Thursday, December 17, 2009
DoFuss and the Wave
I was fortunate enough to be a guest on Alex's podcast The Dofuss Show again, although due to this being my third straight show he jokingly dubbed it "The DanFuss Show." I liked what we talked about but my voice sounds tired and I made a far too many pauses when I spoke. I don't know if it was the late hour or just nerves. Last time we did this I had just come home after a few drinks, so maybe I should make it a habit of loosening my lips with a spot o' booze in the future.
The show notes are on Alex's site this time, after we worked on them together using Google Wave. Have you heard about this thing? I got a random invite a few weeks back and let the service sit because I didn't know what to do with it. Now that I have friends on there as well as an entire community of Bitmob writers, I'm checking my waves daily to see what's going on.
In this case, Alex wrote the notes before we talked as an outline for our discussion. After we recorded I edited them, adding specific topics we brought up or articles we referenced. then put those into a wave that he and I could view. I added links to each item as needed while he was editing the show. When he was done, he looked at the notes and edited them to better reflect what made the final cut and what didn't. In the end, he was able to copy and paste the material from the wave, links and all, right onto his site. And unlike last time, the wave allowed us to collaborate and get the notes ready to be posted alongside the show. It's pretty cool.
Sure, I haven't seen anything in Google Wave that couldn't be done over e-mail, but the online nature of Wave makes collaborations like this a lot easier. Some of the stuff we're doing for Bitmob would be way too much of a hassle to attempt via e-mail, as dozens of different people are reading and responding in a single conversation would become an illegible mess of quoted text.
If you're on Google Wave, look me up. You can already guess what my username is. If you're wondering what it's like, you can ask me for an invite. Please note that you need a Google account to use Wave, but if you have Gmail that should count.
Labels: Alex, Bitmob, friends, Google Wave, podcast, The DoFuss Show, writing
つづく...(Click here to read more)
Tuesday, December 15, 2009
Listus Interruptus
I've often communicated my enthusiasm for the PixelJunk brand of games on the PlayStation Network. Every since I bought a PS3 last year, I have found myself drawn towards their distinctive, addictive little games. When they finally released PixelJunk Shooter last week, their first completely original product of 2009, I was incredibly excited. I played through it as quickly as possible so I could write a review.
That review is on Bitmob right now, but after posting it last night I was stunned to see another writer had posted his own thoughts on the game and they were already splashed across the front page. It was an awkward moment for me, because while I was disappointed that someone else got the front-page treatment over me, I was really impressed by what he wrote. Bottom line: we both love the game, so you should consider buying it. Even though I've "finished" the game I've still got things to go back and collect.
Look for my list to continue very soon, although some year-end writing opportunities may cause additional delays. But hey, either way I'll be writing something, so be sure to stay tuned.
Labels: Bitmob, PixelJunk, PS3, video games, writing
つづく...(Click here to read more)
Thursday, December 03, 2009
December? I Miss November.
For example, little Go is just past five months old already. He doesn't look any different, but each time we weigh/measure him the numbers don't lie: he's growing by leaps and bounds. Just take a look at the first week's worth of pictures we took and contrast them with these recent Twitpic shots (With Snoopy / With Mom and Cake / On a Scale). Now you see it, sure, but change like that is hard to spot when you see his li'l face everyday.
There's been a minor (major?) development in Go's, um, development. We've been waiting for him to start rolling over for quite some time now. According to some of the books Mako has, he should have done so by now. He certainly kicks a lot and can squirm his way around the bed when he's excited, but so far he hasn't rolled.
On Tuesday night we tried a little experiment. We rolled him onto his stomach to see if he could roll himself back into position. He did, more than once, though our attempts to record the feat have met with limited success. I've been told we should make a habit of these rolling sessions, as it apparently teaches him the coordination skills he needs to start crawling. As much as I'm looking forward to that particular stage, I'm less thrilled about all the cleaning up I'll have to do. There's a whole mess of wires and plugs in this apartment that should never be handled by a baby.
