This Week in Geekdom



*Waves* Happy weekend everyone! Hope the week's celebrations went well for everyone observing a holiday this past week (and/or that you were successful in finding relief from the blistering heat we've been dealing with in North America). They may not be fireworks, but this week's bits of nerdy news were pretty exciting in their own right.

But here are some fireworks just because. Yay pyrotechnics!
Comics

Awesomeness: Legendary comic artist Stan Sakai is slated to draw Dark Horse's new adaptation of the 47 Ronin. Bonus: This excellent and fairly comprehensive interview with Stan about this project and the forthcoming live-action movie version.

Are you a DC person? Is your favorite character still "alive" and kicking or were they ripped away to an untimely doom? If it's the latter, you may want to check out this memorial list of the 10 characters taken from us too soon.

In an attempt to garner new readership, Marvel is releasing "chick lit" novels featuring their trademarked superheroes. The end results appear to be of mixed, but generally decent quality.

In a similar demographic-expanding endeavor, DC launched its all-digital comic format with a series based on the 1960s Batman TV show earlier this week. Batman '66 is now available in DC2 format and can be downloaded to your phone, tablet, or other mobile device.

Science/Technology

Since the advent of setting a broken bone in order to promote proper healing, the cast hasn't changed all that much. This week, inventor Jake Evill unveiled Cortex, a whole newexoskeletal twist on making the convalescence process a bit more bearable and environmentally friendly.

Bonus: Can be made with a 3D printer
In a coincidental follow-up to our bit on restoring sight to the blind, University Hospitals has developed a functional bionic eye. The device, available in 12 commercial markets later this year, restores a degree of sight to individuals with late-stage retinitis pigmentosa. 

The latest edition of the Proceedings of the National Academy of Sciences proffered the details archeologists uncovered of perhaps the first instance of flowers being used during human burial rituals.

Microsoft doesn't exactly have the best reputation for fostering open source creativity, but it's not an entirely unfeeling monster. Scott Hanselman breaks down one of the best-kept secrets for Visual Studio.

It may be too late for Ned Stark, but bioengineers have gotten <that> much closer to enabling full human head transplants.

Games

Much to the surprise of no one, the Wii U is not living up to Nintendo's expectations, and here's why.

TV

If this was on just about any other network I'd be more excited, but Syfy (yes, it still exists) is going to release a 6-part pseudo-documentary about some of the biggest names in cosplay right now. The mini-series, Heroes of Cosplay, will debut August 13th.

General Awesomeness

Here's what 16 years of devotion and hard work will get you (if you're a model train lover that is).

Best wishes for the week ahead!
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Game Review: Best Party Games

  
Ok guys, I think something may legitimately be amiss, but in the best possible way (if that even makes sense). As this is my first foray into the realms of GMing, I'm honestly only partially sure of what to expect. My players are just about done rolling up their characters and the developmental momentum stemming from these new personae is reaching a critical mass. As each person conceptualizes, then latches on to, their character their excitement goes from personalized to palpable. It's that beautiful mélange of creation and that 'A Ha' moment when previously disparate ideas finally meld together, and it seems to be at least semi-infectious. This crystallization of thoughts is effectively spurring me to write which, as we discussed last week, is a powerful thing in itself. Now I'm awash in the compulsion to write-all-the-things, almost to the exclusion of pretty much everything else. While this makes for an excellent distraction at the gym or during the morning commute, the fervor seems to be making me just as antsy as my players! There's a bit of work that remains to be done before the dice can fall, but it's been an awesome experience thus far.

In the interim, as I get all my adventuring ducks in a row, the summer continues to blaze along in a series of heat waves and thunderstorms. As the season progresses, you may find yourself heading to a number of conventions, barbeques, birthday parties, reunions, and other types of get-togethers. There may be travel (and corresponding long periods spent waiting around) involved, cousins you haven't seen since your Xbox 360 was fresh from its packaging, or simply the opportunity to spend some time with your friends. Any and all of these are excellent conditions to deploy a party game.

