Tuesday, May 13, 2014

最近の話し

誕生日に過ごしました!

家族と親戚たちは誕生日のために祝ってもらいました。嬉しかったけど、あの日の私は本当に出かけたくなかったね。ですが、私そんなに非常識な人じゃないので、皆さんに感謝しました。

そんなこんなで!

二週前、このブログに日本で書きましたね。実は他のブログは日記のために作って日本で書きましたけど、すぐに諦めてしまいました。それは二つのブログを管理することは大変だと思いました。又は作ったとき、大学生なので時間が持ってないから。

とりあえず、どうして急にまた日本語で書きたいですか?

先ずは、私最初から日本のこと興味があります。日本食べ物とかゲームとかアニメとか文化とか習慣は全部興味があります。さらに、働いている会社は日本会社です。そんな環境で働いたら、耐えられないほど日本語を習いたくなります。それに、日本語に慣れるためです。日本語で書けば書くほど慣れると思います。それで、日本語で書きましょう理由です。

というわけです。

最近、いろんなアニメにはまっちゃったんだね。

「ラブライブ」というのは、実は二年前初めて日本に行った時、秋葉原にアニメの開催お知らせは気づけましたけど、あまり興味がありませんね。先々週の私は、友達が困らせた後で、やっと見ました。見たあとで「ラブライブ」のμ’sの皆さんはとっても可愛いと思ったんだw。自分の大好きな部員は勿論小泉花陽です!突然に「ラブライブ」のファンになっちゃった!携帯ゲームもやります!


今季のアニメとして、「ラブライブ」以外、「一週間フレンズ」と「ご注文はウサギですか」です。

「一週間フレンズ」のストーリは自分の期待どおりちょっと悲しいです。このアニメは何か親切な感じを気にしました。絵のスタイルは新鮮で似合います。悲しいから、放送が終わったら一回で見てしまいましょうかな?でも、このアニメのホームページは毎週の放送に関係した内容で更新します。困るね。。。


最後の話は「ご注文はウサギですか」。友人によると、これは今季のヒーリングアニメです。そういうヒーリングアニメは自分の一番大好きなジャンルです!このアニメはすごっっっく可愛い!多分「きんいろモザイク」と「のんのんびより」よりふわふわを感じますかな。それに、自分の好きな飲み物の関係もある!そうだ、それはお茶とコーヒーだ!>:3


それでは以上です!それじゃ!

Thursday, May 1, 2014

ランダム日本語ポスト

はい、今度のポストは日本語でしてみましょう。

じゃ、只今夜中に過ごして五月になりました。時間は本当に早いですね。私今日までコーエーテクモに働くことはもう11月でありますね。すぐに1年になります。。。

実際にこの1年は、僕の初めて真面目に働きました。むかしの仕事はいつも3月以下で退屈になちゃった。この会社に入ったとき、僕はこの会社に3月以上で続けて働けるかなと思いました。突然に1年に過ごしましたww

この1年で、本当にたくさんものが起こった。考えれば、過去の例年よりもっとものが起こりました。理由の一つは多分僕の毎日の生活が多く変わりました。例えば、遊ぶ時間が少なくなるとか、お金が持っているになるとか、体は毎日朝から夜まで働くのでいつも疲れるとか、などなどです。この間、会社外の友達に会いたいけど、会う機会は少なくなった。この間、格闘ゲームを時間がないので練習できなくなった。週末以外、毎日この起きて働いて帰って寝る生活を過ごします。そう考えれば、その生活について嬉しいかな?

嬉しくないと答えれば嘘でしょ!(笑)

今時間がないですが、仕事があるから、自由度が増えました!仕事から、買いたいものは買えます。特に日本に旅行できます!最終の日本旅行はとても楽しかった。みのりんの演奏も参加しました!あの時は泣いたほど嬉しかったですw!仕事がなければ、今まで26歳で、日本に行かなかったオタクでしょ。

そして、コーエーテクモに働くことは楽しんです。いろんなことを習えるし、同僚は親切し、働くゲームは可愛いですから。疲れても、今まで満足ですよね。

でも、確かに全て持てないね。嬉しくても、もっと時間を持ちたいなw。

ま、いいか!今の幸せは間違いません。来年のは楽しみましょう!