In very different developmental news, my writing was on a roll last month. Besides having four stories posted on Game|Life, my work on Bitmob got a lot of attention. The month started off great with my story about grinding in video games which got a lot of feedback and is, by far, my most popular Bitmob submission to date. More people have read that story in the last thirty days than have visited this entire website in the last three months!
Next, I was pleased to see that my suggestions of cheap/free games completely dominated their Bitmob Budget Games feature. I honestly thought they were only interested in games less than $10, otherwise I would have happily promoted the hell out of the PixelJunk series and given a shout-out to Bionic Commando: Rearmed, still my favorite game of 2008.
I was a little disappointed that no one took an interest in my thoughts on failure in cinematic games. I thought the Uncharted 2 angle would draw readers' attention but I guess all the hype surrounding that game was in October. I'm perpetually playing catch-up when it comes to video games that people are talking about because I progress through them so very slowly. It doesn't help that I have a choice of playing games or writing after Mako and Go fall asleep, and lately I've been choosing writing.
Not that I regret making that choice! I felt so jazzed after seeing Inglorious Basterds that I wrote two different posts on my blog about it as well as one item on Bitmob about how the movie made me want games that rely less on violence to provide conflict. That piece ended up on the front page earlier this week, much to my delight, and I was happy to hear that I'm not the only one out there who wants more non-violent games to play.
You can expect my thoughts on The Road very soon, both here and on Bitmob. I'm not sure what book I want to read next. Atlas Shrugged is just sitting around waiting to be picked up, but I'm not sure if I'm ready for another mega-text from Ayn Rand so soon after The Fountainhead. Frankly, all this fiction has given me a craving to return to non-fiction. I think the last one of those I read was The Chris Farley Show.
One more thing: in case you forgot, the family going to New York later this month. In fact, we're leaving in less than three weeks. Like I side, time is rocketing past my face these days. Slow down, life! I'm trying to enjoy the ride!
Labels: Bitmob, books, number one son, video games, writing
つづく...(Click here to read more)
Thursday, November 05, 2009
No Time to Celebrate
Unless he goes to Boston of course. Fuck Boston.
I wanted to point out a couple of things I've posted over at Bitmob in the past week. First, I wrote a little something concerning how I feel about grinding in role playing games. The piece started off as a sprawling trip through my entire RPG-rich gaming history, but I cut most of that as it was irrelevant to the point I was trying to make. I saved it in a separate file though, as I think I can use it in the future.
In a more self-indulgent piece, I introduced myself to the Bitmob community in what is known as a "Meet the Mob" post. I decided to write mine using a third-person perspective, as if I was a commodity or product for sale. So far it hasn't gotten much attention but it made me laugh.
I've got a very busy week coming up, so I hope to take things easy this weekend. Expect fewer posts as my writing energy will be diverted elsewhere. I promise I'll put something up around my birthday though, if only to remind people of when that actually is (the 18th, thanks for asking).
Speaking of birthdays, I know someone else with a big one in the pipeline. I guess she deserves a mention on here as well...
11/6 UPDATE: The above-mentioned RPG piece got bumped up to the front page of Bitmob today, a rare treat. Then things got really nuts when another reader wrote an entire response article. How awesome is that?
Labels: baseball, Bitmob, writing, Yankees
つづく...(Click here to read more)
Wednesday, October 28, 2009
Three Cheers
Over on Bitmob it's Horror Week, so I posted a love letter to one of my favorite scary games, Eternal Darkness: Sanity's Requiem. It's a game I wish I could play again for Halloween because it is genuinely frightening.
In the rerun department, I posted a slightly-edited version of my Tale of TGS at Bitmob because I believed the story would be of interest to other writers. The only new content is at the end where I offer my own advice on not being gunshy about writing or trying to find work in that field. I'm hardly a shining success story but I am proud of what I accomplished in a relatively short period of time. A little pride, in this case, is a good thing.
