox gamepad, yeah, but it&#8217;s not as convenient as B.<span class="footnotereverse"><a href="#fnref-658-2">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Retro Game Challenge avoids retro-game frustration</title>
		<link>http://killspeak.lucasrizoli.com/2010/01/09/retro-game-challenge-avoids-retro-game-frustration/</link>
		<comments>http://killspeak.lucasrizoli.com/2010/01/09/retro-game-challenge-avoids-retro-game-frustration/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 13:15:34 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[ds]]></category>
		<category><![CDATA[help]]></category>
		<category><![CDATA[retro game challenge]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=557</guid>
		<description><![CDATA[Retro Game Challenge has been getting some attention in year-end roundups. In a recent episode of The Brainy Gamer Podcast, Retro Game Challenge was praised for being true to the NES-era games it recreates without being as frustrating. While RGC includes a number of familiar retro games, it does not seem to be as punishing [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/01/retro-game-challenge-boys-gaming.jpg" alt="Two kids playing in “Retro Game Challenge”" title="Arino and the player character playing games" width="420" height="190" class="alignnone size-full wp-image-558" /></p>
<p><cite>Retro Game Challenge</cite> has been <a href="http://www.gamasutra.com/view/news/26245/Gamasutras_Best_Of_2009_Top_10_Games_Of_The_Year.php" title="Gamasutra: Top 10 Games of the Year">getting</a> <a href="http://boingboing.net/2009/12/10/the-boing-boing-20-p.html" title="Boing Boing: The best console and handheld games of 2009">some</a> <a href="http://www.1up.com/do/feature?pager.offset=1&#38;cId=3177389" title="1UP: 2009 Sleepers: The Best Games You Didn't Play">attention</a> in year-end roundups. In a <a href="http://www.brainygamer.com/the_brainy_gamer/2009/12/brainy-gamer-podcast-favorites-of-09.html">recent episode of The Brainy Gamer Podcast</a>, <cite>Retro Game Challenge</cite> was praised for being true to the <acronym title="Nintendo Entertainment System">NES</acronym>-era games it recreates without being as frustrating. While <cite><acronym title="Retro Game Challenge">RGC</acronym></cite> includes a number of familiar retro games, it does not seem to be as punishing to play as the original games or their remakes (<cite>Mega Man 9</cite>, I&#8217;m looking at you).</p>
<p><cite>RGC</cite> is not just a collection of retro homages: the player plays as a player that must complete a number of &#8220;betcha can&#8217;t&#8221; challenges across a bunch of old-school games. The design of this meta-game works against much of the frustration of playing otherwise difficult and unforgiving games. It creates a variety of things to do and game types to play, and keeps play sessions short and sweet, not long or repetitive. It also gives the player the ability to help herself out of uncertain, frustrating challenges.</p>
<h3>Variety keeps things fresh</h3>
<p>There are a variety of challenges in the game. Game Master Arino dares the player to get 250,000 points in <cite>Star Prince</cite>, or finish first in the third race of <cite>Rally King</cite>. These challenges are explicit—the player is told what to do and, sometimes, how to do it—and there is no doubt when the player has completed them.</p>
<p>The challenges encourage the player to experiment or play under certain constraints,<sup class="footnote"><a href="#fn-557-1" id="fnref-557-1">1</a></sup> something the games do not do themselves. While <cite>Rally King</cite> only asks the player to come in the top five in a race, <cite>RGC</cite> asks her to perform a number of boosts, to win while avoiding damage, or to reach a high score—without cheating.</p>
<p>There is also a variety of games to be played: <cite>Robot Ninja Haggle Man</cite> is an action platformer, <cite>Rally King</cite> a racing game, <cite>Guadia Quest</cite> a <acronym title="Japanese Role-Playing Game">JRPG</acronym>, etc. Though some games are repeated (<cite>Haggle Man 2</cite>, <cite>Rally King SP</cite>), the shifts in mechanics and genre keep <cite>RGC</cite> from feeling like a grind.</p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2010/01/retro-game-challenge-arino-challenges.jpg" alt="Game Master Arino from “Retro Game Challenge”" title="Arino presents the player with a challenge" width="420" height="190" class="alignnone size-full wp-image-587" /></p>
<h3>Play is brief</h3>
<p>Most of the challenges can be completed in minutes. Each game has five challenges. <cite>RGC</cite> also allows the player to quickly restart games. This makes it easy for players to retry challenges without having to go through many game menus.</p>
<p>As <a href="http://www.gamasutra.com/php-bin/news_index.php?story=26386" title="Gamasutra: Analysis: Game Design Accessibility Matters">Adam Saltsman has noted</a>, long play times can discourage a player because she finds it too daunting or the rewards too spread out. <cite>RGC</cite> does not ask the player to invest hours of her time into completing its challenges, instead asking the player for a few minutes and rewarding her often.<sup class="footnote"><a href="#fn-557-2" id="fnref-557-2">2</a></sup></p>
<h3>Help is at hand</h3>
<p>In the <a href="http://www.brainygamer.com/the_brainy_gamer/2009/12/brainy-gamer-podcast-favorites-of-09.html">same podcast</a>, it&#8217;s mentioned that Shigeru Miyamoto meant <a href="http://www.mobygames.com/game/legend-of-zelda"><cite>The Legend of Zelda</cite></a> to be played by many players who share tips and discoveries with one another. Sharing was important, often necessary, to play through those older games: without friends or game magazines, I would never have beaten <cite>Super Mario Bros.</cite> or put up with <cite>Battletoads</cite>.</p>
<p>The experience of sharing expertise is recreated in <cite>RGC</cite>. All of <cite>RGC</cite>&#8216;s games have manuals. The player&#8217;s in-game buddy drops hints after failed attempts. He also has a shelf of <cite>GameFan</cite> magazines that the player can browse through to find ways of overcoming challenges and improving her play.</p>
<p>These things help the player help herself. Through the amusing, player-driven help <cite>RGC</cite> keeps the player from becoming lost and frustrated, without putting her through tutorials or adding anachronistic button prompts to the games.