Ah, but what, exactly, makes for a good party game? Aside from preserving your nerd cred, you want to make sure that any gaming recommendations you make to your nearest and dearest don't have the latter wondering why on Earth you thought your game would be fun. Nobody wants to be that guy straining under his/her desperately manufactured enthusiasm in a fruitless attempt to keep a game going when the players would clearly rather sleep, drink, or…say…watch lichen form.

Fear not, for you will avoid such a humiliating fate if you look for the following hallmarks of an excellent party game:

It can easily accommodate a large number of players and/or a malleable player pool.

You never want anyone to feel excluded or crowded out. Moreover, informal gatherings tend to have several activities occurring simultaneously, so it's nice if players don't feel pressured to stay and can easily 'tag out' and surrender their spot to someone else without interrupting the flow of play.

All the rules can be explained in 3 minutes/deduced from watching a couple rounds of play.

A corollary from the first point; if the player pool is dynamic, it's imperative that individuals can readily pick up the mechanics of the game very quickly. Nothing kills game momentum faster than having to constantly stop-start play in order to go over the rules.

The game doesn't cater to a specific skill set.

Unless you're at a convention or another event at which it's likely you'll be surrounded by like-minded individuals, you want to recommend a game that appeals to the widest pool of potential players in order to foster an air of enthusiasm about playing and prevent any unintentional exclusions.

Actual gameplay is competitive without being incendiary.

A healthy desire to want to do well in the game keeps people interested, but keeping things cordial is generally a good idea in terms of the overall event you're attending. An easy way to accomplish this is to select games that have a mechanic based in theatricality. This doesn't necessarily have to involve players actively performing, but rather that the enjoyment from play stems from each player's creative contributions to the group rather than the number of points garnered. One of the reasons why Cards Against Humanity is so appealing is that players are more interested in, and are more likely to remember, making/listening to especially hilarious entries than in being the overall winner.

The physical game is highly portable.

Whether you're waiting in an airport or are at Uncle Xizor's annual barbeque, it's often beneficial to be able to set up, put away, and store your game quickly and efficiently. Not only does this help ensure you don't lose the interest of potential players during set up, but it drastically lessens the probability of losing critical components as the game is put away/stored/toted through security.

So, now that we know what to look for, what are some games that exhibit these qualities?

Can Accommodate an Absurd Number of Players, ages 17+

The phenomenon we know and love, Cards Against Humanity is minimal on components, maximal on hilarity. Every player draws a hand of white cards, each featuring a potential response to a question posed on a single black card. The question is asked of the group and everyone attempts to formulate the funniest answer with their white cards. The holder of the black card (a position that rotates around the group of players) picks the response that he/she feels is the most amusing. The selected contributor then gets the black card as a trophy. The person with the most black cards after everyone in the group has had the opportunity to pose black card questions to the group is the winner but, as noted above, no one particularly cares about who ends up winning. The game is no larger or more complicated than a standard deck of playing cards, affording it maximum portability. Bonus: you can download the game for free!

3-10 Players, ages 10+

A fairly new creation by Out-of-the-Box Publishing, Snake Oil puts you in the role of a fast-talking salesman of some…less-than-legitimate items. Players draw a hand of six cards, with each card featuring a noun. Each player then attempts to combine two of the nouns on his/her card to create a novel product, which is then pitched to one player who acts as the potential consumer of said goods. The 'customer' listens to all the pitches, then selects the one he/she will buy. The player who has the most products selected for purchase after each individual has had at least 1 opportunity to be the customer is the winner. The game is entirely self-contained in its box and is extremely portable.

We Didn't Playtest This At All (Sponsored Content)
2-15 "Fun-Seeking" Players, ages 13+
Play this carefully if you're in an airport...

From our friends over at Asmadi Games, this very aptly named game actually hinges on the exact opposite of one of our Ideal Party Game characteristics from above (sort of). The idea here is to win by any of the means provided you on the cards that comprise your hand. Each card has unique, amusing instructions as to its application, allowing for minimal time spent explaining the rules. Rounds of play are extremely fast, sometimes less than a minute a piece, and the game itself is approximately the same size as a deck of standard playing cards.