This third item was a surprise: Mako plugged my name in Yahoo Japan (not sure why) and she discovered one of my articles in Japanese on the Nikkei Shinbun website. As it turns out, it came from this Japanese Wired portal where someone took my original post about a game for blind people and translated it. That translation then circulated among a number of Japanese news websites as a "culture" item. I think this was the first moment Mako was actually impressed by my work, now that she saw it in Japanese. Having a photo I took included with the piece helped too, although my photo credit is a little more obvious than my writing credit.
Alright, so one new thing plus two old things reworked, one of which was done by a stranger. Still, good news is good, right?
Labels: Bitmob, Eternal Darkness, Japan, TGS, Wired, writing
つづく...(Click here to read more)
Sunday, October 25, 2009
Changing Tastes, Burning Rubber
Unfortunately, my cold arrived at the same time as Alex's friend Darren arrived from the UK. Alex had talked to me about a variety of activities with his friend/podcast partner so I was really looking forward to the visit even though (or maybe because) I've never actually met or spoken to Darren myself. Since I wasn't feeling so bad yesterday and I really had an errand to run in Osaka anyway, I put on a surgical mask (when in Japan...) and went into the city to meet them.
I won't get into what exactly we did because I know Alex has plans to make audio/video materials out of it for his website, but I will say that at his house there was a kind of rapid-fire session featuring a number of video games, some that I knew but many that I never played before. Alex keeps himself very busy on the gaming front and he had a number of brand new shrink wrapped titles just ready to be played, yet he still bought Halo ODST while we were in Den Den Town. It was only 3000 Yen - a bargain for a new game, especially in Japan - but I am envious of the amount of material he has at his fingertips.
Once thing I will talk about is Burnout Paradise, a game that has kept itself in the mass gaming conversation for nearly two years now. At first I ignored it because, quite frankly, I loathe racing games. It's a genre that I've never accepted at home or in the arcades because the experience never feels right to me. Even when there's a steering wheel to play with (which helps in the "feel" department) there's this gigantic gap between what I do and what the car does on screen. It doesn't help that most racing games are as shallow as possible, consisting of nothing but roaring engines and turns turns turns. Of course, I've never been much of a "car guy" which makes most of what happens in the game completely uninteresting to me.
And yet Burnout Paradise blew me away. Darren did most of the playing but as I sat and watched I found myself actually getting excited. The big difference, as I see it, is Burnout Paradise gives you an entire city to play around in. Yes, there are races you can run, but there are other events for the choosing like "road rage," an impromptu demolition derby that has you crashing into sports cars on the streets rather than inside an arena.
More importantly, the city is just there for you to explore. Most of the time we weren't doing anything but screeching around corners and looking for things to smash into. Crashing in normal racing games is a drag, a failure, something that forces you to go back and redo the whole race from the start. In Burnout Paradise you are constantly wrecking your car in awesome slow-motion and all that happens is you "respawn" with your car somewhat restored to working order.
Alex made the comparison to the Grand Theft Auto series with the caveat that you never leave your car (though you can change vehicles in designated locations). I would posit that, based on the brief experience I've had so far, Burnout Paradise is better than GTA because it strips away the drama and violence while still offering an open world for vehicular mischief. There are no people in this city, only vehicles. It's like living inside a Hot Wheels track only the toy cars move a lot faster and can easily be replaced no matter how many times you crash them into a wall at high speeds.
The best news about Burnout Paradise is that Alex gave me a copy of the game for free. Somehow he ended up with two versions of the game (one on PlayStation, one on Xbox) so he handed me the Xbox one and told me to keep it. The downside is that there's no way for the two of us to play together now but the upside is that I have something new to enjoy that smashes my own assumptions about the genre. Few things are as exciting in life as discovering something that you thought you hated but is actually really cool. I haven't been this surprised by my own tastes since I learned to enjoy green vegetables.
Oh one last thing on the subjects of games and Alex. After I wrote about The Fountainhead last week, I uploaded a slightly different version of the piece to Bitmob, adding a few paragraphs to discuss the connections between the book and BioShock. Today I learned that my work was featured in a Spotlight post alongside an item that Alex had written. Small world!
