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Thursday
Jan262012

Att stå still gåendes

En ny vecka gryr och jag står med hopp.

Jobb jag har av varje storlek och slag,
nog till att fängsla mig natt som dag.

På måndagen är brådska mig främmande.
Jag lär ej jobba alls, trots att arbetsbördan är skrämmande.

Jag börjar strax, efter lunch, ikväll, inatt.
Imorgon jobbar jag säkert ifatt.

Tisdag och onsdag far fort likaså,
jag vet inte ens vad jag skall jobba på.

Vid torsdag morgon är det dags att rappa på,
halva veckan har gått och resultaten är som bäst små.

Idéerna och visionerna rusar då förbi,
alla saker som det vore bra om man avklarat i tid.

Men det är ju bara tankar, drömmar som hägrar var dag;
de ändrar inte något, minst av allt att jag är så svag.

Utan att minnas vad jag gjort, de timmar jag haft allt redo för drift,
jag sitter där vid midnatt, slagen av min lathet och apatisk som av ett gift.

Natten är dock ej slut för mig, midnatt är blott sen kväll.
Med småtimmarnas tystnad skall det här väl vara en bagatell?

När fredag dagas är allt för sent och hoppet borta.
Det enda jag klarade av var att få dagarna att kännas korta.

Skall man ens påbörja dagen när man redan igår var slagen?

Jag kan säkert lura mig själv en dag till,
“Jag tar igen allt, bara jag vill!”.

Värst är det då jag bara har helgen kvar,
för det är då tiden som snabbast far.

Flykten från arbete med sig oftast skulden bär,
men ej på helgen, inte den minsta tyngd på mig tär.

Vet något i mig att ambitioner skall stängas ned? Att lättjan skall skölja över?
Ohämmad kommer jag göra precis vad jag vill, men ej det jag behöver.

Måndag nalkas och ännu en vecka har försvunnit;
all den tid man kunde ha använt har mest uti sanden runnit.

Är något annat möjligt?
Kommer jag att ändras under årets lopp?

Jag kastar bort dessa tankar…

…ty en ny vecka gryr och jag står med hopp.

Tuesday
Aug172010

Just a toy

Yesterday I had an experience that was moving. It felt special, yet to the casual observer it would have been anything but special.

It involved a Rubik puzzle that I hadn’t solved yet, and I just felt like finishing it. After all, I know how to solve a 2x2x2, so this one shouldn’t have posed a problem.

Handle with care

Inherent to the puzzle’s design was that it turned strangely. In some cases the turns were smooth, in other it felt like the contraption worked against you.
Regardless of it’s intricacies, I treated and used it like a regular 2x2x2; for me it was as simple as them both being solved in more or less the same way.

So with the first of three “cubes” solved I started twisting and turning the second one. As mentioned, it was normal that it occasionally stuck and made a fuss about simple turns, but i kept on going, a couple of time forcing a turn through instead of wiggling in the opposite direction.
After some work however, I had the second cube finished and only the last one remained. Halfway through the third one however it happened.

Something broke.

Something inside the middle cube went loose, and the entire construction along with it. This was with me being one and a half algorithm away from finishing the puzzle for the first time.
I clasped the puzzle, realizing that if I let go of any one loose piece, the entire thing would fall apart. Greedily, all I thought about was solving it, despite its fragile state. Holding all the pieces on the first and the middle cube together took a hand and some pressure, making the cube very hard to maneuver, but this didn’t sway me; there was no giving up. Slowly I approached the last few moves, and I suddenly hit me that this thing was dying.

It was on respirator and intravenous, and I was still pushing it.

To make things worse, I got to be about four turns away from finishing the entire puzzle when the thing stuck, there was no moving it. It was as if it had given up; the last turn was made.
Seeing that there was no way to complete the puzzle, despite being so close, I gave up. Putting it down on the table it went to pieces, its entire structure crumbling part by part.

It was a strange moment because it felt like I had witnessed and been part of a toy’s death bed experience.

After looking at the pile of coloured plastic I stepped back and reminded myself that it was just a toy. I left it at that.