Saturday, April 12, 2014

Video game violence?


Haha the blogger app just destroyed my original angsty post. I guess I'm not fated to do a post about this topic. But I don't care, I'm going to just attempt to rewrite everything!

Okay anyway. Video Game Violence! Let's go through a bit about it. It's related to the supertopic 'Video Games Controversy' which talks about how games can change the behaviour of a person and discusses whether it is good or bad. It was...what...a 30 year old topic? And this 'video game violence' subtopic's popularity skyrocketed in the 1990s because some people decide to murder or manslaughter others in public for 'no reason' BUT it was discovered that these murderers play violent video games. Media and people decided to put 1 and 1 together, peppered with some logic that concluded that video games caused the violent actions of the murderers. I grew up in the 1990s as an avid video gamer so this kind of news sticks out like a sore thumb to me.

Honestly, I have been wanting to blog this for the longest time but constantly decided that it was a retarded topic to blog about whenever I get started on it. When I was younger (much younger), I thought this topic is so silly that it would die down eventually. Unfortunately, it didn't seem that way. Everytime I see a 'video game violence' article, I will get tempted to blog about it and give up eventually because it really feels pointless. But here I am trying again.

So I would like to point out a couple of recent articles. I'm not a fan of linking people away from my blog, but this is kind of an exception since I take reference from outside sources. This article was written about a study that took place fairly recently and got thankfully debunked. Let me first disclaim that I know nothing about the science of asking survey questions, but it seems silly to ask questions related to video game violence to 3000 children, with a minimal age of 8 years, over the course of 3 years. Am I the only one who sees that there are way too many variables to draw any concrete conclusion? First of all, 8 years of experiencing life is a heck of a long time, let alone 17 years. People grow up differently, have different views over different topics because they have different personalities and grew up in different circumstances. That alone provides so many variables! And how violent is violent to each and every child? You can't expect random children to gauge how 'violent' a game is and expect it to be on the same gauge as other children. You mean 3 PH.Ds and 1 MA can't figure that out?

This other study is even more recently written. It basically suggests that it might not be the content in video game that makes people violent, but frustrating mechanics. What? You mean after 30 years, people just reached this conclusion? Or does it have to be someone with a Ph.D to write such an obvious statement before anyone bothers with it? *sigh* I think almost every game developer or QA tester already knew this fact for ages. And it is such an obvious fact too! Frustraion = Anger = Violence? I can sense all the game developers out there snickering at the article. However...better now than never right? I guess it's about time.

My take on this is simple. Everybody is different. Some people love vegetables, others hate it. Some people get motion sickness playing FPS, others can play for 10 hours without stopping. Some people play violent games to destress. Some people cannot differentiate the reality and virutal. Some people don't even see the point of video games. And all those can change over time. We are all different people at different times. Why is it so hard to acknowledge that? What is the point of asking 'Do violent video games cause players to be violent?'? We 'players' are not even clones of each other.

Video games are not drugs, stop thinking that it has the same effect on everyone. It is a just a much more powerful book or movie because of added interaction. It is just another form of media. Like articles, newspapers, TV, LIKE THIS BLOG, like OTHER blogs. It's brain food. Have you read horror stories when you were young and became afraid of the dark? No? Yes? Maybe? You see, even books do that! It depends on the receiver. And the media can't possibly cater for EVERYBODY.

I really appreciate all the people fighting to for video games. I can only imagine that it's an extremely daunting and annoying fight. Here's an article which more or less reflects what I feel and supposedly with evidence to back up. I re-quote Vaughan Bell from that article:

"[U]sing randomised controlled trials, research has found that violent video games cause a reliable short-term increase in aggression during lab-based tests. However, this seems not to be something specific to computer games. Television and even violence in the news have been found to have a similar impact. The longer-term effects of aggressive gaming are still not well studied, but we would expect similar results from long-term studies of other violent media — again a small increase in aggressive thoughts and behaviour in the lab.

