Tuesday, December 27, 2011

Ocean Marketing/Paul Christoforo and Penny Arcade: Why Customer Service Matters on the "real internet."

It has been a while since I've had a bona fide gaming industry scandal to write about, but man are they interesting. I think that these sorts of stories hit the same spots in the brain that are activated when a high school girl hears the newest gossip or when a bit of drama hits guildchat in WoW. I am, of course, talking about Paul Christoforo of Ocean Marketing, a supposed SEO/Internet Marketing "Professional" who decided to be rude and condescending to a customer over a legitimate consumer complaint, and then Penny Arcade got involved... and things got weird. The entire text of the exchange can be found here, but I'll summarize as this frenzy has exploded over Reddit, Twitter and now even 4chan has gotten into the act, gleefully trying to destroy someone (and for once, it is a person who appears to really, really deserve it.


This all started with a few questions about a third-party controller, the Avenger, purchased in November, advertised as shipping in early December and a customer's questions about a shipment that was clearly going to miss a target for Christmas. These things happen, and Dave, the customer wanted an update, and noticed that new orders were eligible for a $10 off coupon and expressed his frustration that he wouldn't get the controller when he needed it, so he'd be best off canceling his order and placing a new one to save the ten bucks. This is a clear expression of a customer with a legit complaint that anyone who has been in any sort of sales knows is best handled with an apology and a $10 credit (toward a future order, if that ten dollars is really that important to you.) Instead, Paul Christoforo decided to respond in a condescending fashion, threatening to cancel the entire order of anyone who tried to save $10 stating "you can buy it at retail somewhere else." And in closing, he calls Dave "Dan."

This is where things get heated. Dave explains, using strong language (but no profanity) why this response to a customer is unacceptable, affirms that the product is so good that he intends to buy it anyway, but calls out Ocean Marketing on several failures to provide a minimal level of service. To be fair, he ends this e-mail with a bit of a snarky comment that could be construed as a personal attack. Mr. Christoforo then proves that he has not yet hit rock bottom in terms of a complete lack of business acumen or professionalism, and fires back. He starts name dropping, calling names and in general pulling the "do you know who I am, you little nobody?" routine. In this attack on both a customer and spelling/grammar, we have gems like "Son Im 38 I wwebsite as on the internet when you were a sperm in your daddys balls and before it was the internet" and "You just got told bitch ... welcome to the real internet." He closes by bragging about all the trade shows he'll be at, including PAX East.


This last bit is where thing take a turn for the surreal. The e-mail exchange is forwarded to Mike Krahulik, of Penny Arcade and co-owner of the PAX shows. Enraged, Mike steps in and calmly states that if this is how customers are treated, Ocean Marketing and Paul Christoforo will no longer be welcome at those shows. In a stunning display of ignorance, Paul responds with "I guarantee I can get a booth if I want one money buys a lot and connections go even further" and "who are you again?" The game is on. Penny Arcade is one of the most influential websites in all of video gamins, and Mike flexes a little bit to someone who clearly doesn't know who he is talking to. Paul Christoforo makes this clear when he starts throwing insults and telling someone with a LOT more pull than he has to "watch the way you talk to people" because "it's a small industry and everyone knows everyone," not appreciating the irony in his statements. He follows up with more name dropping, including the Mayor of Boston, Sean Buckley at Engadget and Scott Lowe at IGN. For a finishing touch, he insults and threatens the Penny Arcade site, saying that he'll put his "125 employees" on a smear campaign, insisting that Mike doesn't know who he is messing with.

The exchange is put up on Penny Arcade, which in his arrogance and ignorance Mr. Christoforo believes is a good thing, free publicity... and it goes viral within hours. Reddit, Kotaku, IGN and other sites all go bonkers at this little man with the mind-blowing ego and instantly he is the most hated man of the moment for many, many gamers worldwide. On Twitter, Scott Lowe takes issue with his name being dropped in support of this insufferable twit, and says so, calling him "completely unprofessional" given their past working relationship. Staying the course, Paul responds by calling Scott a "douchebag" and claiming that "You were the unprofessional one" in the same tweet, still oblivious to the concept of irony. Kevin Kelly of G4TV stands by Scott Lowe in his assessment, and the manufacturers of the Avenger controller become aware of what their "professional" marketing guy is doing to their brand online. At the moment (as of 11:30 AM, 12/27) Frank Shephard tweeted an apology to any customer treated poorly and said that there is no official statement yet, but "more to come soon."



Aside from the prurient entertainment factor of online drama, what does all this tell us about online marketing and the gaming industry? If you mess with an online institution over something petty, asking them "Do you know who I am?" soon, everyone will know who you are, and that isn't a good thing. Bad publicity is no longer the same as "good publicity," something I'm sure Mr. Christoforo will learn, much to his dismay. We also can see how careers and names can be ruined over something that could have been fixed with a ten dollar coupon. In general, as people become more connected, it is better to be decent and forthright with people, as word really does get around, and you DO have to be careful who you talk to and how. That's what we on the "real internet" call karma, bitch.
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Wednesday, December 21, 2011

A Return, of Sorts and Why Weight Watchers Doesn't Work For Me.

