Wednesday, April 19, 2017

The Last Game I Make Before I Die: Crashland Dev's Amazing Talk


This video is the full GDC 2017 talk given by Sam Coston of game studio Butterscotch Shenanigans. It details the story of Crashlands, the large-scale 2D action-RPG crafting game that Sam worked on with his brothers and talks about his struggles in dealing with developing the game and his own cancer diagnosis. The talk doesn't just touch on Sam's deeply personal story but also offers a very insightful look at the game development process.

Tuesday, April 18, 2017

Weird Optical Illusions Fool Bots: AIs HATE Them!

Description: Various abstract patterns labeled with what an artificial intelligence
incorrectly identifies them as. Image by Jeff Clune, Jason Yosinski, Anh Nguyen
Search engines like Google and Bing have offered features where you can upload a photo and it attempts to identify what it's a picture of. The way this is accomplished is by applying a combination of algorithms and linked networks called "neural networking". But in a surprising study released by researcher Jeff Clune, these processes inspired by the human brain can also be fooled by something our brains can be tricked by, too: specially crafted optical illusions. Researchers have found that  it's pretty easy to make images that a neural network will be 99% confident certain is a recognizable object, but any human will tell you is unrecognizable garbage, as in the above example. The whole study and similar research offers a pretty interesting look at the differences between how humans  and computers process and recognize images.

From a recent article at The Verge, one possible explanation for how this process works hinges on how these algorithms and networks make decisions:
One explanation is that adversarial images take advantage of a feature found in many AI systems known as "Decision boundaries." These boundaries are the invisible rules that dictate how a system can tell the difference between, say, a lion and a leopard.
These images have the rather plain name of "fooling images". Engineers are already working on how to counter them:
To better defend AI against fooling images, engineers subject them to "Adversarial training." This involves feeding a classifier adversarial images so it can identify and ignore them, like a bouncer learning the mugshots of people banned from a bar.
The entire article has a look at what this means for facial recognition, machine learning and the evolution of artificial intelligence. Read the whole thing here.

Monday, April 17, 2017

Dramatic Failure: Serial Harasser Zak S. Joins White Wolf

Photo of Zak Smith courtesy of White Wolf.
It recently came to light that Zak Smith, the serial harasser who clings to the ass of the role playing game industry like a boil you can't lance, managed to find continued employment.

This time, Zak's managed to attach their lamprey-like mouth to the mobile division of White Wolf (WW) as the co-author of Vampire The Masquerade: We Eat Blood, as announced here. Notably, this announcement blog post from WW also includes the following concluding paragraph:
Regarding the recent accusations made against our freelancers: White Wolf was aware of and investigated the previous accusations against Zak before contracting him to write and illustrate the game script. Fortunately, these accusations all pertained to alleged online behavior: each accusation is connected to an online discussion, and the digital records of these discussions can be located and reviewed. White Wolf’s investigation concluded that the accusations are false, and that Zak did not engage in the alleged behavior. We have full faith in Zak and Sarah and are excited to see their great work with the World of Darkness spread!
It's notable because this paragraph confirms that White Wolf has not just gone creatively bankrupt but morally bankrupt, too. Aside from the fact that WW decided to hire a sentient trash pile that assumed the shape of a person, WW's decision is puzzling because Zak Smith has used his fanbase  to harass people important to WW's past, like David Hill (Chronicles of Darkness, Changeling) and Avery Adler (Monsterhearts). David Hill writes of the harassment he received:
The phone call that I received came from a cheap prepaid phone purchased in the city he lives, but millions do. The phone call directly referenced him, and things he's specifically obsessed with. Around that time, I received an email rerouted through the United Arab Emirates which featured a photo of my child's school and a number of very specific threats... it referenced things he's said about me which were not true, and at the time, he lived some 20~ minutes from me.  
I know every time he brings me up, because I tend to wake up to a stream of threats and very disturbing anonymous messages.  
For the past seven or so years, he's screen-shotted and saved everything I say online, even things I've said in private groups, in spite of thorough blocks. I've had to aggressively block people suspected of being his sock puppets. At one time, a friend of mine being harassed by him actually had an associate who is a plagiarism expert identify a few of his sock puppet accounts who write exactly like him... He's been impersonating [an] RPG net mod for over a year... When called on it, he said it wasn't him and it didn't happen. When logs were shown, his story changed and now he's saying it isn't him, but someone that shares a computer with him, who has been impersonating this community figure for over a year to defend him and talk him up. And who writes with an almost laughably similar style to him.  
My issue is that he stalks me. He saves everything I say online. His fans threaten me and my family. I have tried for the better part of a decade to get him to leave me the fuck alone, but he absolutely under no circumstances will not. This isn't some thing where I can sit down with a cup of tea and meet him half way... This is not some rational disagreement. He's a stalker. He's an abuser. I'm not going to kindly ask him to pretty please stop abusing me and everyone else he's abusing. Because I have before. It didn't work. It won't work.
In 2015, I covered Zak Smith's use of a website he ran to snipe, misgender, insult and harass anyone Zak didn't like. But the documentation of Zak Smith's harassment doesn't end there. Here's a first-hand account from another one of his targets of one incident, and then a master post of what Zak did over the course of three and a half years. Here's a 3 part post from another woman in tabletop gaming Zak Smith has harassed detailed what she was put through: Part One, Part Two and Part three.