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-557-1">
<p>In a way, <cite>RGC</cite> offers a series of <a href="http://www.xbox.com/en-CA/Games/tips/achievements.htm" title="Xbox.com: Achievements">achievements</a>. These, however, are the foremost goals of <cite>RGC</cite> (rather than asides, like most Xbox achievements); playing each of the games from start to finish is something to do on the side, once the player has unlocked Freeplay mode.<span class="footnotereverse"><a href="#fnref-557-1">&#8617;</a></span></p>
</li>
<li id="fn-557-2">
<p>This is also in part because <cite>RGC</cite> is a DS game, likely to be played for a few minutes on the bus or during commercial breaks, not in long sessions.<span class="footnotereverse"><a href="#fnref-557-2">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Dead Space: scarcity is scary, not storage</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/#comments</comments>
		<pubDate>Fri, 30 Oct 2009 20:02:41 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[adaptive system]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=488</guid>
		<description><![CDATA[Dead Space aims to be scary. Its creators went to great lengths to create a spooky atmosphere, to make the player feel tense and, at moments, panicked. Its play, characters, environments, sounds, and user interface are designed to support such feelings. Unfortunately, some aspects of the game undermine its scariness. Particularly, its way of providing [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/10/dead-space-xenomorph-attack.jpg" alt="Isaac, low on ammunition, faces a black Slasher in “Dead Space”" title="Isaac&#039;s line gun is low on ammo" width="420" height="190" class="size-full wp-image-512" /></p>
<p><cite>Dead Space</cite> aims to be scary. Its creators went to great lengths to create a spooky atmosphere, to make the player feel tense and, at moments, panicked. Its play, characters, environments, sounds, and <a href="http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/" title="Killspeak: Interface, sorting, and fear in “Dead Space”">user interface</a> are designed to support such feelings.</p>
<p>Unfortunately, some aspects of the game undermine its scariness. Particularly, its way of providing the player with ammo and its storage system spoil opportunities to make the player feel desperate. <cite>Dead Space</cite> tries to convince the player that items are scarce, but does not deliver on the threat. Instead, it keeps the player well supplied and safe from making meaningful choices about what she carries. Monsters aren&#8217;t so scary when the player has a full clip.</p>
<h3>Ammo, ammo everywhere</h3>
<p>Early in <cite>Dead Space</cite>, tutorials and tips encourage the player to conserve ammunition. This advice is not useful: there is a lot of ammo in the game world. The player doesn&#8217;t need be too careful, as she can expect to find ammunition throughout the environment in boxes, lockers, and corpses.</p>
<p>Not only that, the player can expect to find exactly the kind of ammo she needs. There is a system that monitors the player&#8217;s inventory and sprinkles just what she needs a few rooms ahead of her. If she&#8217;s carrying the line gun, she&#8217;ll find more line racks. When the player drops or sells the line gun, line racks are nowhere to be found.</p>
<p>As it is, the player is not made to worry about being careful with her shooting. Firing at monsters&#8217; weak spots is more a matter of efficiency than of conservation. Ammunition isn&#8217;t valued as highly as it would be if it were harder to come across.</p>
<p>The adaptive system could have been tuned to keep the player just barely capable of surviving: spawning ammo only when the player&#8217;s supply is very low. When the player is well-enough equipped, perhaps it could spawn ammunition for weapons the player does not carry, or lock some boxes and lockers.<sup class="footnote"><a href="#fn-488-1" id="fnref-488-1">1</a></sup></p>
<h3>Storage is too safe</h3>
<p>Vending machines in <cite>Dead Space</cite> provide access to a personal storage space. Since ammo is abundant and storage available, the player is not likely to ever have to trade-off, say, four shots of the line gun for more stasis energy: the line racks can be kept for a rainy day. The decision to carry, drop, or sell an item can be put off by storing the item for later use.</p>
<p>Instead of encouraging <a href="http://www.trueachievements.com/a26806/pack-rat-achievement.htm" title="True Achievements: Pack Rat achievement in “Dead Space”">pack rats</a>, <cite>Dead Space</cite> should make the most of the tension that <a href="http://gamedesignaspect.blogspot.com/2009/03/memento-mori-how-player-death-is_30.html" title="Game Design Aspect of the Month: Memento Mori: How Player Death is Killing Horror Games (Part II)">&#8220;comes from managing very limited resources.&#8221;</a> If the player has a lot of items, she should be made to decide which are most important. This will make managing her inventory meaningful, and create a better sense of being alone, of getting by with the skin of her teeth (and the few medikits in her inventory).
