Gias Games: Woodle Tree Adventures

What? Five posts in six days? While this is certainly a record for publishing frequency on the Care and Feeding of Nerds, this may also be something of a peek into the future for this little blog. I'll hopefully be able to share exactly what that means before the year is out but, for now, we can enjoy this review by a new guest author. (Unrelated reminder: you have a little less than 24 hour to enter in our Thrash-Car giveaway!)

The following is the work of my friend Elder Gias. He's currently in the midst of slogging through a backlog in his Steam library and has decided to chronicle the pleasant surprises, misadventures, and occasional WTF-ery of this odyssey. Speaking of the latter, he begins with Woodle Tree Adventures, a 3D platformer by indie developer Fabio Ferrara that was recently featured in the Humble Flash Bundle
Image credit
When I think of setting precedent, I think of Brown v. Board of Education, Citizen Kane,  Goldeneye 64, and now Woodle Tree Adventures.  Before playing this game I thought I had played horrible games on Steam, but this game has given me the unique experience of having to reset my frame of reference for bad games.  This is currently the worst game I have played on Steam.

First let me tell you the few good things about this game.  It has a cute art-style that works for an old school platformer.  It has cute music that matches the visual aesthetic.  It also lets you zoom out on the levels more than any other platformer I have ever played.

Now for the rest of the experience:  When you make a 2D platformer, there is no need to worry about camera angles.  When you make a 3D platformer, camera angles are one of the things you need to worry about the most.  The creators of this game seem to have some Memento style memory loss going on where they constantly forget how to deal with camera angles.  They do show that they are able to switch angles based on where you move, as there are locations where when you round a corner the camera moves to let you see the new location you moved to.  This happens a total of one time in the game.  The rest of the time, the camera will let your character be hidden by anything and everything in the environment.  Additionally, your character will be hidden by the bag he carries many times. 

Normally this and the other camera issues would not be game breaking except, that since this is a 3D platformer with edges that let you fall to your death, proper character location is extremely important.  You will find yourself dying 90% of the time due to poor camera movement.

Speaking of the terrible camera, did the creator have a seizure while coding the camera?  In the second level, I died later in the level and respawned back at the beginning.  However, the camera had rotated 180 degrees such that I was viewing my character from what had previously been his back. This gave me the unique displeasure of having to try to control the character while he was completely obfuscated  by the landscape of the game.
It is a pretty landscape though
To add to the thoughtlessness of the creator, one cannot go back to the level select main menu.  You either have to beat a level or exit the game and restart it.  So to get out of the camera issue described above I had to shut the game down.  I wish I had stopped playing at that point, however I am an addict.  I admit, I have a problem, I am addicted to achievements and being a completionist with my game library, so I continued playing. The terrible camera means that many routine platform jumps are almost a total gamble.  You don't know how far on the Z axis you are, so who knows if you will land on the platform?  The best you can do is watch your character's shadow, but that is not nearly enough.

There are a few sections where you play underwater and you move so excruciatingly slow.  Civilizations rose and fell in the time it took me to complete the underwater sections of this game.  When I checked the clock, apparently there was some temporal anomaly occurring with this game because it took me one hour to finish despite the Eons it felt.  Another 30 min of game play got me the remaining achievements for the game.  I only had to do some key rebinding to get the multiplayer achievement rather than subject anyone I have positive feelings for to a game that is the digital equivalent of a punch to the crotch.

Speaking of key binding, apparently the Xbox 360 controller is the “optimal” way to play this game.  The number of times where the jump button would not respond to presses implies that keyboard and mouse of the game would be the equivalent of being a passenger on the Hindenburg’s final flight.  Getting beaten in the face with a 2-by-4 is my preferred method of mutilation when the alternative is getting hit in the face by a dire-flail.  That does not mean the preferred the method is good, just that the alternative is much MUCH worse.

Though you do have a choice of control input, there is no choice given in how inept your character is at the basic action of movement.  A normal game would have your character move when you input movement and have your character stop when you stop inputting movement.  The creator of this game apparently chose to become the Jackson Pollock of the gaming world and turn gaming on its head by showing you a new way to control your character, a much shittier way!  You move when you input movement, and you keep moving when you stop inputting movement.  For a 3D platformer this is a revolutionary idea!  No one has tried it to this extent before, we are truly seeing game development pioneering in how bad development decisions can be made.  When you are already dealing with a game whose camera is worse than Silent Hill 2 (one of the best games ever, by the way), with a jump button that works as well as Lou Gehrig’s muscles, you don’t need your character to move independent of your controls to show you that the developer hates you and loathes gamers in general.  You cannot fine tune your movements and jumps when you continue to walk several body lengths after you stop inputting movement.  This is most noticeable in areas where the ledges are only two body widths wide and you land in the direct center of the ledge.  If you don’t continue jumping you will die again and again because you cannot stop moving.