Zak Smith also has a secret group he uses to co-ordinate his followers into his private harassment army.

And just when you thought that GamerGate's fever dream given flesh couldn't sink any lower, here's how Zak Smith used a charity to force his harassment victims to have to interact with him.

At this point, it's a pretty good idea to view seeing Zak Smith's name attached to anything in the same way you'd view watching a cockroach skitter out of a diner's restaurant kitchen: a warning sign for you to take your business elsewhere, lest you consume something disgusting.

Friday, April 14, 2017

Marvel Comics Exec Says "Diversity" Is Why Sales Are Down

David Gabriel, Marvel Comics' Vice President of Sales spoke at a recent retailer summit and said that "...people didn’t want any more diversity. They didn’t want female characters out there," and that "Any character that was diverse, any character that was new, our female characters, anything that was not a core Marvel character, people were turning their nose up [at]."

This contrasts with the experience of one retailer who spoke with ICv2 on the first day of the retailer summit who said a more diverse cast of characters were helping bring new customers to his store. The latest iteration of Ms. Marvel, which has Muslima teenager Khamala Khan taking up the title role, was nominated for a Hugo Award this year. In a detailed post on CBR.com that did some serious number crunching of Marvel Comics' sales for the past year, Charles Paul Hoffman wrote:
Just to be clear, “diversity” has very little to do with the drop in sales in Marvel’s top 10 books. Only three (“The Mighty Thor,” “Invincible Iron Man” and “Black Panther”) can be considered “diverse,” in that they star a lead character who is a woman or a person of color. The rest are series starring white male heroes or teams made up predominantly of white male heroes. These are Marvel’s traditional A-list heroes, being written and drawn by A-list writers and artists (almost all of whom are themselves white men), and yet they are floundering... 
While Marvel has admittedly had some misses among its “diverse” titles, it has also had some genuine hits. “The Mighty Thor” remains Marvel’s No. 2=selling ongoing superhero series. “Black Panther” has been a solid hit as well, selling enough single issues to be in Marvel’s top 10, and enough trades to make the bestseller lists. “Invincible Iron Man” (starring Riri Williams) is also in the top 10, showing very little attrition from writer Brian Micahel Bendis’ pre-“Civil War II” series. “Spider-Man” is close behind, selling about 5,000 more copies than Miles Morales’ pre-“Secret Wars” series.”Spider-Gwen” and “All-New Wolverine” are also both doing well, with more than 29,000 copies sold in February for both titles. And then there’s “Ms. Marvel” and “The Unbeatable Squirrel Girl,” two series whose trades have also made the bestsellers lists. 
Having dug into the data, it’s become clear that diversity is not hurting Marvel. The truth is, Marvel’s “diverse” titles actually sell decently. 
So if Marvel's more diverse offerings are actually selling decently, bringing in newer clintele and winning awards... then what's up with declining sales? Professionals and fans on twitter have a few ideas:

Other industry analyses have pointed out stumbling blocks that Marvel has seemed to put in its own way, like trying to make its Inhumans line-up replace the X-Men series while X-Men hemorrhages sales and the Inhumans branding repeats many of the same mistakes of the X-Men before them. The Nerdist has an excellent take-down of how diverse casts written by the same ol' roster of white men leads to a lot of tone-deaf bullcrap that can end up alienating readers old AND new:
When Brian Michael Bendis writes Miles Morales as being upset with a fan who mentions his black heritage, or when Nick Spencer has Sam Wilson apologize to Steve Rogers for any activism-fueled anger he may have displayed in the past, it comes off as tone-deaf and leaves readers understandably less than thrilled. The same comic features multi-ethnic villains who are parodies of the “Social Justice Warrior” stereotype, who shout phrases like “You should be an ally, not helping to defend oppression culture!” and “Consider this your trigger warning!” as they throw grenades at Sam... 
Let’s also remember SHIELD #8 (2015), written by Mark Waid, where a black woman viewing her young son’s corpse remarks, “He was no angel“—the same phrase used to vindicate Michael Brown’s murder.
G. Williow Wilson, the lead behind the currently Hugo-nominated Ms. Marvel points out a few things about authenticity, new audiences, changing markets and industry expectations:
What I didn’t realize was that the anxieties felt by young Muslims are also felt by young Mormons, evangelicals, orthodox Jews, and others. A h-u-g-e reason Ms Marvel has struck the chord it has is because it deals with the role of traditionalist faith in the context of social justice, and there was–apparently–an untapped audience of people from a wide variety of faith backgrounds who were eager for a story like this... Diversity as a form of performative guilt doesn’t work. Let’s scrap the word diversity entirely and replace it with authenticity and realism. This is not a new world. This is the world... 
Never try to be the next whoever. Be the first and only you. People smell BS a mile away. 
The direct market and the book market have diverged. Never the twain shall meet. We need to accept this and move on, and market accordingly.
That last point is something important to remember as far as sales. The relaunched Moon Girl and Devil Dinosaur (which I covered here back in 2015) only sells a few thousand issues a month... but its trade paperbacks and graphic novel collections sells like hotcakes to little kids via Scholastic Book Fairs. The market is changing, how comics are sold are changing, and the audience is changing. As Alex Brown puts it on Tor.com:
Blaming readers for not buying diverse comics despite the clamor for more is a false narrative. Many of the fans attracted to “diverse” titles are newbies and engage in comics very differently from longtime fans. For a variety of reasons, they tend to wait for the trades or buy digital issues rather than print. The latter is especially true for young adults who generally share digital (and yes, often pirated) issues. Yet the comics industry derives all of its value from how many print issues Diamond Distributors shipped to stores, not from how many issues, trades, or digital copies were actually purchased by readers. Every comics publisher is struggling to walk that customer-centric tightrope, but only Marvel is dumb enough to shoot themselves in the foot, then blame the rope for their fall.
Looking at a diversity initiative as the beginning and end of what's needed to help improve the state of comics is short-sighted and wrong-headed. Instead of just having the same white men tell stories with some characters of color here and there, there should be structure in place for minority writers and artists and creators to tell the stories they want to a mainstream audience. Diversity as the final and only goal is a hollow act that does nothing but reinforce whiteness and the status quo as the default. That's not the world we live in, so why so worlds we get to make up have to be that way? Free your mind, and the audience will follow.

Wednesday, April 12, 2017

Searching For The Very First Easter Egg In Video Games

This Easter week, I wanted to share a fascinating story of the search for the very first Easter Egg in video game history. Steve Wright, director of software development for Atari's Consumer Division coined the term to describe hidden undocumented features in a video game, like hidden programmer credits or power ups or in-jokes. Atari had a policy of not crediting programmers that worked on their games, developers from their products, as the company believed doing so would prevent competitors from identifying and luring away Atari's best programmers.

In protest against this policy, programmer Warren Robinett devised an obscure series of circumstances in the1979 Atari game Adventure that, when executed correctly would take the player to an otherwise-inaccessible room that displayed the text "Programmed by Warren Robinett". When a curious teenager stumbled upon the hidden credit in the game and notified Atari, the company found that going back and changing the code and issuing new game cartridges would be prohibitively expensive, so the credit stayed. Wright dubbed it an Easter Egg, and Atari turned the act of rebellion into a company feature, making programmer credit Easter Eggs a de-facto company standard.

While Adventure has arguably the most well-known video game Easter Egg, it is not the very first Easter Egg in a video game. That particular honor went to the video game Video Whizball released in 1978 for the Fairchild Channel F home gaming system. Or so it was thought.

Enter video game historian Ed Fries and pioneering Atari employee Ron Milner. During the course of an interview Fries was conduction with Milner about the very first racing car video games, Milner's work on the video game Starship 1 came up. And what Milner said was mind-blower and history-changing. As Fries relates:

“That was the first and only game that I ever programmed and I think it was maybe one of the first games with a backdoor in it," [said Milner]. "I didn’t tell people about this, even within Atari, for at least 30 years, but I had some code in there that if you did a certain sequence of controls it would say ‘Hi Ron!‘ and give you 10 free games.”
I was kind of stunned. If this was true it would certainly predate the earliest video game Easter egg that I knew of and the one that is most often cited as being the first: “Adventure” for the Atari 2600 from 1979. I did a little searching online and found that there was an even earlier Easter egg in the game “Video Whizball” which was released in 1978 for the Fairchild Channel F game console.
But there was a problem. Ron didn’t remember exactly how to bring up the Easter egg. He remembered showing it off to some buddies at a county fair when the game first came out, but that was 40 years ago!
The story of the research into finding and rediscovering this hidden part of gaming history is a super fascinating read, so read the whole thing!

Tuesday, April 11, 2017

WIlliam Shatner vs Experts, #ActuallyAutistic Fans, Facts

Photo of William Shatner courtesy of Splash News
William Shatner is internationally known celebrity whose decades of work as an actor and as a charitable donor and spokesperson have given him tremendous influence both online and off. He has over 2.5 million followers on Twitter, and it was on Twitter that Shatner's behavior has played out in an all-too familiar way-- a celebrity has "good intentions" leading to someplace worse than hell-- stubborn, deep-seated defensiveness when confronted with the consequences of spreading misinformation online.