These, however, are not the same as actual violence. Psychologist Christopher Ferguson, based at the Texas A&M International University, has examined what predicts genuine violence committed by young people. It turns out that delinquent peers, depression and an abusive family environment account for actual violent incidents, while exposure to media violence seems to have only a minor and usually insignificant effect."

Well, at least I FINALLY let this out of my chest. My god I finally don't have to think about blogging this ever again ^_^

Let's all move on to happier things!

Wednesday, April 9, 2014

Melancholic Happiness? (+カレーの歌)

I'm feeling kind of melancholic recently. And also in a mood of writing. Problem is, I have no idea what to be melancholic about.

SO.

Instead of being melancholic, and make myself suffer about thinking about a melancholic topic that I might potentially cringe at writing (I dunno, maybe like ending up giving life advice or wallowing in 'could've should've would've' crap ), I shall post one of my favorite happy songs that dispels all melancholy:



歌詞:(^o^)ノ

すべては愛のターメリック ハラハラハラペーニョ
泣かれちゃやだもん シナモン カリダモン
無理か パプリカ コリゴリコリアンダー

錯乱してサフラン ちょこっとチョコレート
いまさらガラムマサラ
でも明日があるもん シナモン カルダモン

美味しいカレーの

すべては愛のターメリック ハラハラハラペーニョ
泣かれちゃやだもん シナモン カリダモン
無理か パプリカ コリゴリコリアンダー

錯乱してサフラン ちょこっとチョコレート
いまさらガラムマサラ
チョコはうまいぞー
でも明日があるもん シナモン カルダモン

美味しいカレーの 出来上がり

And this version is epic!


Wow, it's been awhile (like forever) since I posted ANYTHING related to anime. Well, it's hard to blog about animes because firstly, I selectively choose animes I like and drop animes I don't, which eliminates all possibility of angry rants. Secondly, the animes I generally like are slice of life 90% of the time, which means 90% of the time, I can't create a proper constructive discussion on anime since plot is non-existent and events are character driven, in which it would be much better if you would just watch it.

The 10% that remains are really special animes that are not slice-of-life which I MIGHT consider discussing, perhaps sometime in the future. There aren't many of them, but a rough list goes like: Eureka 7, Bounen no Xamdou, Ano Hana and the recent Kill la Kill. Hmm, interesting proposition ですね!今度やってみましょうか?


Saturday, March 22, 2014

[Game Design] MMO Customization thoughts

I have been playing FF14:ARR for a couple of months now and it was exactly what I expected it to be. It wasn't new  or fresh in anyway. The Armory system is basically multiple characters in one character. FATEs are dynamic events made popular by Guild Wars 2. If I were to consider WoW an EQ 2.0, FF14:ARR would be the WoW 2.0 in a sense.  Get to max level, farm for gear, go PvP or PvE, raiding, crafting...same old song and dance. Some implementations got upgraded, some parts got streamlined, etc. Mostly improvements though in my opinion but I can see why some other people might not think so.

However, what I found interesting is the lack of customization. In FF14:ARR, what you can do as a class is very specialized towards your classes' role in the party. Most people see that as a downgrade...to games in general. It was an interesting thought that I held with me throughout my university days but I never discussed about it openly.

Taking us back in time...

I remember that ever since a decade ago, making games with the idea of 'allowing players to customize' was celebrated notion, both to players and to developers alike. It still is. I grew up playing Black Isle games, Bioware games and PnP Dungeon and Dragons. In these games with small social interactivity, customization was really an awesome thing. As I was studying to become a game developer, the phrase 'let players customize' was often thrown out during discussions and written in game design documents as a very very positive thing. Thinking back, people rarely talk about making or discussing about games with strict-but-well-defined roles. It is much easier to pitch a game to others if you have 'customization' in your games. It is much easier to pique the interest of your friends if the game you are trying to get him into have 'customization'.  Why is it that games that offer 'customization' so alluring? Is it because idea of 'customization' implies 'near limitless possibilities'? "Oh you can create a Orc rogue, that sucks at sneaking but uses magic really well!" Wha-?