These continued deaths could have been mitigated to a degree if the checkpoint system of the game worked in any sort of appreciable way.  I know there are checkpoints because when you die there are certain places that you teleport back to, however, almost every time this happens you are then teleported again back to the start of the level.  Only twice in my playing did it leave me to continue playing from the apparent checkpoint. There is no conceivable way that the game’s creator beat this game without dying due to the control and camera implementation done by Helen Keller Industries.  As such, he should have noticed that they were teleported back to a checkpoint then back from the checkpoint to the start of the level.  I am guessing at this point he just threw his hands up and said “What the hell ever.  Let’s see if someone buys it”.  Thankfully, I only have this game because it was free on Indie Gala at one point.  I am a very frugal person and love getting games for cheap or even free but getting this game, even free, is the closest I have ever come to saying it was a mistake to get a free game.  There is no reason to buy this game.  If you get this game for free, there is no reason to play it unless you are an obsessive completionist, in which case, I feel your pain, get ready for an hour and a half of the video game equivalent of an iron maiden.

This game only has one play-through.  There are no save slots and the game auto-saves.  There is no way to reset the game to start over for someone else to play the game.  However, this not a huge complaint since if you are allowing someone else to play this game after you have played it then you are a bad person.

To further question the sanity of the programmer of this game, some levels have enemies below the entire level just sitting in inaccessible boxes below the ground.  This does not appear to be an aesthetic design choice, but looks more akin to programming errors that the game creator could not figure out how to fix.  It is as though he put in too many enemies to the level and could not figure out how to delete the extra enemies and instead just boxed them up in an inaccessible location.  Given how well everything else was put together, there are no surprises here.

Lastly, it is odd to say this, but thankfully the creators are really bad at adding your points in your total tally.  This leads to you getting way more points per level then you should, at least in the unlockable 600 point level.  If it had not been for this horrible coding of the points, I would have had to play the game even longer to get all the achievements.

If this game had been developed as a student’s art or programming project, I would say that they did a great job.  However, there is no legitimate argument for this game being sold to the masses.  The aforementioned issues should have EASILY been caught by any sort of beta testing by the game creator.  On the developer’s website there are a few quotes about the game from Indie Game websites.  The developers want me to believe that someone said “Woodle Tree is the Hotline Miami of the 3-D platformer.”  I wish that were true, then someone would have shot my character in the face and ended the torture.

At $2.99 on Steam this game is a steal.  And by that I mean the developer is stealing your money to fund another experiment into how best to maim gaming experiences further.  That cost equates to $2 per hour of excruciating play.  There are 8 achievements which thankfully do not take long to get.  The game also supports Steam Trading cards and gives you 3 of the six drops for playing.  However, even as a free game with free card drops I would feel dirty having the badge for this game on my profile.   The game also supports local Co-op game-play which I expect to be featured in the next installation of the Saw franchise.
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Round Up: Boston FIG

Four posts in four days...what is this sorcery? This is apparently what happens costume construction is slow and there are games to be given away.

On Sunday there was a brief mention that the GIR and I had ventured out to the Boston Festival of Indie Games (a.k.a. Boston FIG) this past weekend. Boston FIG has been this semi-elusive for us for the past couple of years. Every time PAX East would roll around we’d see a flyer emblazoned with a giant fig leaf and say something like, “What a great idea, we should totally go,” only to have something else invariably interpose on our schedule. This year the proverbial foot went down: we were going and that was that; so we trekked up to the campus of MIT and took in all Boston FIG had to offer.

Overarching Impressions of the Con:  Yes, I know. In all other convention round-ups this little synopsis would be the last part of the post but, since many of the games featured at the FIG are self-published or were actively searching for a publication deal, our usual methodology would have been tough to follow.
Boston FIG is a con still in the very early stages of development (2014 was only its third year), so it wasn’t surprising that the setup of the event was fairly simple. However, simple did not in any way equate to boring. After participating in the jam-packed spectacles of PAX East and Gen Con, it was so nice to be able to navigate the halls without forcibly becoming intimately acquainted with fellow attendees. On that note, there was something deeply appealing about an event filled with up-and-coming developers. As we’ve discussed, some of the most beloved gaming conventions are now straining under their own weight so it was profoundly refreshing to sit down with innovators and fellow game lovers to assist in the creation of brand new games. Authentic. That probably sounds at least a little hokey, but it felt very authentic and true to the avocation of gaming as a whole.