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-488-1">
<p>This is not an easy thing to get right. I do not know whether or not the system is already tuned to do this and is simply more forgiving than I would like it to be.<span class="footnotereverse"><a href="#fnref-488-1">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Interface, sorting, and fear in Dead Space</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/10/27/interface-sorting-and-fear-in-dead-space/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 08:01:25 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[head-up display]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[user interface]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=455</guid>
		<description><![CDATA[Dead Space&#8216;s in-game interface has gotten a lot of attention. No doubt, the holographic displays look slick, and the way they&#8217;re presented in the game world does a lot to make them feel like a part of it, less artificial.1 But it&#8217;s the fact that the interface does not interrupt the game that makes it [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/10/dead-space-inventory-holographic-interface.jpg" alt="Isaac goes through his inventory in “Dead Space”" title="The inventory interface in “Dead Space”" width="420" height="190" class="size-full wp-image-464" /></p>
<p><a href="http://deadspace.wikia.com/wiki/Holograms"><cite>Dead Space</cite>&#8216;s in-game interface</a> has gotten a lot of attention. No doubt, the holographic displays look slick, and the way they&#8217;re presented in the game world does a lot to make them feel like a part of it, less artificial.<sup class="footnote"><a href="#fn-455-1" id="fnref-455-1">1</a></sup> But it&#8217;s the fact that the interface does not interrupt the game that makes it worth mention. The fear and vulnerability central to <cite>Dead Space</cite> isn&#8217;t ever trumped by the needs of the <abbr title="User Interface">UI</abbr>—and critics noticed. Rarely has the unobtrusiveness of an interface been so acclaimed.</p>
<p>Not pausing the game while the player fiddles with her inventory is not new (it&#8217;s a design choice used similarly before—<cite>System Shock 2</cite>—and since—<cite>Demon&#8217;s Souls</cite>), but <cite>Dead Space</cite> pulls it off particularly well. Thoughtful design compensates, in part, for the lack of pauses and the limited time the player has to keep track of her stuff. By sorting, organizing, and keeping the inventory simple, the interface reduces the amount of attention the player needs to spend on it, leaving her to explore, shoot off limbs, and be scared.</p>
<h3>See-through and sorted to be useful</h3>
<p>In <cite>Dead Space</cite>, the player is often assaulted or surprised by monsters. The in-game interface takes up three quarters of the screen, but is semi-transparent so the player can still see advancing zombies while she heals, reads, or orients herself.</p>
<p>Once the zombies hit, the player will need to heal herself or refill her air tanks, but may not have the time or ability to run away from a fight to a safe place. There are buttons that allow certain items to be used without going through the inventory (using small medkits or reloading weapons), but sometimes the player needs to use an item in her inventory quickly, in the action.</p>
<p>To help her out, items in the inventory are sorted by their usefulness in frantic play situations: medkits are first, then air canisters, then stasis packs (fuel for the slow-mo ability), then ammunition. Within each type, items are sorted by size: larger medkits come first. When the player is running low on <abbr title="Hit Points">HP</abbr> or oxygen, the items to alleviate her distress are the ones the fewest button presses away. She can restore as much <abbr title="Hit Points">HP</abbr> as possible with as few presses as possible.</p>
<h3>Small, separated, and simple</h3>
<p>Even when not under pressure, the player&#8217;s tasks are not needlessly complicated. The interface remains simple and interruptible, not ruining or allowing escape from any surprises.</p>
<p>Items occupy a single inventory slot, no matter their size in the world. There is never a need to rearrange things in order to fit in another item—no <a href="http://gangles.ca/2009/02/01/inventory-tetris/" title="The Quixotic Engineer: Inventory Tetris">inventory Tetris</a>. The player either has space or she doesn&#8217;t.</p>
<p>Fortunately for her, things such as weapons, power nodes, or quest-specific items are stored and presented separately from cheaper, fungible things like medkits. This ensures she has space for key items, reduces the chance that she will discard expensive weapons accidentally, and keeps them out of the way of the stuff she is likely to use or drop from the inventory.<sup class="footnote"><a href="#fn-455-2" id="fnref-455-2">2</a></sup></p>
<p>Without the need to move items around, and without needing to take much care to avoid messing things up, the inventory interface is pared down to the bare necessities. The player can, and need, only ever do two things with an item: use it or drop it. (When at a store, she can buy a new item; when at storage, move or sell one she already has.) </p>
<p>The holographic <abbr title="User Interface">UI</abbr> in <cite>Dead Space</cite> makes things fast and easy, intruding as little as possible on the game&#8217;s intense atmosphere. It looks cool, fits the fiction, and it supports the player&#8217;s tasks and the aesthetic goals of the game: mainly, being scary.