I haven't been blogging lately. Anyone who checks this site, and the regular readers I've lost in the last few weeks already know this. I've underestimated the impact of three nights spent working out, three nights spent raiding Dragon Soul in World of Warcraft and normal full-time job and holiday madness. My limited free time has also meant I've had little new to blog about. I've been focused on losing some of the extra 130+ pounds I've been carrying around these last few years and playing mostly Minecraft and WoW, with the occasional new Indie Game on Steam (Humble Bundles ahoy!) But I've done these topics several times now, and haven't felt inspired to tread the same paths in my writing during my limited free time. Now, I'm on Christmas Break from work, and what does inspire me is a topic some might call controversial. Let me blunt some of this by saying that despite my criticisms, I don't think Weight Watchers is a bad thing, and I've seen it work for some people. Like any program, it is up to the individual whether fitness changes are permanent or if there is some rebound, and any structure is better than no structure at all when it comes to being healthy.

Enough qualifying my opinion, let's get down to the Nitty Gritty.



Weight Watchers is, Essentially, a For-Profit Enterprise

Nothing is wrong with making a profit, but when there are elements of a program that seem to be more concerned with continued or repeat business than the best possible results, I get suspicious. Rather than focusing on building healthy habits that result in a permanent lifestyle change that would make the program no longer necessary, the program is structured with no "I'm done now" in mind. I frequently hear about folks who are "going back on Weight Watchers" after time off, making me think that repeat business is a major part of their revenue. For those who do stick with it, you are committing to a lifetime of group therapy with the meetings, with no goal other than maintenance. I know that after a certain amount of weight loss, your membership becomes free, but this doesn't allay my concerns, as WW is buying something with the money lost from your dues. Someone who has lost a ton of weight using their system and gets a free membership is a great marketing tool. I don't like the idea of making a commitment of paying a fee for therapy and a nutrition program for life, or until I become a walking, talking billboard for a for-profit corporation.



The Points System

Oh, God. This is the big one. I've heard that "Weight Watchers is the only program backed by research,"which isn't true, and hasn't been for several years. My main issue with the flex-point system is that it is entirely possible (for many people, I'd say easy even) to create a diet that the Laws of Thermodynamics prove will make you gain weight. Any research that says a magic combination of fats, proteins and fiber, or servings of fruits and vegetables will make you lose weight if you consume more calories than you burn is wrong. Calories consumed must be less than calories burned if you wish to lose weight. Period. Now, portion control and the fact that calories are a major part of how points are determined blunts the effect of this somewhat. However, fat content is weighted too heavily in accordance with the last twenty years of dietary research, and free fruits and vegetables are an issue. When eggs and nuts, excellent sources of protein and healthy fats are point-heavy, but I can load up on hundreds of calories of sugar-laden fruit, something is wrong. Small portions of high-calorie food supplemented by bowls of fruit because the calorie-dense food took up all the points and left hunger will make a person fat. Dietary fat is calorie-dense, but if the calories are kept in check and protein, fat and carbs are kept in healthy proportions, worrying about the fat in eggs, nuts or meat is counterproductive. Helping build healthy habits that control or eliminate food cravings instead of merely managing them is a better idea.



No Emphasis on Exercise

Now, I know that most weight loss is done in the kitchen, not the gym. However, we're back to the immutable Laws of Thermodynamics here, where there is the "calories burned" side of the equation. A plan that puts all of its focus on the eating part is nearly as bad as the gym rats who workout like mad and then undo all their hard work in ten minutes at McDonald's. Building muscle mass for increased efficiency of burnt calories and doing aerobic exercise to burn off a few more calories makes the journey easier. In addition, the mental and emotional benefits of "feeling better" as opposed to "feeling hungry" help set people up for success rather than failure. Is it easier to do something that makes you feel good, or something that makes you feel bad, even if you know your discomfort is good for you in the long run? In addition, people with a lot of weight to lose may experience sagging "loose skin," and filling that skin with muscle will make that easier to deal with as well.

These criticisms, I understand, are tantamount to an assault on principles nearly as deeply-held as those leveled at any religion. Weight Watchers can make a person lose weight. I have observed, however, for each person I've encountered who has lost a ton of weight on this program and kept it off, there are ten who gained it all back or couldn't stick with it. The program reminds me in some ways more like a crutch than physical therapy, once it is removed, most people aren't strong enough on their own to continue normally without it. As someone who has lost and then regained over 100 pounds, I'm focusing on programs that have their own obsolescence in mind, where once I've lost the weight, I've found my own motivation for keeping it off. Does this mean that I'd try to discourage anyone from being on Weight Watchers? No. I'm not remotely qualified to make that decision for someone as an individual. I would recommend research and a lot of thought about what sort of program fits each person taking this journey best. Calorie tracking, online motivation and strength training are working for me, as I've lost over 20 pounds since mid-November, but your mileage may vary.
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Tuesday, November 22, 2011