Of course there were a few hiccups, namely the disparity in preparedness between exhibitors, but overall Boston FIG was a very welcoming and fun experience. To break down the highlights from Boston FIG, I’ve divided the rest of the post into Digital and Tabletop sections. Let us away to the games!

Digital – While the offerings amongst the video games were quite diverse, retro-themed pixelated graphics, zombie-heavy premises, and physics-based puzzle games were the most common themes on the digital floor. We were able to try out a whole heap of games and these guys were the titles that made the biggest impressions. 

Catlateral Damage - There's been much ado about goat simulators in the past year or two, but if you're more inclined towards felines, then Catlateral Damage is probably the game for you. Billed as the 'premier first-person cat simulator', Catlateral Damage allows players to indulge their inner kitteh, mostly by wrecking havoc on various domestic settings. The game fully funded its Kickstarter back in July and will soon be available on both PS4 and Steam. Check out the playable demo here.  

Prismata - A product of MIT's own Lunarch Studios, Prismata is a thoughtfully crafted hybrid of Starcraft-esque resource management and Hearthstone style head-to-head combat. Two players are presented with a roster of units (this roster varies with each matchup), some that provide resources while others that have offensive/defensive capabilities. Each combatant must manage both aspects of their roster, quickly building a viable microeconomy while also engaging in iterative combat with their opponent. Lunarch is currently looking for beta testers and you can learn more about Prismata here

Red Survivor - Mustachio Games presented this turn-based strategy game and, though it was still in pre-alpha, it garnered considerable attention. In the midst of the Russian Revolution, those recently slain in the conflict suddenly rise from their graves to pose a new threat to those still living. Players control groups of survivors struggling to re-create a rudimentary society amidst the devastation. The game featured most of the 4 components of your standard 4X game and hopes to have all 4 of those Xs, as well as a heaping helping of historical narrative, in place by the time they've finished with development. Sound interesting? Sign up to be a beta tester/get early access here.

Tumbleweed Express - This title, by the Dirigiballers, aims to combine all the best parts of the railshooter and tower defense genres. Set in an alt-history Industrial Era, players ride, manage, and defend the eponymous train from the aeronautical forces of greedy businessmen and corrupt law enforcement. There was also a surprising amount of narrative depth and strategy from something that initially presents as a steampunked shooter. You can access the same demo we played at the con here and learn much more about both the game and its creators on the Tumbleweed Express Kickstarter page.   

Tabletop  -  The demos offered in the tabletop section alone could have kept us occupied for hours. Like the Digital section, there was a broad range of offerings in tabletop, but evil minion-centric themes and build-as-you-go boards made repeat appearances throughout the hall.

Lair - Wee Big Games touts itself as 'deep strategy in a small box' and Lair lived up to every bit of that claim. 2-4 players are each trying to curry favor with Big Boss by building out a secret underground base (and undermining the base-building efforts of their peers). Despite having few components, Lair felt like a legitimate Euro game and, though there's an immense amount of modularity available in the game, we all felt pretty comfortable with it after a round or two of play. 

Moonquake Escape - A Pair of Jacks Games had one of the most eye-catching booths and one of the most hotly contested demos on the floor (with Lair drawing an equally large crowd). Players find themselves desperately attempting to escape a high-security prison facility on the lonely planet of Zartaclaton as the latter is slowing giving away to collapse. The game is in the very early stages of development and we look forward to seeing more from this interesting premise.

Moriarty's Machinations - Think Avalon or Resistance with a Sherlock theme and a bit more structure to the deductive process of the players (in the form of personalized narrative information). Moriarty's Machinations is currently in the midst of a Kickstarter campaign if you're keen to learn more about this game.

Phoenix Covenant - A beautifully rendered melange of Magic: the Gathering and Final Fantasy Tactics, Phoenix Covenant will be a deeply satisfying play for lovers of both CCGs and strategy games. The title boasts not only stunning artwork, but also an immense array of in-game lore. Players can also select between head-to-head combat and and a player-versus-environment mission-style mode. It was very clear that Phoenix Covenant was a carefully crafted labor of love from the brothers behind Hikari Games and we look forward to seeing more from them.

Pleasant Dreams - Fresh off their successful Kickstarter campaign, Aerjen Games was keen to display their new artwork for this 2-player psychological thriller. Participants face off, beginning in a state of peaceful slumber and descending quickly into a nightmarish state. Featuring quick, but profoundly tense and often unsettling rounds, Pleasant Dreams will leave you wanting another go.

After such a great experience, the GIR and I are looking forward to visiting Boston FIG every year!

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Our First Ever Giveaway!

Because who doesn't love a chance to win free stuff? 