<div class="footnotes">
<div class="footnotedivider"></div>
<ol>
<li id="fn-455-1">
<p>On-weapon ammo counts are among the good ideas <a href="http://doom.wikia.com/wiki/Machine_Gun" title="Doom Wiki: Machine Gun">id did first</a>, but perhaps not best.<span class="footnotereverse"><a href="#fnref-455-1">&#8617;</a></span></p>
</li>
<li id="fn-455-2">
<p>This also allows weapons to be presented in a four-slot cross consistently, echoing the d-pad buttons they&#8217;re mapped to.<span class="footnotereverse"><a href="#fnref-455-2">&#8617;</a></span></p>
</li>
</ol>
</div>
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		<title>Dialogue in Mass Effect</title>
		<link>http://killspeak.lucasrizoli.com/2009/07/27/dialogue-in-mass-effect/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/07/27/dialogue-in-mass-effect/#comments</comments>
		<pubDate>Mon, 27 Jul 2009 08:31:03 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[dialogue]]></category>
		<category><![CDATA[gamepad]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[user interface]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=377</guid>
		<description><![CDATA[Of the many key activities in Mass Effect—shooting, driving, bumpin&#8217; uglies—talking to others was the most satisfying. Though not something with much marketing appeal, dialogue is one of Mass Effect&#8216;s most effective game mechanics. It is easy to use, produces natural-sounding dialogue, and adds a sense of discovery to conversations. It was what I enjoyed [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/06/dialogue-wheel-mass-effect.jpg" alt="Dialogue wheel in “Mass Effect”" title="Dialogue wheel in “Mass Effect”" width="420" height="190" class="size-full wp-image-384" /></p>
<p>Of the many key activities in <cite>Mass Effect</cite>—shooting, driving, <a href="http://masseffect.wikia.com/wiki/Romance" title="Mass Effect Wiki: Romance">bumpin&#8217; uglies</a>—<em>talking to others</em> was the most satisfying. Though not something with much marketing appeal, dialogue is one of <cite>Mass Effect</cite>&#8216;s most effective game mechanics. It is easy to use, produces natural-sounding dialogue, and adds a sense of discovery to conversations. It was what I enjoyed most, and, despite a few faults, something I would like to <a href="http://kotaku.com/gaming/notag/ea-want-mass-effect-dialogue-system-for-other-titles-317568.php" title="Kotaku: EA Want Mass Effect Dialogue System For Other Titles">see in other games</a>.</p>
<h3>The dialogue wheel is easy to use</h3>
<p>The dialogue wheel is an efficient means of presenting and selecting dialogue options. It is a variation of a <a href="http://www.piemenus.com/">pie menu</a>: options are arranged in equal distance around the player&#8217;s cursor. Any one option is as close to the cursor as any other; the player need only pick a direction to highlight an option. This maps options to a gamepad&#8217;s analog stick directly: the direction in which the player takes a conversation is the one she takes with her thumbs on the stick.</p>
<p>In traditional <a href="http://www.mobygames.com/game/amiga/indiana-jones-and-the-fate-of-atlantis/screenshots/gameShotId,282628/" title="Screenshot of a list of dialogue options in “Fate of Atlantis”">list-based menus</a>, some options require the player to move the cursor farther than others. Lists also place options along the same dimension, which makes it more likely that the player will overshoot the option she wants, selecting the wrong one or spending time correcting herself.</p>
<h3>Conversations flow</h3>
<p><cite>Mass Effect</cite>&#8216;s designers also made it simple for the player to decide on an option. Firstly, the options are short and quick to read. Secondly, the position of dialogue options is meaningful: options along the right half of the wheel advance the conversation, along the left, they are more exploratory; nice-guy, neutral, and aggressive options are along top, middle, and bottom respectively. The player need not read all the options, only the options relevant to her. This helps conversations to move at a natural pace because the player does not spend much time reading and deciding.</p>
<p>On top of that, the dialogue wheel appears a moment before the final line of dialogue is spoken. The player can begin deciding among dialogue options while the current piece of dialogue is ending, making it less likely that there will be dead time between utterances. The dialogue seems to be written in a way such that information relevant to the player&#8217;s objectives comes early on; what she hears when the wheel appears is not important, so she can be a little distracted by the new dialogue options.</p>
<p>The combination of ease of use, well-placed and well-timed presentation of options, and good writing make conversations seem much more natural than they do in other games while reducing the burden of reading and picking options.</p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/07/conversation-in-mass-effect.jpg" alt="Commander Shepard speaks with a Salarian in “Mass Effect”" title="A conversation in “Mass Effect”" width="420" height="190" class="size-full wp-image-400" /></p>
<h3>Dialogue is about discovery</h3>
<p>Natural dialogue that is easy to participate in is quite an achievement, but what I found fun about it was the sense of discovery. The terse dialogue options in <cite>Mass Effect</cite> are quick to read, but only suggestive. It isn&#8217;t until the player selects one that she can know exactly what it was.</p>
<p>For the most part, dialogue in other adventure games can only be discovered by the player if it is spoken by non-player characters: the player knows what her character is going to say because she picked the lines already. In effect, her half of the dialogue is repetition.</p>
<p>There some exceptions: <a href="http://www.gameclassification.com/files/games/Sam--Max-Hit-the-Road.png"><cite>Sam &#38; Max Hit the Road</cite></a> and <a href="http://www.aeropause.com/wordpress/archives/images/2008/08/strongbad2.jpg"><cite>Strong Bad&#8217;s Cool Game for Attractive People</cite></a> use icons to represent dialogue options. These, as with the short options in <cite>Mass Effect</cite>, suggest a response instead of showing it outright. When the player selects one, she has some idea of what her character will say, but not exactly what.</p>