Labels: Alex, BioShock, Bitmob, Burnout Paradise, Den Den Town, friends, GTA, Osaka, The Fountainhead, video games, writing, Xbox
つづく...(Click here to read more)
Thursday, September 17, 2009
The Call
You're looking at...um, rather, you're reading the blog of a newly-minted freelance writer. I've been hired by Wired to contribute to their online coverage of the Tokyo Game Show 2009. And when I say "hired," I mean I will be paid money to write about video games.
Yes.
As dreams go, this is certainly a more recent one that I all but stumbled into last year. 2008 was the year I found myself drawn back into the video game culture. It started with a resurgence of interest in PC games (thanks largely to the extraordinary experience I had playing Portal) and then I bought a PS3 to compliment our brand-new television.
Ultimately, it was the Bioshock demo last fall that really knocked my socks off and put me in an unfamiliar position: I was so excited about the game that all I wanted to do was play it and write about how it made me feel. Sure, I had been writing this blog for a few years at that point, but feeling compelled to write was an entirely new sensation.
Ever since that weekend, I've been trying to produce more "cultural" writing whenever possible, be it a game, film or television show that was on my mind. I can't pretend that I ever had a plan or a concrete goal in sight, but I suppose I might have fantasized about it leading to a job opportunity.
When Bitmob launched earlier this year, I saw it as a good place to expand my audience and possibly draw more viewers to my site. The former was a sure thing; in case you don't know, 30,000 visitors over five years is not much for a website. The latter hasn't happened yet, but at least Bitmob (along with Twitter, Facebook, and the like) helped to increase my presence on the Internet beyond this humble, archaic webpage.
Opportunity suddenly knocked last month when Chris Kohler of Wired inquired via Twitter about writers living in Japan who could help cover TGS. This wasn't the first time I saw a chance like this present itself, but this was the first time I responded quickly instead of mulling it over and letting it slip away. After a few days without a response, I figured he found someone else.
Instead, I got a message from Chris asking to see some of my work. Again, I responded as quickly as I could, explaining that I had no professionally published material but I gave him links to a few of my favorite stories, both here and on Bitmob. I didn't just focus on game writing either, I tried to show my take on a variety of topics including the birth of my son.
He wrote back and said I had the job, clearly indicating that he had read more than what I had sent him. He referenced my Super Potato story even though I didn't mention it since he had already written about that store many times before.
So here's what I know: my trip to Tokyo has morphed from "pleasure" to a business/pleasure hybrid, the likes of which have yet to be understood. I was going to attend one public day of the Tokyo Game Show and hang out with some friends. Now I'm definitely going to TGS for both press days and possibly both public days so I'm not sure how much time I'll have to hang out.
What I don't know is anything specific about the job itself. What will I be seeing/playing at the show? How many articles will I write, and how long will I have to write them? Will I need to stay up late working or will there be time for karaoke?
One thing's for sure: I'm really, really excited about getting my shot at professional writing less than a year after the idea crept into my head. What happens after the show is anybody's guess, but I know I'm going to Tokyo next week and I can't wait. Stay tuned to this site (and Wired Game|Life) to read all about it.
Oh, and play that victory sound!
Labels: BioShock, Bitmob, TGS, Tokyo, video games, Wired, writing
つづく...(Click here to read more)
Wednesday, September 09, 2009
+10 -9
Before I get to that, I should perhaps mention that I have been submitting stories to Bitmob, a new website about video games that promotes fan-written articles rather than simply reporting on new releases. Since today is the tenth anniversary of the Sega Dreamcast (a beloved video game machine that bombed financially), the site encouraged everyone to write something about it. So I did.
I've been putting my game-related writing on Bitmob rather than this site lately because I'm under the impression that my readers are more interested in me than video games. However, my writing is always about me in a roundabout way, so I'm going to do a better job of cross-posting or at least mentioning here when I post something elsewhere.
If you want to read all of my Bitmob postings, you can follow this link. Believe it or not, all this talk about writing and video games might lead somewhere...
Labels: Bitmob, video games, writing
つづく...(Click here to read more)