About a year ago I wrote this post about some of the most interesting games to debut at SPIEL 2013. Now, several conventions and one successful Kickstarter campaign later, Brave Frontier Studios is proud to bring one of those names, Thrash-Car, to virtual gaming marketplace.

But one lucky reader can bypass all this whole marketplace business by winning their own collector's edition copy. It's  even signed by the game's creators!
Here's how you can enter to win:

Step 1: 'Like' our Facebook page, add our G+ page to your circles, or follow us on Twitter.

Step 2: Come up with the best name you can think of for your Thrash-Car racing team and leave that name in the comments of our Facebook/G+ pages or tweet your name @nerdycare on Twitter.

Step 3: Check back here on Friday, September 19th at 6pm EST to see if you're the winner!

The winner's name will be drawn at random from amongst the user names/twitter handles of those readers who submitted an entry as described in Steps 1 and 2. There is a limit of five entries per user/handle.

Good luck everyone!
Serenity will guard the grand prize until Friday :-P


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This Week in Geekdom

Happy Sunday everyone. Hope you're all having excellent weekends. Yesterday the GIR and I visited the Boston Festival of Indie Games and all the fun details from that excursion will be coming your way early next week. So, for now, let's get down to the Week in Geekdom.

Comics

Next month, Marvel will be releasing these special variant covers to raise awareness of the effects of bullying. The endeavor is the result of a partnership between the publisher and the anti-bullying group STOMP Out Bullying.

TV/Movies

We announced this on the social pages on Friday, but this bears repeating. Season 4 of the Legend of Korra will be available for online viewing on October 3rd!

On Wednesday we got our first full-chassis shot of the new Batmobile.

George A. Romero is unimpressed with modern zombies.

Games

If you have a Steam account, be extra wary of any strange chat invitations you receive on either that platform or Twitch. A new malware, called Eskimo, has been making the rounds on the two sites and is capable of hijacking all user control and emptying your Steam wallet.

Earlier this week Microsoft quietly enacted its decision not to release sales figures of the Xbox One. When asked why the data would no longer be available, Microsoft claimed that they were focusing their efforts on the upcoming holiday season. Right. If you say so.

Oh EA. The Sims 4 is only about 10 days old and already you have to patch a problem that you created and wasn't actually a problem at all. 

Tuesday marked the 15th birthday of the Sega Dreamcast (a.k.a. the console that plotted against you).

The tensions wrought by #GamerGate may have simmered down somewhat, but these are 10 lessons that the gaming industry needs to learn from this heinous experience.

Rockstar Games has released these teasers of game footage from Grand Theft Auto V for the next generation consoles.

Science/Technology

It's a question that sounds like something you'd see on XKCD: What would happen to the Earth if the Moon were destroyed? Discovery has your answer right here.

Arguably the single biggest story in technology this week was Apple's announcement concerning the iPhone 6 and the Apple Watch. While the news created an instant furor, individuals familiar with the industry found themselves asking, "...didn't Samsung do this already?" That sentiment is the basis for a new line of spoof advertisements from Samsung.

Ever wonder why humans would come across fermented grape juice and decide that yes, this would be something good to drink? Archaeologists now believe they know why.

Poland-based company AirEnergy3D now has a Kickstarter to raise funds to produce these portable, 3D printed wind turbines that will be able to power your laptop or other small electronic device.
This little turbine can fold up to fit inside your backpack!
The latest edition of the journal MNRAS contains research that claims there is a triple star system whose existance 'defies known physics.' While the title is a bit bombastic, there's a lot to be learned from this 'impossible' set of stars.

It's a mystery that's baffled quantum physicists for years: how can small quantities of matter sometimes act like particles and, at other instances, act like waves? Researchers at MIT and the University of Paris Diderot believe that the answer may lie in fluid dynamics.

It almost sounds like an idea too out there to be real, but NASA has confirmed that they will try to develop a submarine capable of traversing the oceans of liquid hydrocarbons on Saturn's moon, Titan.

General Awesomeness/Feats of Nerdery

Scholars at the Kyoto National Museum in Japan have confirmed that a sword given to the museum is, in fact, an original work of the legendary swordsmith Masamune. The last time a sword was confirmed to have been forged by the storied smith was some 150 years ago.

Meet Ian O'Brien, the owner of the world's largest collection of Dr. Who memorabilia according to the Guiness Book of World Records.

As always, best wishes for an awesome week ahead!
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Cosplay: I Believe I Can Fly

Oh man, I’ve wanted to chat about this with you guys for weeks now but, given the sheer number of cosplay posts that were published over the course of the summer, it seemed like a mini-sabbatical from the subject was in order.  Normally that sort of hiatus would come about naturally, much same way that you’d probably take a few weeks off from running after completing a marathon. This year, however, is very different; there was no exhausted pause, only a rush of planning amidst a deluge of SQUEEs.