Four days ago, William Shatner tweeted his support for the group Autism Speaks. Autism Speaks purports to be an organization that represents autistic people, but is near-universally derided and loathed by actual autistic people.

Why? For starters:

Allies and autistic twitter users alike reached out to Shatner after his initial tweet, joining the in progress #actuallyautistic hashtag to outline why Autism Speaks was not a good organization. Shatner told those reaching out to him they should "go start [your] own charity" and blocking them. Others then tweeted that autistic people actually already had-- the Autistic Self-Advocacy Network. Shatner repeatedly accused ASAN's founder of misrepresenting his words and that ASAN was only interested in attacking Autism Speaks. He then block ASAN's founder on twitter along with the co-authors of Neurotribes, when they tried reaching out to him. Shatner instead talked about being attacked, harrassed for voicing his opinion, that tweeting support for Autism Speaks meant he was contributing to freedom of choice... but it got even worse.

Shatner dug himself even deeper into spreading misinformation. When Dr Neil Gorski reached out to Shatner, outlining Autism Speaks' history as an anti-vaxx organization,  what happened next made everything worse. As outlined in Slate:
With that, millions of followers were treated to a hit piece about Gorski hosted by TruthWiki. It’s hard to overstate the unreliability of TruthWiki, a haphazard collection of conspiracy theories and pseudoscientific nonsense riddled with typos and bizarre assertions. The exercise section, for instance, includes only two entries: “Natural Help for Diabetes” and “Deepak Chopra’s Eye Exercises.” When Science-Based Medicine objected to Shatner’s tweet, he posted another set of links discrediting Gorski, this time to the websites Newstarget (motto: “Obliterating Your Safe Spaces With Truth Bombs”) and NaturalNews, which is run by Mike Adams, aka “the Health Ranger”—who also founded TruthWiki.
“All on Google,” he added after them, as if that certified their authenticity.
If William Shatner has no compunctions about using his influence as a celebrity and Twitter user with 2.5 million followers to promote causes, then he should also recognize that he bears the responsibility for what can happen when he spreads misinformation and refuses to listen to people that are actually affected the cause he claims to advance. 

Friday, December 9, 2016

Guest Post: Undertale, Emotion, Pain & Love

Nicole Johnson, my sister from another mister, was also a contributor to an Undertale fanzine I solicited for last year. Unfortunately due to circumstances beyond my control, the project folded, but the comic and personal essay to be included were too good to miss out on. So I've been granted permission to reprint them here and share them with you all, gentle readers.



