Design Counts
Obama wins. As I said, it's all in the website design.
After approximately 18 hours of working on a Photoshop project that I'd really been excited about, I've run out of time and have had to go with a far inferior design, just to meet the time constraints (in other words, I started too late).
The project was to create a two-page highlight spread (as for a magazine) for an annual event. Less out of my interest in tabletop gaming than for a chance to try a design that had been nagging me for some time, I chose to create a design that would incorporate the four elements on the four sides/corners, the four para-elements inside the design, and a Law-Chaos/Good-Evil axis in the exact center. Unfortunately, by the time I got around to the Earth part, I'd run out of ideas for how to make it actually look good. Thus, the project will probably remain unfinished, at about a 1/3 completed point. I am pretty proud of some details I made, however. See below.
Speaking of launch pads, apparently the chief technology and environment correspondent for CNN is named "Miles O'Brien." That's just funny.
Roleplaying games are some of my favorite. I love feeling like I've made meaningful choices that have positively (or negatively, depending on how I like my character) affected the universe. It's a little chance for a real-life nobody to feel like a virtual somebody. Unfortunately, everyone else shares that same feeling.
The difference between a CRPG and an MMORPG is that, in the former, you, the player, are special in that you're the hero. Your choices affect the world around you, and everything can be bent around your pinky, should you so desire. It's all about you, and the world reflects that. In contrast, MMORPGs try to tell everyone that they're special and have that same power, but when everyone is special, no one is special, making everyone insignificant.
Of course, that doesn't even touch on the biggest reason that MMORPGs fail: people are stupid. Now, although I don't play MMOs at all, I have played roleplaying games with excellent multiplayer capabilities, and the problems are all the same. If there aren't enough people, it's boring because, unlike single player, you create your own story (or else, like in World of Warcraft, everyone repeats the same monotonous quests), and you need others to do that. On the other hand, if there are too many people, then you're plagued by people who don't care about roleplaying and just want to either be annoying or make a mess out of everything everyone else has created.
Maybe I'm a prick elitist for enjoying what I call "roleplay" by making up some character and playing him without interruption from the real world through a game, but it seems to me that most who enjoy a roleplaying game, whether it be single player, multiplayer, or MMO, agree on what it is they want: a fully customizable avatar that they can live through and interact with, as opposed to a lifeless mass of polygons to complete grindtastic quests and kill hundreds of look-alike baddies through.
What's worse is that there are tons of just such boring games that exist (and require regular monthly fees), with even more on the way. A friend of mine spoke highly of one such game, Star Wars Galaxies, that, while innovative and fascinating with open-ended true roleplay gameplay, a player-run world, and a non-standard level up system, quickly turned into what he called a "WoW clone", taking out all reason to really work towards any goals because the game hands you your cake and pats you on the head without any effort on your part like a lazy toddler trying to get through America's education system.
Maybe MMORPGs will change one day, but I somehow doubt it, as each new step towards something better, as was the apparent case of Star Wars Galaxies, seems to fall back into the same crippling hole. Sure, maybe the lack of individuality (or personality, for that matter) is a credit to the game for some, and maybe the repetition and static quests are lauded in gaming circles, but while all the other horses break their legs on prairie dog hill, I'll be perfectly happy prancing around in the thriving green meadows of single-player CRPGs. At least there, the only annoying person I have to endure is me.

I had actually forgotten about the children's books I used to read by Beatrix Potter until I noticed that Google was featuring her birthday today.
I'd say, out of the bunch, my favorite book was definitely The Tale of Samuel Whiskers. Thanks, Beatrix, for all the wonderful tales.
With The Dark Knight being the mega-blockbuster that it is, it shouldn't come as a surprise that everyone and their dog is writing a review for it.
I saw the movie on Saturday and, in light of how popular I knew it was, figured that I wouldn't comment on it, since anything that I had to say would surely have been stated before, and probably writter better, too. Then I remembered the old proverb of writing about a superfluous topic simply because it's of interest.
"It's my blog, and I'll write whatever the hell I want!"
With that tidbit of wisdom in mind, let's talk Batman.
Having grown up in the 90s, I can't say that I was particularly familiar with the comic book scene, nor (thankfully) with the campy classic Batman. That's one bit of 50s/60s culture that isn't my cup of tea, and if someone has a problem with that disregard of culture, have I got a cup for you.
My first introduction to Batman was the animated series, which I think helped to build my fondness of the film noir and 40s styles. Honestly, how could a kid not like a show like this? It's action-packed, full of atmosphere, and just downright cool. Ironically, I never actually saw the Tim Burton film that inspired the style until very recently, but that's okay. As much as I like Tim Burton (he was inspired by Jan Švankmajer, after all), I think I
prefer the villains from the cartoon.
Incidentally, the villains in The Dark Knight are absolutely nothing like the villains in the animated series, the Tim Burton films, or (for the best, I'd say) the Joel Schumacher films. No, while many of those previous projects portrayed the characters as gleefully nuts, none of them hold a candle to the absolute, bone-chilling insanity that is the Joker in The Dark Knight, as played by the (unfortunately recently deceased) Heath Ledger. Now, I don't really keep tabs on celebrity pop culture or which actor is which (I've better things to do, like write in an obscure blog), I and anyone who's watched this film has got to wholeheartedly admit that Heath Ledger pulled the roll off with such convincing genius, it had the old lady standing next to me wringing her hands and gasping annoyingly all through the movie. A truly insane bringer of chaos is something so alien, so unusual, it's nearly impossible to make seem realistic. In fact, I thought it was impossible, until I saw this film.
The movie is anything but a triumphant hero film, and I really, really liked that. Now, I may not have gotten all the philosophical points of it that guys who make furry porn did, but much like when watching WALL-E, I felt that, rather than simply watching a film, I was seeing a glimpse of a real, living world. Unlike when I was watching Batman Begins (which, although a good movie, held no special place in my heart), I felt like I was observing some great work of art, something that was beyond improvement (almost). It's no WALL-E, but then two works of perfection in one year are unlikely.
However you flip it, the Dark Knight is a superbly dark psychological thriller that is about as poppy-filled and happy as an elephant graveyard. If you are prone to deep depression and digging the angst out of your wrist with a strait razor, I would recommend that you go see something more jovial. For everyone else, see this dark masterpiece. It's very unsatisfying.
Its only real fault is stealing the limelight from WALL-E, which I would have liked to see christened as the best film of the year. Looks like The Dark Knight will be taking that trophy, if its gross revenue is any indication.
NOTE: This article contains satire and is not to be taken seriously.
One who has lived in the United States for some time knows that voting is seen as more than just a right--it's a damn obligation. Between the constant campaign advertisements, "go vote" posters, and other such reminders, a resident is almost led to forget that their vote is essentially minuscule and worthless, and that they are most likely choosing between the equivalents of ball torture and forced anal penetration. The country goes into this cranky PMS once every four years, wherein bloody stupid Americans go out to add to the collective juices pooling on the tampon that is the polls.