Kel, you might have a cosplay problem.

Yeah, I almost certainly do, but this obsession very early stage planning is for an extremely good reason: I’m making wings!

Ok, let me back up a bit. It’s the last day of Gen Con; the GIR and I are perusing the dealer hall with a group of our friends searching for last-minute deals and creative ways to coax additional storage space from our luggage. The GIR comes across a stunning steampunky leather vest emblazoned with the Green Lantern insignia and, in a it’s-close-enough-to-your-birthday move, I buy it for him. The transaction is enough to convince our friend, who’d been eying a similar piece with a Batman theme, to go ahead and make his own purchase. As the boys marveled in their new finery we were collectively stricken with inspiration: what if we did a group cosplay as steampunk Justice League?
Kinda like this, but, ya know, for realz
That, my friends, is exactly what we’re aiming to do for Gen Con 2015. Now I’m not normally big into steampunk, but I do enjoy the Justice League and the premise of finally getting to do a group cosplay with our friends. In the weeks since then roles have been selected, ideas have been brainstormed, and concepts have been drafted in both physical and digital form. It’s still pretty early, but, given the added complexities of coordinating a group venture, the extra time will likely come in handy down the line.

Hmm…Justice League + wings = Hawkgirl?

Exactly. I’d initially considered revamping my Mera costume to make it steampunky, but honestly I like it too much as it is right now. The characters of Hawkman and Hawkgirl provided the GIR and I with some of our initial bonding-over-comics moments back in the early days of our courtship and they play a significant role in Blackest Night. So Hawkgirl had been in the back of my mind as potential cosplay fodder for years but the prospect of recreating her beautiful trademark wings always seemed to invoke a bit of anxiety.
As we talked about a little while back, it’s no secret that making wings is one of the few almost universally agreed upon Majors in the costuming world. Even the simplest set of wings is rife with complications that you wouldn’t normally consider when building or wearing a costume. It’s added steps to your construction process, more parameters for your day-of logistics, and potentially more things that can go wrong. They can end up weighing quite a bit and, even if they’re light, you’re almost assuredly less agile while wearing them, particularly in a large crowd.

And yet, despite all that could go wrong, there are few more impressive things than a set of wings done right.

When I first dipped my toes into the proverbial cosplay waters some ridiculous part of me whispered through the post-convention exhaustion: Hey, one day it would be amazing to make wings. Several years and nearly a dozen costumes later with 11 months of potential crafting time, that opportunity has arrived. So over much of the next year there’ll be periodic updates about this undertaking as well as separate posts about the other components of the Hawkgirl costume.

Construction actually began about two weeks ago, so there’s already been some progress on the wings that we can chat about. Before you set about doing research, it can help to ask yourself the following questions:
  • What sort of wings do I want to end up with? (Dragon/bat, angel/feathered, mechanical, a combination of these, or something else entirely?)
  •  How large does the final product need to be in order to be accurate or just how big do you want your wings to be?
  •  How long do you anticipate wearing the wings? Will you need to navigate large crowds while wearing them?
  • How do you want to wear the wings? Will they extend out from your back or will you wear them on directly on your arms?
  • Will your wings be stationary or do you want them to be able to move?
Your answers will help narrow the scope of your subsequent planning.  Once you’ve got a rough idea of the look, scale, and maneuverability that you’re aiming for, you can start to get a feel for what sorts of frameworks will best suit your project.  

Frameworks, sometimes referred to as skeletons, are the base for all your future wing-y goodness. For stationary projects, frameworks can take on just about any shape or be supported by any variety of things like, say, a 3-ring binder that’s been gutted for parts. Articulating wings, or wings that will be able to move via one or more joints, tend to take on one of a handful of tried-and-true frameworks: single hinge, extending arm, or fan blades.

Single Hinge Wings are exactly what they sound like. The height of the wings comes directly from a pair of stationary ‘bones’, one per side, which are each connected to a respective set of secondary ‘bones’ that reach out away from the wearer via a single hinge point (usually near the top of the primary bones). Wings built in this style to be inexpensive, versatile, and capable of impressive wingspans but they can also be heavy and, if they’re made with too much stress on the hinges, can bend or even break. The video below is a great example of single hinge wings.
Extending Arm Wings basically use the same weight redistribution principles that you see in some desk lamps or clothes drying racks. It’s also a structure that’s similar to the anatomical makeup of an actual bird’s wing. Extending arm wings do a very effective job at distributing the stress associated with the weight of the wings themselves and have the benefit of being able to fold down, thus allowing for easier crowd navigation. They are also more complicated to build compared to their single hinge brethren and, with more moving parts, may have a greater probability of something going awry.