UNDERTALE SPOILERS FOLLOW AFTER THIS LINE

Long story short, I am glad I decided to do this. I am fairly certain that I would -not- have wanted to play out the rest of the game. For one thing, there are some really hard-looking battles. And there’s so much more of it than I expected. Seriously, we were there watching for like 5 hours.
My feelings on Undertale overall now… are that it’s a magnificent work of art. But an experience I can’t really enjoy because the depth of my investment… kind of makes being challenged by what is maybe the most meta, psychological (in an emotional rather than analytical sense) game I’ve ever seen into a harrowing event. I am certain that several spots in the game’s remainder would have elicited similar reactions in me as the fight with Undyne.
There are things I -adore- all throughout the game. There is so much I love. Characters, moments, dialog, sprites, backgrounds, music. Relationships. It is all rich and bountiful and brilliant.
But I still find it ultimately too sad to feel “good” about. It’s great art, but it leaves me in pain. Some great art does that. I don’t regret getting into this game. But it is very sad. It touches me deeply, I relate to so many elements of it so intimately, it cuts right to the bone. And it is rich in sadness.
I wish more people would have emphasized that to me. What people emphasized to me at first was the wonderment of “the game where you don’t have to hurt anyone”. That… sounded so healing, and wonderful. I was in a vulnerable place emotionally, and it sounded like the RPG I’d been waiting for my whole life. The Gentle RPG. Undertale is not gentle.
The other thing people emphasized to me was that the ending was magnificently redeeming and heartwarming. And they were partially right, and partially wrong, about how they thought I’d find it.
The Ending (the True Peaceful Ending, the Full Mega Deluxe Genuine Microsoft Advantage version) was …..it was very wonderful in some ways. 
I was given so much that I wanted. 
I got the ONE THING I wanted the most from the very beginning. I got to stay with Goat Mom. 
Sheesh, that is all I wanted. 
I seriously tried to see if I could, er, ‘end’ the game at the beginning. I never disobeyed Toriel. Which made the beginning….. kinda long. Well, I never disobeyed her without first trying to comply. As you all know, some of those times you have to do otherwise just to advance. My point is, I didn’t -want- to. The second she showed me my bedroom and touched my hair, I was SOLD. I wanted that life. I wanted the game to end right there. I wanted a mother who loved me.
Despite the wonderfulness of the ending… I am left aching by the tragic underpinnings of the story. The six dead souls. The suffering of the monsters and the war. Asriel. And Asriel once more, for good measure. I am left wounded by the emotional tumult one endures directing one’s fate through this world. So much emotional tumult. That’s practically one of the things the game’s “about”. The difficulty, ambiguity, and struggle that goes with trying to be a good person and fix things and help people/monsters. And care about things. How painful it is to care.
And I guess that…. circuit of mine is ‘hot’. Anything that touches my insecurities concerning those things shorts me out and I go haywire.
I think I am able to appreciate all the things I love about the game (Temmie), but I … do not have the relationship to it of an unambiguous fan. I mean, I am a fan in the sense that I generally promote it and think it’s a great game and should be played. But it was a rough experience. And it… left me with some freshly opened old wounds. And when I tell people about the game, I will tell them: It is magnificent, but if you get emotionally invested in character-driven stories, it is going to cut you. Maybe only a little bit, maybe a lot. But it is not Gentle. Shit, the pacifist route makes Mario RPG look like a playful romp with friends, a diversion by comparison.
It is a game rich with joyous playfulness, humor, redemption, and tender love. But it is also rich with tragedy, and struggle, and pain. I feel this needs to be said more than it was said to me beforehand.
As Dana put it, “Seeing you embark on this game with a full heart, opening yourself to it, and then just getting destroyed by it, was really hard to watch.”
So now I know how it all ends. (and ends. And ends. And then ends for Real. And then for REALLY real.) 
I am not the child who finishes the game out. I never finished the game. I dropped out, and watched the path of another hero for the benefit of knowledge. As an observer. My path was cut short. I know how it all goes down, but…. it feels like an adventure I set out on that ultimately bested me. A Game Over. I am not the child whose destiny unites the worlds, I’m someone who didn’t make it to the end. At least not in the shape I arrived there in.
So now I’m free. I can move on. Hopefully remain able to cherish the things about Undertale that I loved, hopefully, without… stewing and despairing over the things that hurt me emotionally. I feel freed from the responsibility I felt I had to myself, to know the full story. But the story doesn’t feel like ‘mine’. The other options were to try to grind through it myself and probably fuck myself up emotionally, or to not play OR watch and slowly find out all about it from the people around me. I thought this seemed preferable. And I’m really, really glad I got to do it with @cascadiarch right there, holding my hand.

Nicole Johnson is a cartoonist, musician, and costumer whose fondest wish is to publish stories that help weird little kids like she was once. She is definitely not a child masquerading as a voting-age citizen. She lives in California with her bossy big sister, a very helpful seabird, and two stupid cats.

Disclosure: I am a supporter of Johnson's Patreon.

Retro Video: Classic DOS-era Art Step By Step

For your morning retro-game pleasure, I humbly present to you the following: A video from the wonderful channel "DOS Nostalgia"containing time-lapses of all of the background art from a Sierra On-Line classic "The Colonel's Bequest". Until the widespread adoption of VGA color modes in computer monitors, the designers at Sierra stored background art for their games in a special vector format.

One especially neat thing about this format (at least if you're a behind the scenes graphic design nerd like I am) is that the background screen art can be displayed and drawn in a sort of step by step fashion-- essentially letting you see just how it was imagined, laid out and created by the game's artists. All in all, it's a fascinating peek at the artistic process in an otherwise long-lost game format.

Please enjoy this gorgeous, dark, and detailed art set to the beautiful MT-32 music from the game below.

Thursday, December 8, 2016

Helluva Composer: Behind The Music of DOOM and more

PC Gamer has a great interview (and over-view) of the work of Mick Gordon, who most recently won praise for the bone-crunchingly, demon-slayingly hard rocking soundtrack to the recent DOOM reboot. As they introduce him:
“Back when Bethesda and id Software were making announcements about the recently rebooted Doom... [it was announced that] Mick Gordon was onboard to compose the soundtrack  His work on Wolfenstein: The New Order and Killer Instinct is cherished among those games’ playerbases, and the intensity of both owe a lot to his anarchic (but still impressively subtle, when it needs to be) approach to getting visuals and music swinging to the same beat. Based in Australia, Gordon’s been around for a while. He’s worked on two Need For Speed games, as well as Shift 2 Unleashed and ShootMania Storm, to name a few examples. Currently he’s working with Arkane Studios on its Prey reboot, which—as he relates below—will mark a departure from his recent, foot-to-the-floor audio rampages.” 
I'm not kidding about the DOOM soundtrack being awesome. One of the few complaints about the handling of the game's release was "why wasn't the soundtrack released on day one with the game?"-- though that was eventually rectified with the release of an official soundtrack. Gordon himself released an in-depth look at his process behind the music in a two part video series on his official youtube channel, available below:

Wednesday, December 7, 2016

[VIDEO] Holy Crap! Atari 2600 Emulator Runs In Minecraft

Description: Screenshot of aerial view of  a grass field in Minecraft
with grooves carved out to spell "Holy Crap!!!"
We interrupt your whatever you are doing to bring you this amazing video from user SethBling showing all of the work that went into getting the popular sandbox-construction Minecraft to run an Atari 2600 emulator INSIDE the game using nothing but the existing tools and blocks available in Minecraft itself. Seriously, like, he has a memory cache built out of blocks of dirt and stone.

Anyhow, the video below shows the emulator in action as well as goes into the fascinating technical explanations of how he worked to pull it off. It also doubles as a clear technical explanation of how early cartridge based systems and consoles worked.

Knit 1, Pwn 2: Learning Programming Via Knitting Games

Description: Illustration of a knitting work in progress of a heart
pattern using a knitting guide. Illustration courtesy Idea Studios.
Writing for Vice.com's Waypoint section, Nicole Carpenter muses on how knitting has connected her with two things very important to her: her grandmother, and computer programming. It's not as unlikely a connection as one might think, As she explains:

Knitting is an exercise of binary code: knit or purl. One or zero. Knitting patterns—and patterns for other yarn crafts—can be considered some of the first programming languages. 
"Computers ultimately started off partially inspired by weaving and the Jacquard loom," electrical engineering professor Karen Shoop of Queen Mary University in London told Mind/Shift in 2013. "Arguably, some of the earliest programmers were the people making paper punch hole patterns for weaving patterns."
While yarn and its aesthetics have been a part of video games over the years, present in titles like Yoshi's Woolly World or the more recent Unraveled, Carpenter explores designer April Grow's work  on two games that center on yarncrafting as actual game mechanics: Pattern and Threadsteading.

Both games use craft in its literal sense—the act of making something—as well as as a storytelling theme, in a more abstract way. They bridge the perceived gap between technology and craft, a perception that Shoop discusses, too: "I loved the fact that there is a perception—usually wrong—that there's a world of computer (soulless, technical, 'geeky') and a completely different domain such as knitting (traditional, 'female', craft)—yet there is a clear overlap." 
Pattern is knitting as binary made literal, using crochet as the craft of choice. Like knitting, crochet uses patterns. Grow's game intends to teach players to decipher a pattern's programming-like expressions; she wanted to highlight the math, systems, and equations she saw in crochet—the ones and the zeroes.
The entire article is an interesting exploration of the way knitting as a mechanic bridges the gap between technology, craft, code and personal memories. Read the whole article here.
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Monday, December 5, 2016

Bringing Arrival To The Big Screen: Screenwriter Speaks

Ted Chiang's short story "Story of Your Life" stuck with screenwriter Eric Heiserer long after he put it down. Heiserer had written a number of successful horror screenplays, but said the the impact the story had on him made him want to pursue it as a movie. In a behind the scenes article for The Talkhouse, Heiserer talks about how he went from turning "The Story of Your Life" into the hit film Arrival. An excerpt:
I pleaded with the author to let me write the script on spec, which meant optioning the rights for an extended period of time. I pitched him my take, which felt akin to saying, “I’m borrowing your car. It may come back with some aftermarket stuff and a new paint job. Please, trust me.”
He did, and I spent the next year learning why science fiction is so difficult to get right. Here are some of the many lessons this script taught me.
 
1. Sometimes the plain truth is more interesting than the beautiful lie. 
At some point, you embrace what kind of story your movie is, and lean into it. If it’s a martial arts action bonanza, your character and story moments happen in the framework of fight sequences. If it’s a musical, your subtext plays in song. This movie was about process — the process of cracking a new language and teaching our own.
Heiserer goes into 4 more important writing lessons his work on Arrival taught him ,as well as the elaborate technical hacks he had to pull off with his screenwriting software to make the script happen and explain the films ideas.

Empowering Roles With Dice Rolls: D&D, Women & Feminism

Rat Queens fan art. Illustration courtesy of nebezial at nebezial.deviantart.com
The notion of women finding empowerment through media and entertainment isn’t new, but the way a new generation of women are finding it through D&D has been.

As Canadian author and movie critic Tina Hassannia started playing Dungeons & Dragons and was surprised to find it an extremely empowering experience. She wrote in a National Post article that “Nerd culture, of which I count myself a member, has long been dominated by men, but playing D&D left me feeling empowered in a way that watching Beyoncé videos never has. Instead of looking up to a role model, the game prompted me to discover the badass warrior within.”