<p>Not knowing exactly what will be said adds freshness to the player character&#8217;s half of the dialogue, and creates a sense of exploration.</p>
<p>Unfortunately, this method risks betraying the player&#8217;s intentions: ambiguous or poorly written dialogue options can cause the player character to say something the player didn&#8217;t want. The position of dialogue options in <cite>Mass Effect</cite> adds information that can help a player know whether an option is along the <a href="http://masseffect.wikia.com/wiki/Morality" title="Mass Effect Wiki: Morality">Paragon or Renegade path</a>, but that does not necessarily map to the character&#8217;s tone or discretion. Another problem occurs when options do not seem different enough from one another, making decisions more difficult or feel as if the writers and designers are forcing the player to follow a particular path. Such problems are less likely to occur when dialogue options are presented verbatim.</p>
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		<title>Realism and conservation in WALL·E</title>
		<link>http://killspeak.lucasrizoli.com/2009/06/16/realism-and-conservation-in-wall-e/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/06/16/realism-and-conservation-in-wall-e/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 06:05:31 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Criticism]]></category>
		<category><![CDATA[environmentalism]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[pixar]]></category>
		<category><![CDATA[wall-e]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=230</guid>
		<description><![CDATA[It looks real because it is real It is no mistake that, in WALL&#183;E, trash looks real. The city-cum-junkyard in which WALL&#183;E is marooned is full of texture, dust, and detail. The wasted city&#8217;s realness is meaningful1: it is a vision of the future of the world outside of the movie, the real world. Pixar&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/05/wall-e-with-rubiks-cube.jpg" alt="WALL&#183;E contemplates a Rubik's Cube" title="WALL&#183;E contemplates a Rubik's Cube" width="420" height="190" class="size-full wp-image-337" /></p>
<h3>It looks real because it is real</h3>
<p>It is no mistake that, in <cite>WALL&#183;E</cite>, trash looks real. The city-cum-junkyard in which WALL&#183;E is marooned is full of texture, dust, and detail. The wasted city&#8217;s realness is meaningful<sup class="footnote"><a href="#fn-230-1" id="fnref-230-1">1</a></sup>: it is a vision of the future of the world outside of the movie, the real world.</p>
<p>Pixar&#8217;s realism is not used only to echo a timely, real-world fear, but also to argue that humans are responsible. The humans in old recordings of Earth are not computer-generated, but flesh-and-bone actors. Earth is ruined, and real humans ruined it.</p>
<p>Further, the damage is the result of familiar, even friendly forces. The mountains of garbage were not caused by some large, international conflict (<cite>Planet of the Apes</cite>), deadly virus (<cite>I Am Legend</cite>), or alien invasion (<cite>Independence Day</cite>), but by consumerism and apathy. There are no flashbacks to secret labs or mushroom clouds, but instead chirpy billboard advertisements; no glowing craters, but bras, tires, and other recognizable bits of trash.</p>
<p>In these ways, <cite>WALL&#183;E</cite> uses realism and familiarity to tie its tale to the world outside the theatre. The unreal slickness of the <cite>Axiom</cite> and the goofy look of its inhabitants sets them apart from our experience. It is much more difficult to separate ourselves from the mountain of discarded boots and refrigerators, or the call to &#8220;abandon the planet&#8221; from a tired, wrinkled authority behind a White-House–like podium.<sup class="footnote"><a href="#fn-230-2" id="fnref-230-2">2</a></sup></p>
<h3>From mothership to stewardship</h3>
<p>As strong as its position on the dangers of pollution is, <cite>WALL&#183;E</cite> fumbles its argument in the end. Though the realism of the first half says the danger is real and heedless consumerism a poison, the second half claims the solution is eagerness and care.</p>
<p>The film&#8217;s position seems to be what <a href="http://religion-online.org/showarticle.asp?title=1807" title="Religion Online: The Biblical Vision of the Ecological Crisis">Rosemary Ruether calls</a> the Protestant stewardship approach: &#8220;Nature must be regarded as an object, not as a subject. It is our possession, but we must possess it in a thrifty rather than a profligate way.&#8221; With care and hard work, the Earth can be saved. Nature and health are grand projects of conservation.</p>
<p>Hopeful though it is, this position often does not consider the historical and economic context in which damage and restoration occur. As <a href="http://io9.com/5020391/humanity-cannot-be-saved-in-wall+e" title="io9: Humanity Cannot Be Saved in Wall&#183;E">Annalee Newitz notes</a>, &#8220;everybody on Earth is dead except for those who could afford to take what is billed as &#8216;an executive class cruise&#8217; on the <abbr title="Buy n Large">BnL</abbr> ship.&#8221;</p>
<p>This makes the film&#8217;s end seem not just naïve, but macabre. If unprepared humans (dreaming of &#8220;pizza plants&#8221;), galaxies and generations away from those familiar with Earth and the causes of its destruction, can repair the damage through good will and elbow grease, why did they not do so earlier?</p>
<p>Ultimately, as damning as <cite>WALL&#183;E</cite>&#8216;s opening setting may be, its philosophy is toothless. It reduces the environmental problem to one between Nature and Man (the only things mentioned in <a href="http://www.youtube.com/watch?v=KTQD0weUTF8" title="YouTube: Peter Gabriel - Down To Earth">&#8220;Down to Earth&#8221;</a>, the song that plays over the credits), discarding the economic dimension. Having shown the audience its own dire situation and condemned its destructive habits, the film tells it that everything can be okay, that we can have buildings and high technology and a green world so long as we plant enough seeds.