Fan Blade wings are a more complex version of their single hinge counterpart. Think of a paper folding fan; there’s the initial pull on the lead ‘bone’, which transfers the motion to several successive blades via a connected cord or membrane (in this case the paper portion of the fan). These types of wings are often very visually striking, but are arguably the most complex in terms of what goes into their construction. Additionally, fan blade wings have the most moving parts of the the varieties we've talked about and, since all these parts depend on a single component, have the highest likelihood of a catastrophic break.

 Of course, there are definitely more types of wing frameworks than the three presented here, but these are solid starting points and each can be easily modified to suit the needs of your particular project.

After a bit of research and more than a bit of math, I decided that extending arm wings are the way I'm going to go with the Hawkgirl costume. There is one readily available tutorial on how to make a basic set of these, but, just a heads up, there are a few holes in that procedural and the recommended materials aren't be quite strong enough to be load bearing. Still, it's a decent enough foundation and a great way to familiarize yourself with how extending wings work.

Once you've selected a framework, it's a very, very good idea to do a test of it on a small scale. Since wings can require a lot in the way of time and resources, you'll want to nail down exactly what works and what doesn't before sinking your hours and cash into the project. I built this 1/3rd scale mock up out of a few brass paper fasteners and old cardstock we had lying around.
Test #1 was a success and opened up a few possibilities with the design that I played with in subsequent tests (namely that I wanted to see if connecting the bottom horizontal bone and the leftmost vertical bone would give the wings more structural stability; it didn't).

After this I built a full-scale mockup of the wings out of cardboard and more of the brass fasteners. Once it was clear that yes, they moved and worked as I hoped they would, I mounted them onto a corset for more testing goodness and got them to extend via pull 'cables' made out of fishing line. I'll provide all the steps and measurements I used for the skeleton in the post that will cover the final version of the framework. So, until I get that finished, I'll leave you with some pictures from Tests 3-6 (Test #2 was such a colossal failure that it merited no photos, just laughs).
Finished full-scale mockup
Serenity supervises the introduction of the wings to the corset.
The wingspan here is 8 feet (2.44 meters)!


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This Week in Geekdom

Hi everyone! Hope you're all having a great weekend thus far. The GIR and I are in the midst of preparations for the Mid-Autumn Festival at the moment, so let's get right down to the Week in Geekdom.

Science/Technology

In what's arguably the most exciting technological breakthrough of year, researchers from Harvard Medical School, Beth Israel Deaconess Medical Center, Starlab Barcelona, and Axilum Robotics have successfully achieved direct brain-to-brain transmission between humans.
Image by Dmitri Schidlovsky

It's a trope that recurs in just about every work that includes time travel: a character drastically alters his or her future by interacting with or even killing off one of their relatives while traversing a previous era. Even Stephen Hawking has had fun exploring this idea. So, what would happen if you went back in time and killed one of your ancestors? Here comes the answer (and the science).

How to quickly and cheaply make your own desalinator

The Big Bang is fairly well known as far as scientific theories go, but have you heard of the Big Rip?

3D printing has appeared time and again on the blog as these devices spit out everything from artificial limbs to functioning organ tissue. Well now German engineers are taking the technology into new space by printing an entire car.
Image by EDAG
Many areas of the Earth are presently in the midst of a drought and the area around Stonehenge is one of those afflicted places. Turns out that the dry spell may have inadvertently helped solve one of the longest-standing mysteries about the ancient megalith.

Movies/TV

We've been semi-offhandedly calling Guardians of the Galaxy the movie event of the summer for a little while, but it turns out we're not actually far off the mark. Not only has Guardians proven to be immensely popular, but it stands a good chance of breaking records held by its mega-successful Marvel sibling: the Avengers.

While we're in a Guardians frame of mind, check out the Stan Lee cameo planned for Guardians that Disney would not allow to be filmed.

The rumors that have been floating around at least since San Diego Comic Con 2013 were confirmed to be true earlier this week. AMC has ordered a pilot episode for a Walking Dead spin off series.

On Thursday the CW network announced that Ra's al Ghul will be appearing in the next season of Arrow.

Speaking of casting, Dwayne Johnson has finally admitted that yes, he will be playing Black Adam.

There will be decidedly less Hodor and Bran on the upcoming fifth season of Game of Thrones.

Before Lucas decided that he didn't serve this kind of movie, he filmed these 7 minutes of the cantina scene in Episode IV.

Books

George R.R. Martin confirms who his favorite character in A Song of Ice and Fire is, then reiterates that he has absolutely no idea when Winds of Winter will be finished.