Jen Luneau, writing for The Mary Sue, talks about how being in an all-women D&D group has been fun and empowering for her because she gets to decide what it means for her: "Because we’re surrounded by other women, we’re OK. Because we’re taking a traditionally male-dominated thing and making it whatever the hell we want it to be, we’re OK. And because the six of us have created a safe environment where we can be ourselves, I can’t wait until our next meeting."

One great ongoing look at women exploring D&D and other tabletop systems is She's A Geek. The latest episode goes over The Witch Is Dead and regularly covers campaigns, post-mortems and all sorts of great gaming discussion. Check it out!


Sunday, December 4, 2016

December Patreon Thanks & How You Can Get Free Stuff!

Here's this month's Thank Yous:
  • Cargo, who had nothing to link to, but is a great dude! Thanks, Cargo. 
  • Daphny Drucilla Delight David! Her Patreon is here and her blog is on the blogroll! 
  • Fluffy! Check out their stuff at beesbuzz.biz
  • Hillary Gross
  • Gabriel Gentile

The Code is helped by the patrons I just thanked. In addition to geek ephemera and the esoterically nerdy, I use this blog to focus on marginalized voices and perspectives and advocates for more inclusiveness in media fandoms and sub-cultures.

I also create experimental electronic music and art prints & apparel under the name lowercase t and perform improvisational readings with the Overly Dramatic Readers.

I also help people! 

  • I co-host several charity fundraisers with The Munchausen Society every year
  • Advocate for strong anti-harassment policies and safe spaces at conventions
  • Organize public relations, media outreach, recorded an audio book & designed the website for a disabled dad's panel on disability for Bronycon; it was so successful he was invited back 2 more times!
  • And More!

I want to keep doing this work, and working with & helping people and also be compensated for my time and effort. My ultimate dream is to be able to offer a bi-monthly podcast along with a blog updated every day of the week. I know times are rough for a lot of people, so I've set this campaign to pay monthly-- no matter how much I do or produce, you'll only be charged the amount you chose once per month.

I have rewards for every single support level I offer, too!


$1 a month:
TIP JAR 

You'll get: 

  • My thanks & gratitude
  • Your name listed in a special "Thank You" post on The Code every month
  • Access to Patron-only posts and updates
  • One free Patron only exclusive download each month


$3 a month
CUP OF COFFEE


You'll get:

  • Your name listed in a special Thank You post on The Code
  • Access to Patron-only updates
  • Free Patron only exclusive download every month
  • Monthly link/plug to whatever you want-- your website, aproject, your YouTube channel-- you name it!


$5 a month
LUNCH TIME


You'll get:

  • All rewards for previous tiers (thank you post, Patron-only update access, free monthly Patron only download, free plug on The Code)
  • a free music download of a track of your choice from lowercase t every month!




$10 a month
SURPRISE MYSTERY CARE PACKAGE


You'll get:

  • All rewards for previous tiers 
  • A special Mystery Surprise Care Package made just for you mailed to you EVERY MONTH. It'll be a CARE package stuffed to the brim with fun stuff like novelties, toys, magazines, surprises and a hand-made postcard from my pal at Blue Boi Studios.



$20 a month
PIZZA TIME


 You'll get:

  • All previous tier rewards (including the Monthly Mystery Surprise Package)
  • Every month you can request a post on The Code on a topic of your choosing or get a free music track made just for you based on a title you make up!

Tuesday, November 29, 2016

Anime Fandom Needs A Wake-Up Call

Anime fandom in the US has come a long way since the early 1980s when you'd be hard-pressed to find much available commercially outside of episode of Voltron or re-runs of Speed Racer and Astro Boy. From the anime boom of the 1990s to the mainstream success of the anime genre leading to over 2 billion dollars in US sales over the past decade, anime has sparked a cornucopia of fan activity along with it. Fan art, fan fiction, fan conventions.

 Many anime fans have been keen to point the rich tapestry of expression and artistry that goes into anime they like, which makes it really peculiar that anime fandom as a whole is so resistant to critique. Other forms of artistic media and media fandom have long had strenuous elements of critque, but when writers and critics attempt to look at anime with the same tool-set that has been successfully applied to books, music, and film for decades, the nerd rage is palpable. Anime Feminist which bills itself as a hub for "reviews, interviews and discussion on anime and manga through a feminist lens, run by a team of writers from academia, the industry and grassroots fandom" was online for five days before it received its first death threat.