2-11 Players, ages 15+

This Kickstarter-backed offering from Level 99 Games is fairly ingenious and was designed explicitly to be as portable as possible. The Library itself is not one, not two, but six individual games that are each easy to learn, but tricky to master. Furthermore, though each game can be easily stored in a pocket, all six games can be stowed in the brilliantly efficient Library chest, which itself is smaller than a typical game box. Most games have an average playtime of 20-45 minutes but some titles, like Infinity Dungeon, can span several hours if you have a large group inclined to detailed storytelling.


Best wishes for a wonderful holiday week if you're reading from Canada or the United States and many hours of happy gaming to everyone!
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This Week in Geekdom



Happy weekend everyone! And it's a particularly illuminated couple of days here in the Northern Hemisphere. Aside from the extended period of daylight some of us are treated to during the Solstice, last night brought us a glimpse of the so-called Supermoon, as the Moon reached perigee in its terrestrial orbit and appeared, as the name would suggest, especially large and bright to those of us down here on Earth. This celestial show has given me additional motivation to improve on my lunar missions in Kerbal Space Program which, if you haven't played it, I highly recommend. Go check out the demo here.

 Games

Sony, desperate to maintain its edge over Microsoft in the forthcoming Dual of the Consoles, attempted to make amends for its disastrous 4.45 PS3 firmware update earlier this week. The update had been blamed for bricking a not-insignificant number of PS3s. The company now claims that the issue has been identified and a solution will be available for download on June 27th.

Speaking of the Dual of the Consoles, one of the biggest stories of the week was Microsoft's reversal of its previous stance on used games/title sharing. While this appeased some gamers, others saw less favorable knock-on effects that we'll likely get down the road. 

Is death cheapened by the way it is handled in modern gaming? The guys at Games Radar try to parse out the digital blood on their hands.

Amongst the kerfuffle that was E3 this year, it was easy to overlook individual game titles that weren't on the roster of exclusive releases for one of the next-generation consoles. EA attempted to use the post-show calm to explain the name change on one of the more-anticipated titles slated to come out this year. It's not Dragon Age III, it's Dragon Age: Inquisition, and here's the official rationale as to why.  

It may already have reached its fundraising goal eight times over, but it's worth a couple clicks to head over to Kickstarter to check out the Omni, a virtual reality suite designed to give gamers the most realistic, immersive experience possible.

Movies

As the summer movie season kicks into high gear, we're going to start to see some of the biggest, most elaborate cinematic productions of the year. Aside from your traditional popcorn-fodder action flicks, the season has started to host large-scale animated works as well. This year's big animated release is Pixar's Monster's University.  The Verge sat down with some of the animators to get the latter's account of just how much technical progress has been made in the way Pixar does animation even when compared to last year's major release, Brave

Ok, we've talked a bit about the seemingly wanton destruction that Superman uncharacteristically wrecks in Man of Steel. We get it; a lot of stuff is rendered into rubble and many innocent civilians were killed. But could you guess the quantity of each? Fortunately, you don't have to. This fairly thorough analysis concludes that your favorite Kryptonian should be stuck with a $2 trillion bill and charges for the wrongful deaths of 129,000 people.

Yes, that's very cool Mr. of Steel, but it's gonna cost ya
Science/Technology

Carbon dioxide does a lot of things. It's an essential repertory vector for both plants and animals, it plays a critical role in major planetary nutrient cycles, and it plays a substantial role in regulating the Earth's base temperature. What if it could do more? What if we could tap it as a fuel source? Researchers at Universite Laval attempted to do just that.

On the subject of atmospheric components, this week scientists posited that Mars was actually blanketed in oxygen about four billion years ago. The findings are far from conclusive, but this would explain quite a bit regarding the makeup of the red planet's soil and give us insight as to the kinds of life our solar sibling may have supported.

Finnish engineers think they may have solved the problem that has vexed the designers of ultra-tall skyscrapers by creating a type of cording that is both very light and extremely strong. If they are correct, elevators would be able to travel vertical distances of up to a kilometer!
Next step: Space Elevators!