So what spurred the idea of having customization in games in the first place (not just MMOs)? Usually, developers just want to throw a, say, skill tree they designed and see what players do to it. In a sense, it's like throwing a bunch of tools at a person and asking him to make a table. The player can then, depending on the restriction of the tools, make a proper 4 legged table,  3 legged table, a dysfunctional table, a round table or even a chair. It COULD be that the designer cannot make up his mind and decided to leave it to the players. *shrug* There are times where I see skill trees in games that made sense, and there are times where I just feel that the designers don't care, don't know jackshit of what they are trying to do, or simply overwhelmed by the decisions they are giving the players.

I think that it is great having customization in single player games or instanced games with small scopes like Diablo or Neverwinter Nights, where the damage you can impose onto others for having crap builds is minimal due to its single player nature (you can test builds in an isolated space). But in MMOs, I start to wonder if it is really a good thing.

Consider DDO, Dungeon and Dragons Online. (Warning! DND jargons below)

It's easily the first game where a character you recruit into the party might not be what you think it is. When I played, it was p2p so we had access to all the now-premium dungeons. We wanted to go to this dungeon called Catacombs and we know for a fact that bringing a level 8 cleric with logically sound stats would easily clear the first few levels of the dungeon with the Turn Undead skill (it starts at level 2!). We saw a level 8 cleric looking for party, grabbed him and went straight into the level 2 dungeon. What we did not know, or rather, it wasn't shown that the cleric has crap for Charimsa stat, causing his Turn Undead to be really crap. I was astounded when I saw a level 8 Cleric casts Turn Undead at level 2 undeads and nothing happens. To prove my point, even the level 8 Paladin, a class with Multi-Attribute-Dependency, has 14 Charimsa and weaker Turn Undead (casts at 1/2 Paladin level I think) manage to fear the undeads. That wasted lots of our time and since it's p2p, money as well.

The thing that irks me is not the skill of the player. Sure, in MMOs, we do run across people with really bad skills that waste our time, but that can be remedied over time and that's one aspect that makes MMOs beautiful; to see other players become better. However, characters with a bad build that no skill can overcome is simply bad and will always be bad. It's like putting points into useless talents in vanilla WoW (like wand specialization) or playing a two weapon fighting dexterity fighter in any form of 3.5 DnD (like DDO). DDO is a really special cdase because players can do things like playing a Rogue without points in Disable Device which can heavily impede the progress of your party. In the end, there exist a 'right' way to build a character, which will progress fine in the game, and a 'wrong' way, which is bring pain to the player and those around him. If so, why not just implement the 'right' way?

That sort of leads to my main point, which is 'Is customization really what it is in MMOs?'. I'm going to throw out a phrase: "Viable Builds".  If you throw 'limitless possibilities' onto hundreds and thousands of players in your game (doesn't really matter what game), viable builds will start to surface. Like during the time I played Guild Wars 2, despite preaching about 'customization', the very versatile Elementalists really only have a finite amount of viable builds (I think Elementalist has 3?). So what is the point of customization if in the end, people are defining these viable builds? In a sense, it's like they are solving a puzzle for the designers. It's like genetic algorithms.

However, there is one thing I love about this 'customization' which I must give credit for, which is the discussion process among the players.  Active discussion among players is invaluable to an online game and is a key aspect of a successful long-lasting community. I just feel that it's a bit funny that players are, for example, drawing DPS statistics for the developers (who might refer to it). You see, in a sense, it's like players working for the developers. What a grey area -_-;;

Now this might seem like a anti-customization rant, but it only is because many people I talked to seemed to be attached to the idea of 'customization' like it's always a good thing to have in a game. It's not always. If games have lack of customization, they are more focused on the role of the players and game content is designed to challenge those roles. I just feel that it is more interesting doing content designed specifically for roles. It would boil down to the execution of the players. It is also one of the many reasons I loved Everquest; because of its simplicity. It is kinda of why I'm enjoying FF14 now. Everyone has the skillsets; just how well they execute it. No nonsense like "I'm a Rogue without Disable Devices" crap.