<div class="footnotes">
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<li id="fn-230-1">
<p>As is the <a href="http://www.gamesradar.com/f/fallout-3-vs-reality-photo-comparison/a-20081204123919283009" title="GamesRadar: Fallout 3 vs. Reality: Photo Comparison">verisimilitude of Washington in <cite>Fallout 3</cite></a>.<span class="footnotereverse"><a href="#fnref-230-1">&#8617;</a></span></p>
</li>
<li id="fn-230-2">
<p>If this is true, the filmmakers&#8217; other conspicuous use of real-world humans is also meaningful: the clips of &#8220;It Only Takes a Moment&#8221; from <cite>Hello, Dolly!</cite> which WALL&#183;E cherishes. Love is real too, even between two robots.</p>
<p>The love between the two &#8216;bots is better realized and more convincing than that between the two humans on the <cite>Axiom</cite>. As in <cite>Blade Runner</cite>, it is the robots that are the most human. Unlike <cite>BR</cite>, the humanity of the robots is obvious, so much so that the movie doesn&#8217;t bother asking whether or not they <em>can</em> love. We know that EVE and WALL&#183;E will be together, because &#8220;It Only Takes a Moment&#8221; has told us so.<span class="footnotereverse"><a href="#fnref-230-2">&#8617;</a></span></p>
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		<title>What I learned from megahunks and superbabes</title>
		<link>http://killspeak.lucasrizoli.com/2009/05/16/what-i-learned-from-megahunks-and-superbabes/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/05/16/what-i-learned-from-megahunks-and-superbabes/#comments</comments>
		<pubDate>Sat, 16 May 2009 07:59:19 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Observation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[humour]]></category>
		<category><![CDATA[joke]]></category>
		<category><![CDATA[powerpoint]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[slides]]></category>

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		<description><![CDATA[I&#8217;ve given a lot of presentations. I like giving them, researching, preparing slides, talking, answering questions. In the past few years, I&#8217;ve made an effort to improve my skills. I&#8217;ve reduced the amount of text on my slides, I face the audience, I speak slower—and I try to learn from my mistakes. The Megahunks &#038; [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve given a lot of presentations. I like giving them, researching, preparing slides, talking, answering questions. In the past few years, I&#8217;ve made an effort to improve my skills. I&#8217;ve reduced the amount of text on my slides, I face the audience, I speak slower—and I try to learn from my mistakes. </p>
<h3>The Megahunks &#038; Superbabes fiasco</h3>
<p>About a year ago, I prepared a talk on the use of analogies to understand complex systems to give as a part of the <a href="http://ws.cs.ubc.ca/~udls/w/index.php/Main_Page" title="UDLS Wiki">Un-Distinguished Lecture Series</a> (better known as <a href="http://ws.cs.ubc.ca/~udls/w/index.php/Main_Page" title="UDLS Wiki"><abbr title="Un-Distinguished Lecture Series">UDLS</abbr></a>). It&#8217;s a topic I find interesting, but I worried that it would be boring to a bunch of grad students dropping in on Friday before going out to drink.</p>
<p>In order to spice it up a bit and, yes, try to secure a larger audience, I announced a talk on a different topic: sexy men and women. Before giving the presentation on analogies and complexity, I would give a joke presentation full of garish slides, inane talk, and unfortunate typos. It would lighten the mood, I thought. The audience and I would laugh at the amateur quality and vapidity of it all. I put together a few slides, and mailed out the following abstract:</p>
<blockquote><p>there are lots of people that are super hot for men and for women but do we know which is hotter the man or the woman? im going to show a lot of pictures of sexy people and we can decide which are the most sexy or the two. SAFE FOR KIDS!!! (your sick for thinking i&#8217;d make a pornshow) ;P c u there</p></blockquote>
<p><span id="more-256"></span></p>
<p>The trick worked: somewhere between twenty and thirty people showed up in time for the talk (as punctual as <abbr title="Computer Science">CS</abbr> students are when there&#8217;s no free food), a good turnout. I did my best to live up to my stupid slides, speaking with the judgemental attitude of TMZ in the style of <a href="http://www.somethingawful.com/hosted/jeffk/">JEFF K</a>. The three slides in my joke presentation on megahunks and superbabes follow.</p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/05/megahunks-and-superbabes-01.png" alt="“Megahunks &amp; Superbabes!!! whose the hottest!? u deicide”" title="Title slide for “Megahunks &amp; Superbabes”" width="420" height="315" class="size-full wp-image-272" /></p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/05/megahunks-and-superbabes-02.png" alt="Slide with images of two sexually attractive, barely-clothed human beings." title="Megahunk Matt and Megan, Superbabe." width="420" height="315" class="size-full wp-image-273" /></p>