Are you a fan of Margaret Atwood? Do you want to see what her next project is? Well, the good news is that yes, there is a next project. The bad news is that you will have to wait 100 years to see it.

Games

Not too long ago we discussed the tributes to Robin Williams that Blizzard was planning on adding to World of Warcraft (which Williams had famously enjoyed playing). We now have a few more images of these forthcoming NPCs.

It's taken him the better part of 9 months, but Many a True Nerd has finished his video series in which he killed everything that could possibly be slain in Fallout 3

It's not quite a confirmation, but this is confirmation that City of Heroes may not be as kaput as previously believed.

As always, best wishes for a fantastic week ahead! And 祝你和你的家人中秋快乐 to those celebrating!
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Nerd Life: the 1UP of One-Upsmanship

Maybe it’s just how the timing of Gen Con worked out this year or perhaps it’s just lingering con-happy, but these past couple of weeks have been such an all-around excellent unofficial end to the summer. Don’t get me wrong, making all the costumes was definitely fun, but after putting together four of them this year, it’s nice to just be able to tinker around without a deadline looming in the periphery.

Another benefit of this post-con hush is having the time to go back over the heap of notes I’d scribbled down at one point or another and trying to parse through them. In the corner of one notebook I’d jotted, “Why do we constantly try to one-up each other?” There was no surrounding context, but that single line caused whatever other investigation I’d been doing to grind to a halt. 
 
Defensiveness set in almost immediately. We don’t constantly try to do that. Other social groups probably engage in one-upsmanship with the same frequency… And then the memories and the stereotypes poured in. Well, maybe that’s just my perception of a behavior. I'm clearly too close to the source material here. To the scholarly journals!

<<Cut to much reading of various studies in an attempt to temper the selection bias inherent to me just asking my friends and colleagues for their thoughts.>> 
This impromptu and highly unscientific data rustling still managed to yield some basic facts for us to work with (largely due to the fact that highly competitive behavior has been studied extensively as it pertains to group dynamics and various emotional disorders ). Competition as it is expressed between two or more parties as direct social contests is often related to low or fragile self-esteem, narcissism, and/or the cumulative impact of being in a competitive environment for a prolonged period[1].  Additionally, individuals behave more competitively towards one another when the number of competing parties is small[2]. Both of these sets of phenomena feed directly into another related behavior called social comparison. The name pretty much encompasses the entirety of the mechanism: it’s that semi-conscious thing nearly all humans do when they stack themselves up against features and accomplishments of another human. And it literally is nearly everyone that does this, even when the act of comparing would yield no useful information to the person doing the comparing[3].

So given all this we can begin to extrapolate a bit into the roles social comparison and direct social contests play into our games of nerdy one-upsmanship. Let’s start with the first of the major characteristics from the above paragraph: low or fragile self-esteem.

It’s no secret that many of us had a difficult time interacting with our peers during our formative years and that we often carry the resulting scars for quite some time. That shared experience of shame, bullying, and isolation lies like a bitter foundation beneath our subculture. It’s one of the myriad reasons why some of us react with hostility when we encounter newcomers as those would-be neophytes are assumed (correctly or not) to have grown up having avoided our widely held childhood fate. Correspondingly, many of us have constructed a large portion of our sense of self from the body of knowledge we’ve built up in the pastimes that sustained us through this turbulence. These hobbies sustained us, at least in the figurative sense, and we often respond to that by giving ourselves over entirely. Any subsequent challenge (or anything that is perceived as a challenge) to that body of knowledge is translated as a threat to the identity we’ve constructed for ourselves. Since the challenge is in an arena that we’re deeply experienced in, the fight-or-flight response often ends up with the ‘target’ nerd selecting the former of those two options.

That’s usually how one-upsmanship comes to pass in the context of standard self-esteem. However, a growing body of research suggests that there is a wide variety of self-esteems or, probably more accurately, states in which self-esteem exists[4]. People with fragile or otherwise unstable visions of self-worth often tie their self-esteem directly to their last accomplishment or whom they are able to impress. “When these individuals are doing well, they feel great or even superior to others, whereas when they encounter setbacks, they tend to feel shame and self-doubt.”[5] So, in a community rife with individuals with low self-esteem AND who characterize themselves upon the level of knowledge held on a variety of shared, lauded topics, one-upsmanship seems like an almost natural reaction. We can’t all know the most about Star Wars or Marvel or Lovecraftian lore. The closest we come to détente is compartmentalization within our respective circles of immediate friends. There’s a wordless understanding of, “Person X is our D&D expert and Person Y is our go-to for physics.” Everyone gets to be a specialist in something and thus everyone can feel confident in their personal body of knowledge. This model functions so long as membership in the friend circle is stable and tends to degrade if a new member is added or the circle encounters another circle. Then it becomes, “Well all my friends know I’m the biggest Trekkie there is and you, rival Trekkie, will have to be put in your place. There’s only room for one of us.”