It's not like the articles on that site rehash tired old debates like "subs vs dubs" either. The writing published is quality work from fans that know their stuff-- both media and academic-wise. For example, the site has a great interview with manga artist Minami Sakai as well as an essay by Peter Fobian that examines the difference in treatment of Black Lagoon's Revy and Gurren Lagann's Yoko:
Where Revy’s presentation sells a complex and volatile character, the choice of camera angles, exaggerated postures, and repeated compromising scenarios makes Yoko come off as a source of inappropriate humor at best or a pure source of visual titillation directed at the male audience at worst. Revy’s background and her relationship with Rock are able to be respectfully explored because she is presented as a serious character. Conversely, Yoko’s later development is undermined by her presentation as something less than a character, an ornament not to be taken seriously.
Anime Feminist's co-founder, Amanda Cook, gave an interview on Kotaku that touched on why she feels this matters, and how a stubborn refusal to examine anime can lead to shrinking of an art form AND its audience:
There are many, many women, queer people, non-binary people, people of color who can tell you quite clearly why it matters to them personally, and I think everyone should listen to their stories. If empathy isn’t enough to convince you, more objective reasons why sexualized or infantilized representation of women is a problem include the fact that it’s poor storytelling... [it's] common in anime and we accept it as the price of admission. Not everyone will care about storytelling quality in anime, or any media they consume, but high profile critics do, and most won’t waste their time reviewing—in other words, promoting—anything that they don’t expect to meet their basic standards for quality... I have a lot of friends who used to watch anime but don’t anymore, partly because, like me, it became too hard to seek out anime that treated women well. There are also lots of people who are enthusiastic about other geek properties but won’t touch anime because of its reputation of infantilizing women and sexualizing children. It makes it hard to recommend anime to people who aren’t already fans
This pervasive background radiation of out of place fan service and explosion of jacked-up sexualization has some collateral damage, too: other anime fans, especially cosplayers. In the article "How ‘Locker Room Talk’ And Casual Misogyny Are Making Conventions Intolerable For Cosplayers" Alyssa Fiske details how these attitudes can make conventions into an uncomfortable and sometimes even dangerous experience. 
Done well, cosplay can be one of the most joyous expressions of fandom, and a huge part of fandom is feeling like something special belongs to you, that a specific part of pop culture spoke to you so deeply that you wanted to wrap yourself up in it, mentally and physically. It’s a harmless bit of escapism, one that can inspire creative, emotional, and physical expression that many can take part in and enjoy. But it’s not without that dark side that Krose experienced at Dragon-Con, one that prompts those in the vicinity of cosplayers to gain a boldness that can make those in costume uncomfortable or unsafe. Oftentimes people forget that there is a human being beneath the costume, leading to inappropriate situations that add an unfortunate, even frightening, element to the convention experience.
In 2014, Bitch Media did a study on the percentages of people in the industry who had experienced verbal and physical harassment, and the numbers were staggering: 59% said they felt sexual harassment was a problem in comics, and 25% said they had been sexually harassed in the industry. As far as convention attendees themselves, 13% reported verbal harassment, while 8% had been physically assaulted, groped, or raped. In a society that still blames women for their own assaults or denies that they even happen, there is no guarantee that your distress will even be acknowledged. While it is great that the community takes care of its own, there are still steps that could be taken to ensure harassment numbers go down.
The US industry of anime and manga does some amazing things; it's possible to get official same-day release of subtitled episodes, digital releases of manga alongside print counterparts, more use of the visual novel style of games. But anime fandom's general insistence that its direction or demands or troubling attitudes and culture are sacrosanct-- especially when so much of it can be troubling and anti-women makes me sad. It also makes it super difficult for anime to reach a wider audience, because uncritical attitudes mean that anyone who just wants to dip their toe into the anime pool doesn't have good enough guidance to help them wade through a river of crap.

Monday, November 21, 2016

New Multimedia Short Story: Afrofuturist 419

Award-winning Author Nnedi Okafor and science fiction magazine Clarkesworld have teamed up to bring you "Afrofuturist 419". It's a story told in email forwards, a news report and a wonderfully voice-acted series of audio logs.

Afrofuturist refers to the Afrofuture movement that combined Afrocentrism, science fiction, magical realism, surrealism, black history and more into an artistic movement across sculpture, fiction, photography and music. The number "419" comes from Nigerian criminal law and refers to the number of an anti-fraud statute dealing with the advance fee scam emails that everyone with an email account EVER has gotten, and it is a similar email that starts off the story:
I am Dr. Bakare Tunde, the cousin of Nigerian Astronaut, Air Force Major Abacha Tunde. He was the first African in space when he made a secret flight to the Salyut 6 space station in 1979. He was on a later Soviet spaceflight, Soyuz T-16Z to the secret Soviet military space station Salyut 8T in 1989. He was stranded there in 1990 when the Soviet Union was dissolved. His other Soviet crewmembers returned to Earth on the Soyuz T-16Z, but his place was taken up by return cargo. There have been occasional Progrez supply flights to keep him going since that time. He is in good humor, but wants to come home.
As it turns out, all of these themes are specifically addressed in the story by the main character in audio logs. As for how it develops, well... you should really experience the whole thing for yourself.

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