<p><img src="http://killspeak.lucasrizoli.com/wordpress/wp-content/uploads/2009/05/megahunks-and-superbabes-03.png" alt="Slide that includes a photo of Jeff Goldblum nude, on a beach, reacting to a splash of cold water on his genitals" title="No one notices that rockin&#039; Word Art." width="420" height="315" class="size-full wp-image-274" /></p>
<p>The audience laughed and called out jokes. A few pointed out the incorrect use of &#8220;whose,&#8221; that I had stretched some of the images, and tried to guess who was with Jeff Goldblum in that photo.</p>
<p>I followed these slides with a blank one, over which I said something along the lines of &#8220;seriously though, here&#8217;s what I&#8217;m here to talk about&#8221; and then got into the <em>real</em> presentation: <a href="http://ws.cs.ubc.ca/~udls/w/index.php/Thoughts_on_the_use_of_Analogies_in_Understanding_and_Solving_Complex_Problems%2C_Muthafuckaz" title="UDLS: Thoughts on the Use of Analogies in Understanding and Solving Complex Problems, Muthafuckaz">Thoughts on the Use of Analogies in Understanding and Solving Complex Problems</a>.</p>
<p>That was when I lost the audience. Talking though the first few slides, I noticed that they&#8217;d become much quieter. Emt, interrupting my explanation of how colour is to spectrum as tone is to scale, asked &#8220;Analogies? Are you serious?&#8221;</p>
<p>&#8220;Uh,&#8221; I hesitated. &#8220;Yeah.&#8221; I had hoped to pull the rug out from under them, but I had <a href="http://en.wikipedia.org/wiki/Sucker_punch">sucker punched</a> them instead.</p>
<p>I got through it, but I&#8217;ve not lived down my mistake. Since, other <abbr title="Un-Distinguished Lecture Series">UDLS</abbr> lecturers have joked about it by showing slides on unrelated topics with long titles in the middle of their presentations, threatening to &#8220;pull a Lucas.&#8221;</p>
<p>I&#8217;ve thought about that bungled joke a while. My joke presentation flopped, but why? I&#8217;ve tried to diagnose what went wrong, and find ways to avoid making the same mistakes. What follows are a few of the things I&#8217;ve come up with.</p>
<p>They&#8217;re not hard and fast rules, nor are they applicable in every case. Some should be obvious. Nonetheless, I do think they can be useful, and not only to fake out your audience with <a href="http://en.wikipedia.org/wiki/Pin-up_girl" title="Wikipedia: Pin-up girl">cheesecake</a>.</p>
<h3>Get your rewards right</h3>
<p>I went from <a href="http://www.apple.com/trailers/paramount/transformersrevengeofthefallen/" title="Trailers for Transformers 2">ogling Megan Fox</a> to a remarkably un-sexy brain teaser from the <acronym title="Graduate Record Examination">GRE</acronym> test prep. I feigned a fun, juicy presentation but delivered a dry, thoughtful one that had nothing to do with hot bods. It was a mistake to do so. It is better to risk scaring the audience away at the beginning, then rewarding them for their patience, than to tease them and not deliver. </p>
<p>Perhaps I should have started with a <em>dull</em> presentation, later switching to something more engaging. I could have made drab and heavy slides, full of complicated diagrams of the geometry of beauty, then moved on to more colourful things, like the photos of hurricanes and crowds in <a href="http://www.slideshare.net/lrizoli/thoughts-on-the-use-of-analogies-in-understanding-and-solving-complex-problems-muthafuckaz" title="SlideShare: Thoughts on the Use of Analogies in Understanding and Solving Complex Problems, Muthafuckaz">the slides on complexity</a>.</p>
<h3>Take advantage of their good will</h3>
<p>Thing is, it&#8217;s okay to start juicy and then dry up—a little. The slides could have hooked them, softened them up for some meaningful content. As it was, the fake presentation grabbed everyone&#8217;s interest, and then the second one did nothing with it. There was no connection to be made from sexy people to complexity. It is important to take advantage of the good will of the audience. </p>
<p>I could have realized hunks and babes would be more exciting than analogies and complex systems, and kept those slides, used them to draw the attention of the audience before dropping science on beauty and sexual attraction. After I had everyone&#8217;s eyes and ears, I would ask &#8220;<em>Why</em> do we find this supermodel so attractive?&#8221;<sup class="footnote"><a href="#fn-256-1" id="fnref-256-1">1</a></sup> </p>
<h3>Be clear before being clever</h3>
<p>I thought the goofy, poorly made slides would tell them that the presentation was a joke. I mean, the images are warped, the spelling off, and it&#8217;s in Comic Sans, fer chrissake! They were meant to make the audience sceptical of the presentation.</p>
<p>They weren&#8217;t clear. Not everyone takes typos as cues to become critical and wary, as I do. Instead, the mistakes and imperfections signalled to the audience that they could kid and relax. The real joke—that the whole presentation was fake—was hidden. It is better to err on the side of readability rather than of subtlety.</p>
<p>The joke might have been clearer had I used something more esoteric, less appealing, and been more forceful and bizarre. I could have made the topic ridiculous, presenting close-up images of insect larvae and asking the audience which they thought was most attractive. &#8220;Which of these slimy young things would you like to kiss?&#8221;</p>