Seriously, I no longer look at 'customization' as a key feature in MMOs anymore. If I am going to be slipstream-ed into a role, might as well let me choose the role from the beginning instead of taking me for a ride. However, I feel that both can co-exist somehow. Like say for skill trees, we can make the skills only enhance the role of the character, instead of allowing the character to step out of their roles. Much like Etrian Odyssey's skill trees. Just an example..

Mmm, some food for thought =)

Monday, March 10, 2014

Dungeon Keeper Mobile controversy thoughts



Quite some time ago, I downloaded this new EA social game that uses the beloved Dungeon Keeper IP. I played it for a good while, chose not to commit into it and moved on. That's the end of my side of the story.

Months later, I saw waves of hate resonate throughout the internet about this Dungeon Keeper spinoff, both before and after this article went viral.  It seems like the usual hatred towards social games by the same elitist people who believes micro-transaction, endless content and DLCs are evil. What a crazy age we live in now eh? Stereotyping games and stuff. It's almost like racism. Anyway, just a word of warning: this is a rant and my rants are usually devoid of structure and subjected to derailing.

As a Dungeon Keeper fan myself, I honestly didn't find this social version particularly bad. Sure, it could use some balancing, like how long it takes to complete an action. But overall, as a social game, I think the game as some potential and EA is just doing what every big game company is heading towards: social games. Why? Because market is there. There are actually people willing to put money into these social games, and to pay to win. If 10% of their players actually pay regularly, it's good enough. I have no doubt that despite the many hateful Dungeon Keeper fans out there, there are a good amount who think otherwise and play it anyways. We don't 'see' them because they aren't the ones complaining.

But my point is mostly this: Games are evolving and moving into a certain direction, whether you like it or not, whether is it within your tolerance or not. Social games are the money making machines for game companies now and it is really hard NOT to attempt developing them. Making AAA titles is unlike the days of the old. It is getting more and more expensive, teams are getting larger, the market is getting more saturated, players are getting busier, technology is getting more complex and all that for a 'hit-or-miss' design. Compare that to social games which are significantly easier to develop and offer unlimited playtime as long as developers maintaining it comes up with interesting events, it is way cheaper to develop social games.

Why are social games so popular in the first place? It is BECAUSE of people. Back then, we did not have Facebook, Twitter, 9GAG and all that stuff to keep us busy and entertained so we simply play games with no distraction. Phones had only 1 function and that is to call people. Now that everyone carries a pocket computer, and that social networking sites are accessible through it, people will constantly check it for 5 minutes. Thus why not make games that require small attention spans...which brings us to social games.

But back to Dungeon Keeper. I won't dictate what the angry fans should think or anything because everyone has their own rights and stuff. I personally feel a little happy that EA is even bringing life to the Dungeon Keeper IP, which means that they have not forgotten it. If response is positive, EA might even consider making an actual new Dungeon Keeper (using this mobile version as a gauge to see interest levels) but I doubt these haters considered that possibility and prefer to bash and label. The games wasn't THAT bad to begin with. EA could have done a lot worse for a lot more damage, like maybe release a crap AAA Dungeon Keeper title for $60.

Hating goes nowhere, is a waste of time, and is unhealthy. At one point, I hated Mass Effect (save Mordin Solus) and Dragon Age and even Skyrim but that took me nowhere. Mainstream games will never go back to the way it was before. I learnt to accept that these company have to make money before they choose to do what could have been AT MOST a 'cult hit'. That's why Mass Effect was created, because it appeals to the crowd by streamlining RPG elements by adding FPS elements. That's why Skyrim was created, because it appeals to the crowd by removing the intricate RPG elements from Morrowind (including crafting spells!) and focusing on the FPS element of the game. Likewise, because most teenagers who grew up playing games in the 90s are now busy working adults, social games will be appealing to them and were thus created. They don't require long attention span, is free to play and spending money rewards them with good stuff.

I have come to learn and appreciate, instead of hate, the mechanics and techniques they implement to appeal to the masses. It is unsurprisingly not as easy as one would think it is. Seriously, I love me my old school games, but hating on Dungeon Keeper Mobile only shows denial to let go.

And dammit, to top it off, it's a free to play game.

*facepalm*

Just my 2c.