That last set of statements is what professional psychologists call the Scarce Resources Model. I like to call it the High Noon Saloon Model: there’s only room in this here saloon for one of us. Under this schema we feel jealous and/or threatened when another nerd exhibits more knowledge or skill because we (erroneously) believe that There Can Be Only One. The only way to prove that we are the best or most knowledgeable is to publicly prove how superior the functionality of our cerebral matter is OR instill doubt in the other geek’s purported skill. Hence one-upsmanship.
Sometimes the response we just talked about isn’t derived from insecurity or poor self-worth, but rather from the polar opposite. Narcissistic or highly self-centered nerds, “…do not see others as separate human beings, but more as an extension of themselves, a source of admiration for their accomplishments, a potential threat to their own success, or as an object to use or manipulate in order to meet their own needs.”[6] In this case the one-upsmanship is rooted in the notion of There Can Be Only One, but the key differential is the motivation behind that model. Narcissists believe that they are inherently the best and thus are the natural or even rightful deserving One. Aggressive intrapersonal competition in this case is often a combination of adverse reaction to reality being different than what the narcissist holds to be true followed by a desire to bring the opposing ‘combatant’ low via one-upsmanship as an attempt to restore what the narcissist believes to be the natural order of things. While I’ve separated these motivations for one-upsmanship into separate categories I have a feeling that they’re not binary and instead likely exist on a sort of self-esteem spectrum, but that’s just a semi-educated guess based on personal experience.

So we have one-upsmanship derived from poor/fragile/inflated self-esteem. We, as a subculture, also routinely arrange ourselves in groupings that, as mentioned earlier, foster the most intense degree of competition (instances with small numbers of competitors). Lastly, we tend to do one other thing that may help explain why we sometimes act the way we do: we regularly put ourselves in situations rife with competition. Though cooperative board games make up a considerable and arguably growing portion of their respective market and most tabletop RPGs are inherently co-op, the vast majority of both board and video games are competitive in nature. The aggressive feelings that are conjured up in gamers during the course of the game have been shown to dissipate following the game’s conclusion[7], but there is a growing academic consensus that repeated exposure to the sometimes severe spikes in aggression may have consequences for our social skills later down the line. Having our competitive switches flick to 'on' at the drop of a hat after a lifetime spent playing against one another seems like a probable contributor to our sometimes aggressive behavior.

Oh man, I do, like, all of this stuff. Ok, maybe not all of it, but enough that I'm concerned. What do I do about it?

Like many of our other less savory behaviors, a good solid dose of self-reflection is a great place to start. If you think you've engaged in this sort of one-upsmanship, maybe ask yourself why you've done that. If you feel it's become an unwanted habit amongst your circle of friends, perhaps bring them in your thoughts and brainstorm ways to take some of the sting out of these exchanges. One of the most effective things to do with a person who feels they always need to be the smartest/craftiest/best is to provide gentle reminders that they're among friends. A simple, "hey, we're all friends here and we know who to turn to about [subject Z]," can go a long way.

None of this is to say that competition is a bad thing. Far from it. The difference lies in the intent behind the behavior. There's a world of difference between a good, healthy show of skills and compulsive one-upmanship rooted in how we value ourselves. Let's aim for more of the former and exponentially less of the latter.


[1] Greenberg, M. (2011). “How to Keep Your Cool with Competitive People.” Psychology Today. Accessed 3 September 2014 from http://www.psychologytoday.com/blog/the-mindful-self-express/201109/how-keep-your-cool-competitive-people.
[2] Vandegrift, D and Brian Holaday. (2012). “Competitive Behavior: Tests of the N-Effect and Proximity to a Standard.” Journal of Neuroscience, Psychology, and Economics, Vol 5(3), August 2012, pgs. 182-192.
[3] Corcoran, K., Crusius, J., and Mussweiler, T. (2011). “Social Comparison: Motives, Standards, and Mechanisms.” In D. Chandee (Ed.), Theories in Social Psychology (pgs. 119-129). Oxford, UK: Wiley-Blackwell.
[4] Corcoran, K., Crusius, J., and Mussweiler, T. (2011).
[5] Greenberg, M. (2011).
[6] Greenberg, M. (2011).
[7] Anderson, C. and M. Morrow. (1995). “Competitive Aggression Without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive Behavior in Video Games.” Personality and Social Psychology Bulletin. Issue 21: pgs. 1020-1030. DOI: 10.1177/01461672952110003
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