<h3>Be sure they&#8217;re in on it</h3>
<p>The audience did not know it was a parody, and I did not do enough to help them see it as one. I had failed to get the audience on my side. They had fun with &#8220;Megahunks &#038; Superbabes&#8221; itself, not at its expense.</p>
<p>I assumed they would come in expecting to see a serious presentation, but sent out a silly abstract and started with funny slides. I failed to see that the audience did not, and could not, know that I intended to talk about analogy. I&#8217;m the only one that can read my mind. Presentations should be considered from the perspective of the audience, divorced from the experience of the presenter.<sup class="footnote"><a href="#fn-256-2" id="fnref-256-2">2</a></sup></p>
<p>I&#8217;m certainly not the only one that&#8217;s failed to get his audience in on the joke. Ghandi made the same mistake. He describes it in <a href="http://wikilivres.info/wiki/An_Autobiography_or_The_Story_of_my_Experiments_with_Truth" title="Wikilivres: The Story of my Experiments with Truth">his autobiography</a>:</p>
<blockquote cite="http://wikilivres.info/wiki/The_Story_of_My_Experiments_with_Truth/Part_I/Shyness_My_Shield"><p>When my turn for speaking came, I stood up to make a speech. I had with great care though out one which would consist of a very few sentences. But I could not proceed beyond the first sentence. I had read that of Addison that he began his maiden speech in the House of Commons, repeating &#8220;I conceive&#8221; three times, and when he could proceed no further, a wag stood up and said, &#8220;The gentleman conceived thrice but brought forth nothing.&#8221; I had thought of making a humourous speech taking this anecdote as the text. I therefore began with it and stuck there. My memory entirely failed me and in attempting a humourous speech I made myself ridiculous. &#8220;I thank you, gentlemen, for having kindly responded to my invitation,&#8221; I said abruptly, and sat down.</p></blockquote>
<p>Ghandi and I should have known better. Not only could we have communicated our intent more clearly (Ghandi by impersonating <a href="http://en.wikipedia.org/wiki/Christopher_Addison,_1st_Viscount_Addison" title="Was it 1st Viscount, Christopher Addison? (Wikipedia)">Addison</a>), but we could have taken a moment to think about the audience. Would they know about Addison&#8217;s stumble? Would it be funny to them?</p>
<h3>Be confident</h3>
<p>All things considered, I would have been better off without &#8220;Megahunks &#038; Superbabes&#8221;. I was told later by a by a few audience members that the presentation about analogies and complex problems was pretty good, despite starting off on the wrong foot. Instead of resorting to cheesy humour and sex appeal, I should have been confident enough in my presentation to go out and give it as it was.</p>
<div class="footnotes">
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<li id="fn-256-1">
<p><a href="http://www.bswerd.com/">Brad</a> picked up where I dropped off, answering that question in <a href="http://ws.cs.ubc.ca/~udls/w/index.php/What_makes_people_ridiculously_good-looking" title="UDLS: What Makes People Ridiculously Good-Looking?">a later lecture</a>.<span class="footnotereverse"><a href="#fnref-256-1">&#8617;</a></span></p>
</li>
<li id="fn-256-2">
<p>This should be second nature to me, given my work in human–computer interaction and user-centered design.<span class="footnotereverse"><a href="#fnref-256-2">&#8617;</a></span></p>
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		<title>Killspeak is moving</title>
		<link>http://killspeak.lucasrizoli.com/2009/05/07/killspeak-is-moving/</link>
		<comments>http://killspeak.lucasrizoli.com/2009/05/07/killspeak-is-moving/#comments</comments>
		<pubDate>Thu, 07 May 2009 20:35:57 +0000</pubDate>
		<dc:creator>Lucas</dc:creator>
				<category><![CDATA[Meta-posting]]></category>

		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=261</guid>
		<description><![CDATA[Killspeak is moving to http://killspeak.lucasrizoli.com/. The move will happen sometime later tonight (EST). Once moved, this site and its content will not be accessible at the same web address it is now. You will have to change your links, bookmarks, and subscriptions from http://www.soupface.net/blog/ to http://killspeak.lucasrizoli.com/. That is all. Update: The new site seems to [...]]]></description>
			<content:encoded><![CDATA[<p>Killspeak is moving to <a href="http://killspeak.lucasrizoli.com/"><strong><code>http://killspeak.lucasrizoli.com/</code></strong></a>.</p>
<p>The move will happen sometime later tonight (<abbr title="Eastern Standard Time">EST</abbr>).</p>
<p>Once moved, this site and its content will not be accessible at the same web address it is now. You will have to change your links, bookmarks, and subscriptions from <code>http://www.soupface.net/blog/</code> to <code>http://killspeak.lucasrizoli.com/</code>.</p>
<p>That is all.</p>
<p><ins>Update</ins>: The new site seems to be working, though the look of the site has had to change. I hope to fix broken links and etc. If you notice anything funny with the site, please let me know: leave a comment on this post.</p>
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