This week's issue of Science Translational Medicine detailed the astounding work that has been done engineering adeno-associated viruses to combat retinal degeneration. Say what now? Scientists are <that> much closer to being able to reverse certain types of blindness.

Ever wondered what your outdoor cat does all day? The BBC and the Royal Veterinary College wanted to find out.

Best wishes for a wonderful week ahead!
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Geeky Crafting: Combating Writer's Block

Hello and Happy Solstice to everyone out there in the interwebs! For many of us in the Northern Hemisphere, this time of year harkened the onset of a few months of hard-won, glorious freedom from the daily school routine. Don't get me wrong, school was wonderful for a whole host of reasons (I know, a nerd who loved school…who'd have thunk it?), but having that extra time and brainpower to spend as you saw fit seemed like a luxury. Now, as an adult with a full-time job, the concept of summer vacation may be a thing of the past (fie on that!), but it seems as though the pace of life seems to slow a bit during these few months as people try to enjoy the fleeting bits of good weather. 

Between this and the onset of yet another battle with the workish Elder Hydra, I'm trying to cram in as much enjoyment/hobby time as humanly possible. Since the GIR and I are, lamentably enough, not going to Gen Con this year, all the effort that would normally be given to a costume is instead being allocated to my other favorite creative outlet: writing. 

At the moment, the object of my scriptic affections is something I've wanted to do for many years now: GM a campaign. You might remember back to last year's rundown of releases and gaming developments at Gen Con 2012 and a brief mention of Fantasy Flight's newest foray into RPGs, Star Wars: Edge of the Empire. This, my friends, will be the system with which I (hopefully) will begin my GMing career. A full review of the system will be the subject of a future post, but right now I'm giddily embroiled in a tangle of plot threads and character development. 

At this point, though the campaign universe and I have a long history, the premise of developing an RPG adventure is still new enough that the novelty alone will keep me happily creating for the time being. However, I know that all too soon the ease with which the words flow will taper and perhaps even grind to a halt. It doesn't matter how engaging the subject matter is or how enthused I am about a project. At some point during the composition process my brain will straight-up rebel and those cerebral parts that are normally happy to wordsmith will pitch a hissy fit and stubbornly refuse to continue or, more commonly, will feel generally blah and in no fit state to create.

Such is the way of things. Were time and distractions limitless, I'd leave this dreaded writer's block to resolve itself. Unfortunately, that sort of luxury is not readily afforded to anyone who writes any sort of content that is intended to be consumed by another person. We're often subject to deadlines or the expectations of our readers, neither of which will stand idly by simply because new authorial ideas have become hard to procure.



Aside from this blog, my graduate thesis, and the forthcoming campaign, I write a not-insignificant amount as part of my job and, over the years, have developed a few little exercises to help overcome the writer's block malady. Though, in all honesty, this issue extends to most, if not all, creative pursuits. So if writing isn't your thing, you can probably apply these to just about any project.

First and foremost item to consider when you're at a loss for words: Why are you writing this?

Seriously. What is your intended outcome for this work? Do you want to derive anything personally from this? If so, what? Is this a story you feel needs to be told? Are you hoping to entertain an audience? Is this a brand new genre/style that you've been dying to experiment with? Are you hoping to get published?

Sometimes, particularly if you've been embroiled in a project for an extended period, we lose sight of why we embarked on this journey in the first place. It's extremely easy to do and often causes all sorts of frustration. Taking a step back and reconnecting with the intended purpose of your work can often help clear away any mental "clutter", or extraneous thoughts about the project, and set you back on a productive path. 

If that doesn't work or you feel that mental "clutter" hasn't dropped away as much as you'd like, move on to some self-diagnosis. What do you think is causing the "blockage"? The most common responses tend to be: lack of inspiration, fatigue, overwhelmed by new project/genre or thinking that nothing you write is good enough/original.

Let's tackle those one at a time.