Sunday, February 9, 2014

Madoka Magika Movie Afterthoughts



Oho? What's this? Finally, an anime-related post? You bet!

This series has taken me for a crazy ride since it aired in 2011. For those who didn't watch it yet, know that you are missing a hell lot. It is a brutal show with fantastic writing and screenplay which invokes tons of feelings to viewer for both anime and movie alike. I will try to leave as little spoilers as possible (not going to be very possible) so here goes:

Let's take it back to the beginning, back when we were looking at anime lists for the upcoming season of Winter 2011. Hey look! A Mahou Shoujo! It must be about dreams, hopes and happiness! *laugh* How darn wrong could we possibly be? Remember the first shocker everyone had at the legendary Episode 3? Everyone just went from "looks like it's going to be a nice show" to "What the fuck? What the fuck? Why?!". All you Mami fans, I totally hear you. It's so sudden that there isn't enough time for you to feel sad, and that makes you sadder.

After episode 3, things took a horrible horrible turn and you get to see Orobuchi's talents unfold. Basically, he built up to a happy 'conclusion' in one episode and tore it apart again and again and again for a few episodes thereafter. If you look up this show in wikipedia, you'll notice the "Dark Fantasy" and "Tragedy" tags under genre between the words "Magical Girl". Looking at it now, I can't imagine that these 3 tags can co-exist so comfortably beside each other back then. 

Anyway, back to the movie. It was in 3 parts, with parts 1 and 2 airing together in Japan in 2012. At that time, I didn't know there was a part 3 as Japan only mentioned 1 and 2. They were redrawn recaps of the anime, in rewatching it invoked different horrible (in a good way) feelings in me, which I found interesting. Rewatching it is satisfyingly torturous because you already know the bad things that happened, so with the mindset that you already know what kind of anime it is, every characters' action leaves a different impression. Like when Madoka tries to protect Kyuubei. Why does she do it? Because it's cute? Because it's looks like a poor thing? Oh how naive we were when we first watched!

After watching the 2 parts, I was satisfied with the simple recap movies. That is, until the credits rolls and went "WATCH PART 3 NEXT YEAR" (essentially). Well, suffice to say I was stunned because I do not see how else the show could end. So I waited, moved on with life and eventually the next Japan trip with my friends arrived and we went again to watch what this part 3 was about.

SPOILERS ALERT?
SPOILERS ALERT...
SPOILERS ALERT...
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SPOILERS ALERT...
SPOILERS ALERT...
SPOILERS ALERT...
SPOILERS ALERT...

Part 3 was aptly named 叛逆の物語, which literally means "Rebellion Story". I did not see ANYTHING coming at all. I sat through the first 1 hour confused as hell because every character is happy, alive and working together to defeat evil, which makes no sense. Then suddenly, the plot twist came. Homura started questioning the world and concluded that it's not real (etc, etc), and suddenly I was bombarded with explanations after explanations, conclusions after conclusions made by character after character. Because my Japanese listening skills weren't really great, somethings got lost while I'm trying to understand wtf they were talking about. 

But wow, the end of the movie is a mindblast. I remember wandering around Ikkebukuro (while waiting for the next movie which is Persona 3) in the cold weather wrapping my mind over what happened. Homura basically became the devil to Madoka's god. It was fantastic. I remember how fantastic it was back in the anime when Madoka became god. This was just as fantastic as that moment. If you think about it, having Homura become the devil is so natural a plot to a writer. It's just fantastic that most of us don't see it coming at all. It's like explaining Genesis of the Bible. 

Then I returned to Singapore and just today, I had the pleasure of rewatching Part 3 again with subs so that I don't miss anything. Well, it so happens that I didn't miss much; I was just as confused when the explanations came. It's like they were in Greek or something. I kinda get the IDEA of it, but not sure about the details. Rewatching it again was definitely satisfying just like watching the recaps. Things like Sayaka's 'confession' to Kyouko seems more prominent since I wasn't confused throughout the movie and occupied with Homura-Madoka side of the story.

All in all, it was a crazy ride and a great ending.

OR IS IT?!

Gotta love/hate the open-ended endings.