Tuesday
May252010

Laughs from nowhere

Humour is a force that binds and divides.
It is as hard to define as the force of love and yet as simple. When you burst out into an honest laughter, just as with love, it just happens.
Similarly, what may be infatuating for one, might be repulsive to the other. I expect everyone to have wondered why person next to them is laughing, just as I expect most people to have encountered love they cannot understand.

Generally, differences in taste of humour are not very much of a problem, but when your everyday life gets permeated with shit that can only be described as offensively boring, then there is little room for understanding. A respectful approach is not an option when mindless attempts at amusement escape the media and start pouring out onto the street.

There is no way to tell who got the charging freight train of sedative performances going, but if there is something keeping that train speeding ahead then it's the american sitcoms and worthless comedians that get too much publicity.
For me there is a crucial element in humour that is both the magic and vigor of the performance, but it's a rare encounter today:

Surprise

The unknown. I need the unexpected because it pulls me out of everyday life and lets me experience something different, something intriguing in its peculiarity.
The near total absence of surprise in most of (but in no way limited to) the American humour, is baffling to me. How can this junk survive (not to mention prosper)?
The answer lies in an entity even more baffling, the viewers. The survival of these Valium substitute shows could be explained by the fact that people actually are giving the time to enjoy this turd; there must be many of them.

I get intimidated by having a supposed comedy use jokes that you can smell from an ocean away and then have them repeated so often that you get to experience déjà vu every five minutes.
But these people don't, and they even laugh. Why?

Do they have a lacking comedial experience? Have they never encountered these laughs?
Do they disregard the fact that they know what is about to be said? Could it be that they don't remember the gags?

Is chronic amnesia is the key to a more joyous life?

They're everywhere

I've met these people, you have too. You might very well be one of them. They're normal people that seem to live normal lives, and yet...
I'm not condemning you or anyone else for your taste, but I've tried for too long now to understand why people appreciate this unending stream of feces pretending to be comedy.
Understanding the world around me is a passion of mine, but I just can't grasp this.


Tuesday
Jan122010

Unreal Tournament vs. Quake

Within the genre of first person shooters there is a sub-genre that I like to call arena shooters.
Arena shooters focus on dropping you and a bunch of opponents into enclosed arenas with a bunch weapons with the sole objective of making your opponents less intact than you are. With such a simple premise, the creators of such games are forced to make the basics right, the core shooting and the movement in the world. The expectations on the breadth of the game are lowered in favor of a perfect "feel". Only when the very basics are perfect, the creators start thinking about adding new gameplay elements on top of the foundation.

The two contenders

When speaking of arena shooters, there are two series that to me stand way above everything else, and they are both featured in the title of the article.
Quake was the game that started it all, a masterpiece from id Software that defined the genre. It's strengths lie in a very clear cut arsenal of weaponry where close to no overlapping exists, and a very fast unforgiving gameplay.
While there are four iterations of the series, the most prominent and well respected is Quake III Arena, which for many is the epitomy of FPS gaming.

Unreal Tournament didn't start a genre, but instead showed what should be expected of it. Not only did it rival Q3 on the basis of incredible core gameplay (that didn't feel like a simple imitation), it offered more game modes, better maps and more customizability with the inception of mutators. Add to that an outstanding amount of official content that was/is continually expanded, and you've got something that ends up being "Bigger, Better and more Badass" (to quote a certain Epic Games employee).
Unreal Tournament has by now had four iterations, with UT2003 not being much more than a solid precursor to UT2004, cutting down the real number to three.
There are important differences between the iterations of Unreal Tournament, but since the the purpose of the article is comparing what I believe to be the foremost of both series, UT2004 will be seen as the representative game. While I don't feel it is fair to disqualify the other two without a proper explanation, I'll leave that to a different article (some of it has been covered in my UT3 review)

Basics compared

The movement is what splits these games apart. Not that the weapons don't have a contributing factor in differentiating the two, but the movement in the two restricts the designs of the maps in a very tangible way, so therefore it will be dealt with first.