I think that anyone with eyes has to admit that Obama's logo is certainly appealing. Not only is one likely to instantly associate the logo with the face, as they're so close together, but the logo itself is elegantly beautiful. The white in the center of the blue over gently curving lines suggests the sun rising in a clear sky over fertile hills, while the colors clearly are those of the United States flag, and, on top of all that, the white circle makes one see an "O." O for Obama. The logo brings images of prosperity to one's mind--prosperity and harmony. Genius design.NOTE: This article contains satire and is not to be taken seriously.
Everyone knows that virtual reality "chat rooms" are really gaining momentum, what with Second Life, IMVU, and, most recently, Lively. Well, in light of such popularity, I decided to go out of my way to demonstrate the gayness of such virtual chat rooms.
Let's begin with Second Life. Now, since the beginning, I've said that, in order to have a second life, you had to have a first one to begin with. Most of these people apparently never did. It must take an addiction to keep someone coming back to this boring world.
First of all, let me say that the depth of Second Life's avatar customizations are very impressive. In what other game could I create the sexy abomination that you see before you?
Beyond that Sims 2-ish customization, however, there is honestly very little to do. I started out on the tutorial island (because I'm a n00b) and began going from place to place with the most godawful controls I could imagine. Not only was the client twitchy (either from CPU lag or from 'net lag) and caused my computer to overheat, but the character moved like he was as horrendously obese as he looks. I would have to stop, turn, and then move again, lest I end up running into some wall or object.
Next, I decided to go and test out driving a vehicle. Seeing an open Segway, I fiddled around with the controls until I finally persuaded my corpulent creation to hop on board. However, he took the order a bit to heart and apparently decided he would ride it like a bike with no seat.
It's at this point that I have to step back and applaud Linden Labs for creating the amazingly accurate NASA simulator that I found before myself. Of course, it wasn't actually supposed to simulate any NASA scenarios, but controlling my avatar in a vehicle felt just like handling a rover on the damn moon, control delay and all! Think of all the money that NASA can save in simulators by just putting a fat drag queen on a Segway.
It's at this point that I finally gave up, knowing from past experience that the people who inhabit Second Life aren't just in a virtual world, they're in their own virtual world, too. It's like the online asylum for the mentally dysfunctional--no one recognizes anyone else and instead just fiddle with objects in the world and talk to themselves.
Well, if that wasn't gay enough for you, just wait 'til you see IMVU.
I swear that this game was crafted by the hands of the great Gods of Gaydom and sent to Earth through the dreams of the biggest queers that inhabit the planet, because this little game is gay.
First, let us start with the little avatar that I quickly crafted from the very limited selection of available free parts. Now, the biggest problem with IMVU is that it's a huge money-making scheme. Well, all of these virtual reality programs are, but IMVU in particular wants you to spend real money for the privilege of having more parts to craft your avatar, so what you do get off-hand is the worst of what's available. Well, if you're straight, anyway.


I mean, look at the detail that went into this character's abdomen and upper hips, let alone the completely queer animations. Anyone who would find this stuff great has got problems.
Which ties me in nicely to my next point; many people on IMVU don't speak much English. Now, it's not that I have a problem with people who are from different cultures, but if you're in my country (or in a program hosted on a server located therein), you should speak MY damn language, bitch!
And, at last, on to the gayest of them all, Google's Lively.
Since this particular client is so openly, lispingly gay, I think that I can best describe things with pictures and captions.
My avatar; not a bad rendition of a cyborg bear, I might add.
Uh-oh, a "Free Sex" chat room. This is going downhill fast.
Naturally, it's a gay free sex chat room. I find all the placebo avatars particularly arousing.
I try my hand at the sexy Internet lingo, to prepare for the hot lovin' that's sure to be coming. Unfortunately, after five minutes of standing around, the room had still not loaded and I ditched it.
What's this? Another room? And with true love found so fast! Thank God gay marriage is legal in the wonderful land of Lively.
An awkward discovery of what's really on my new partner's mind. Did he accept my proposal just to bask in the pedophilic warmth of my furry body?
Reminding my partner about the ideals of hard love.
And so our two avatars live on happily ever after, faithfully bound by the unbreakable bond of matrimony.
OR DO THEY?!