Lack of Inspiration
You feel completely blah about any and all ideas that spring to mind. It's not that you don't want to compose, it's that you feel you have nothing to write about. There's a lot of sitting down to sketch out your thoughts and coming away with blank pages. Counter this deficiency by indulging in some of your favorite works or, ideally, a combination of well-loved precedents and content that is new to you. Stop thinking about your own project and surround yourself with pieces you admire. Don't limit yourself to the media form that your current efforts are based in. If you love some Tolkien, maybe read a few chapters from the Hobbit and watch one of the Trilogy or listen to the soundtrack. If Gaiman strikes your fancy, perhaps take in some artwork based on his prose, then flip through your favorite issue of The Sandman. As you're doing this, try to take in the material mindfully. Ask yourself questions periodically. Why are these works so good? What about them moves you? It's also perfectly ok if you can't define the answers to those in words. The responses can manifest just as nicely in your thoughts. Let yourself drift away for a bit. You'd be surprised how not actively considering your own process for a while can free up your mind.

Fatigue
You are just too damned tired or stressed out. The mere thought of creating just adds one more chore to your unending to-do list. Ugh and fie on writing! <flails> First off, deep breaths. Clear your head as best you can. Once you've regained your bearings, ask yourself this: Is this actual burnout or is this ennui? At times it can be tricky to discern the two, but, frequently, the distinction is pretty clear. If you're burnt out, just physically/emotionally/creatively drained, stop actively thinking or working on the project if at all possible. Do something completely different; occupy your hours with anything but writing. Give your brain and body a chance to rest and reset. If you absolutely have to continue chipping away at your project, make notes as needed (world building exercises are excellent for just this purpose) but no further construction. For serious. Just. Stop.

Ennui, however, is a completely different matter (and a generally awesome word). This is the mental equivalent of, "I should go to the gym, but I just don't feel like it." It's what makes procrastination so easy if you're prone to such. In any case, the response is the same: force yourself to create anyway. Exert some control over that petulant mind. Rwar! Though the brain isn't a muscle, the concept of plasticity definitely applies; you'll get better the more you practice. Obviously that's not exactly what someone mired in ennui wants to hear, but it's a sure-fire way to resolve the problem (and improve your overall writing skills in the process). Get yourself revved up and back in the fight!

Overwhelmed
Taking on this project/genre seemed like such a good idea at the incept, but now you're buried under the dual-faceted avalanche of trying to create while learning something new. Since the problem is two-sided, the response should address each piece of the issue. Go back to the fundamental question: Why you are doing this? Once you've redefined why this project was so appealing in the first place, follow the steps outlined for someone lacking inspiration only, in this instance, limit yourself to the media form you hope to create. In the case of writing, look to authors you admire in this particular style. One decent way to "jump start" yourself is borrow  a section of someone else's text, then spend some time breaking it down into various components, analyze those components, then set back to your own composition. Reverse engineering works as well with writing as it does with other creative processes. Bonus: it's also a great way to introduce yourself to and gain familiarity with new vocabulary!

Nothing good/original
You've got plenty down on paper/Word docs, but it's just not good enough. Or, what you have is ok, but you feel like you've read/heard/seen this narrative a hundred times before. Well, you're technically not wrong. According to literary historians, nothing is original. Anything you come up with is one or more of the 36 Dramatic Situations (or insert any number of similar such lists here). While this may be somewhat disheartening, that doesn't imply that what you're attempting to make isn't good quality or worthwhile. By this logic, you're working with the same fundamental material as everyone else who has ever created a work of written, auditory, or visual art. That right there is pretty cool. So try not to get caught up in the idea that everything you make has to be 100% unique content. Also, be nice to yourself. The quantity and severity of self-criticism tends to correlate with the amount of emotional investment and aggregate time spent on a project. The practice is so easy to pick up that sometimes you don't even realize what your mental monologue is actually saying.  

Keep plugging away while you can; don't shy away from taking breaks as needed. Then give your work to a neutral 3rd party. It's tempting to pass your writing off to a friend for review/initial thoughts but, if you really want to know if what you're doing is any good, seek out the opinion who has no personal ties to you. Bring friends into the mix on the second or third drafts.

Best of luck to everyone wherever your creative pursuits may take you!
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