Movement

Quake 3 with it's strafejumping and rocketjumping will take a player long distances over a short time, both horizontally and vertically. This forces maps into accommodating rapid, long distance movement. This has left players with a history of not more than "fairly" entertaining maps that are hampered by the need for simplicity. While this doesn't mean that there are no interesting maps, they are however quite sparse.
And yes, I do use "interesting" and "entertaining" interchangeably in this case because I don't find a handful of platforms hanging in space (Longest Yard) or two rooms with corridors between them and a cupboard (House of Pain) stimulating in any possible way.
Thankfully, with Quake Live the community received a set of maps that are in general vastly superior to the old maps, but they are still only making the best out of the situation, following the old guidelines of what can and can't be done.
Expect large swaths of open area, wide corridors and minimal amounts of vertical obstruction.

If Q3 takes you far in a linear fashion, Unreal Tournament (and especially 2004) takes you a short distance in a more explosive and unpredictable fashion. Dodging is a shorter movement but happens as suddenly as a rocketjump and the double jump takes you fairly high without the use of any weapons. This, along with the absence of the rocketjump is what results in a higher tolerance for map complexity and "right-angle-density". In Quake 3 if a corner comes your momentum is killed, in Unreal Tournament you're just doing another dodge in another direction.
The potential for all kinds of wonderful maps is there (as can be seen with everything from DM-Roughinery to UCMP2-Churn), but it seems that players still gravitate towards the large maps, where it can take two, three, sometimes even four full dodgejumps just to get across a corridor, and that's probably not even a major part of the map (yes DM-Rankin, you're TOO SPACIOUS for 1v1, no matter how many times you're played in tournaments).
All it really amounts to is that fight,chase and flight is more interesting if you have to consider multiple angles and directions at all times, considerations that will never arise in unobstructed environments.
Apart from the effect movement has on map design, I also think that the short range explosive movement of dodges is more interesting in the heat of battle than that of rocketjumping.

Weapons

So while I would argue for UT2004 having the superior movement system, the same cannot be said for the weapon arsenal. As mentioned weapons come second after movement when it comes to importance, but it is not be neglected at all. There's a reason the saying "A shooter is as good as it's weapons" exists (as you might understand, I don't agree with it completely).

Quake 3 has undoubtedly the best arsenal of the two and it might, quite possibly, have the best one in any FPS. In no way do I mean to belittle the weapons of Unreal Tournament which are indeed fantastic, but there is simply no arsenal (that I'm aware of) that has so clear roles of application. After one or two shots fired from every weapon in Q3 you have a perfect understanding of their usage, and can subsequently start learning how to apply them in combat. They are few, but they are concise; the Quake 3 arsenal is the KISS principle personified, covering all ground needed, making no weapon obsolete.
Unreal Tournament 2004 has an arsenal that is more or less double the size, considering the multiple firing modes offered. The difference here lies in possibilities offered, and their necessity at all times.
Where Quake 3 stops at the grenade launcher for indirect area denial, UT2004 gives the Assault Rifle grenades for roughly the same result, but also gives the Flak secondary for instant explosion denial and the Bio carpeting for delayed but static denial (until the slime explodes).
Same thing goes for the "stream of damage" weapons. Q3 has its Lighning Gun, while UT2004 has two firing modes on the Minigun and the Link Gun shaft. All three are different, but only slightly. The overlap is noticable but fortunately the differences between the weapons and firing modes are pronounced enough to warrant their inclusion.

I have a couple of gripes with the arsenal of UT2004 however that detract from a game that I otherwise enjoy so much.
First of all, the change from Enforcers to Assault Rifles was a grave mistake considering how worthless the AR is (even when you dual wield them). Only the grenades are worth anything, and even then they're fired very slow (if you want any kind of range with them) and are fairly hard to hit with. Grave mistake.
Secondly, the Link Gun plasma would need to fly as fast as, and have a rate of fire of, the Plasma Gun to even be remotely useful outside of vehicle and structure bombardment in Assault/Onslaught.
Finally, I feel that the UT3 versions of the Rocket Launcher and Bio Rifle are a bit better than the ones of UT2004. RL is easier to get direct hits with (I don't care much for the grenade functionality) and the Bio Rifle is also easier to hit with. The fact that the Bio drains instead of insta-kills is also a very nice feature. These changes are miniscule compared to the other points, but they still bog me at times.

A matter that will most likely make or break the game for many however is the Shock Rifle. This is a Swiss army knife of weapons, and I to this day can't decide if it detracts from or enhances the game. It has a powerful hitscan attack (45 damage), a spammable secondary (for the same amount of damage), and not an area denial but powerful SPACE denial attack.
The space denial is really the only type of attack that Q3 lacks, however Q3 doesn't need it; the question I ask myself is whether Unreal Tournament needs it. Space denial is (especially as powerful as the shock combo) the most versatile tool one can get in an arena shooter according to me, and this mechanic was and still is a risky business to implement.
Even after so many years of play with it, I can give no straight answer on whether it is detriment or an asset.

Closing thoughts

UT2004 is most definitely the slower game of the two, but what it looses in speed it gains in complexity. Rarely have I found matches in Quake that have provided me with so much joy as the ones I've had in UT2004, and in the end I think that's what it's all about.

The thought of comparing UT2004 and Q3 (and to an extent the series) came about in the midst of an argument during a LAN party, when the choice of game was to be decided. At the time UT2004 was chosen for it's more enjoyable 1v1 and 2v2 (according to a majority), additional gametypes and more content in general helped along the way too.

I respect both games as cornerstones in the FPS realm, but in the end there has to be one you feel you'll never uninstall.

Monday
Sep282009

The black sheep of social media

Last week the company had a group activity where the following question had to be answered:

"How can we make our company seen?"

A broad but familiar question, one that I assume most companies try to figure out the answer to.
At first I thought that the sandwich buffet would be the main attraction of the evening; I might have some qualities of a marketer, but my days in telemarketing weren't the most joyful I've had.
Most groups employed the classical way making a company known, that is to plaster our logo on everything that can fit it. There were some interesting ideas like offering WiFi hotspots at the conventions that the company tends to attend, but in general a flurry of company car stickers, usb keys and coffee cups were suggested.

I had the good fortune however of sitting next to a table where the idea of a Twitter account emerged. This would be a channel outwards for the company the table thought, a news feed. The idea sounded interesting until it occurred to me that these people had no broader intentions than dropping a release announcement at times in less than 140 characters; it turned out that I (and a lone co-worker that shared my views) had to mention that moving into social networking implies that there has to be something social about the new way of communicating. We already have a web page for announcements.

Learn from others

The last time I witnessed an epic fail in trying to penetrate the social media, with the one responsible never having tried to do so before, was during the EU-elections in Sweden.
The seven established parties noticed that the digital campaign for Obama was highly successful, and therefore decided that bombarding YouTube, Facebook, Twitter and so on with sponsored content would grant them instant victory.
What neither they then nor my company now realized was that to be of relevance you have to be someone, and by someone I mean an entity that generates a two-way discussion.

The "two-way" part is where the secret lies. The only party that had a substancial and lasting presence during the elections was, unsurprisingly, the Pirate Party. What they did was to start heated debates on blogs, comment sections and on Twitter feeds. People sharing their points of view and defending them vigorously because of a passion for the issues at hand.

People. Opinions. Passion.

Indications of a driving force that can generate interest, those are the things that will make you want to make contact and possibly spread the three above further.

How to be seen

So the Twitter feed was a great idea for the company, but it does take that lively person to keep it going. My suggestion was at the time was to appoint a person who has a fairly good insight into most parts of the company to on a routinely basis scurry around the web for places to make our voice heard on.
It doesn't matter whether it would be writing a column on some page related to our area of expertise, or if it would be posting a tiny tweet to compliment the author of an article regarding a hot topic. Turn the digital avatar of our company into a presense.

Imagine...

I'm not a master of this subject, but wouldn't it be nice if it more often felt like the one selling you something is someone you'd like to recommend to your friend?