Star Wars: The Old Republic – News from the Sith Empire

There are few things more frustrating than struggling to find a topic engaging enough to write about with limited free time, while something you'd really like to be able to review is restricted by a Non-Disclosure Agreement. I got into the SW:TOR Beta, but couldn't really talk about it until now that the NDA is lifted. For those who always skip to the end of this sort of article to get the verdict, I'll give your mouse wheel a break - Star Wars: The Old Republic is a very good game that successfully incorporates the Bioware RPG formula into a WoW-like MMORPG. I intend to purchase it several weeks after launch, and I'll certainly play, but I won't raid in it and certainly won't be quitting World of Warcraft in favor of it. My preferred way to play this game is to turn off most of the things that remind me I'm playing with other people until I want to play with those people, and enjoy the story as a single-player experience on a massive scale. When friends are on, doing an instanced encounter with them or trading items is cool, but I don't intend to randomly group with JEDIDOOD just because I can.

I played through the starting areas for two classes, both in the Sith Empire faction. Let me start by explaining something that I thought was fairly common knowledge, but I continue to surprise people with. "Republic" doesn't automatically mean "good guy" and "Sith" doesn't automatically mean "villain." Moral and ethical choices like those found in Mass Effect and Dragon Age will touch on every character's personal story and the starting areas are very reminiscent in some ways of the Origin chapters in the first Dragon Age. I played a Bounty Hunter who gained both Light and Dark Side points as a mercenary who adheres to the terms of his contract regardless of new information, and a Sith Warrior who is lost to the Dark Side. The two starting planets are split between pairs of classes with Hutta given to the Imperial Agent and Bounty Hunter and Korriban for the Sith Inquisitor and Sith Warrior.


Combat options and gear choices are rolled out with completed quests much as they are in any MMORPG, but the quests are anything but typical. First, no quest text. Everything is fully voiced, including your character and every one-off NPC. Second, many quests immediately draw you into some sort of interesting story, and even the "kill 10 blargs and college their whatzits" quests frequently have a twist, where you may find that turning the quest in to the original quest NPC may have consequences you'd prefer to avoid. From the Sith training grounds on Korriban to the streets of Hutta torn apart by a struggle between powerful underworld bosses for control, the environments are gorgeous and logically laid out with "rest/town" areas placed naturally, without seeming like they were spaced out at particular intervals because players need a new quest hub about here. Each classes' abilities are used when trained in different situations, with status conditions like knockdown sometimes being important, or area of effect damage, or a hard, sustained "channeled" attack depending on the foes encountered.

I was surprised to find that the effect your decisions have on NPC party members is retained in the MMO, with every class having an NPC companion with their own outlook and motivations. These characters act like combat pets, and the AI is surprisingly decent on them, with them acting about how you'd hope they would in fights. Conversations have the familiar Bioware "wheel of options" and choosing one over another may affect your companion's opinion of you as well as your personal Light Side/Dark Side points and storyline. I delighted in my evil Sith Warrior's tormenting of his companion, administering painful shocks when she forgot her place or spoke out of turn. People began to react to my tendencies to adhere to a peculiar form of arrogant honor that does not preclude killing those who annoy me with weakness or trivialities. Very quickly, I got to know who my characters were as individuals, which added something to the experience that WoW will never have.


I was less impressed with the stability and capacity on the technical side of things, with login errors, extremely long queues with no way to tell how long a wait for a server was, and no way to back out of a choice poorly made tarnishing the experience. I also found a series of graphical glitches and missing art and animation in some spots that I hope get some additional polish before launch. Aside from the bugs and technical difficulties, I found that the community of players I had access to in the beta detracted most significantly from the experience. Within minutes, I'd turned off the ability to see chat channels and hid the names floating above other players' heads. I suspect that this is a game I will mostly be playing solo or in small groups of friends, trying to interact with the server at large as little as possible. I enjoy the typical MMO experience, but I like my Star Wars gaming to maintain a certain mood, and that doesn't include racism, homophobia or Chuck Norris jokes.

By the end of my last beta weekend, I'd decided to pursue the Sith Warrior class story past the starting areas and I got my first taste of a major faction city as well as the wider world at my disposal. I chose that class because I intend to actually play as a Bounty Hunter come launch, and I'd like to have the rest of that class experience when the full game is released, rather than losing all of what I'd earned after a post-beta wipe. As the feared right hand of a Dark Lord of the Sith, I got into the opening stages of Empire Politics, and I can see the consequences of decisions made earlier already getting ready to come back to haunt me. I look forward to my next upcoming beta weekend, so I can try out the small-group instances and continue my reign of terror. I wield fear as well as a lightsaber in service to the Code: Peace is a lie, there is only passion. Through passion I gain strength. Through strength, I gain power. Through power, I gain victory. Through Victory, my chains are broken. The Force shall free me.
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Tuesday, November 15, 2011

There and Back Again... Stupid Fat Hobbit.

No, this isn't a long-overdue review of the works of J.R.R. Tolkien.  I've mentioned recently that I'd gained some weight and had been spending time in the gym playing Fitocracy.  I never got into the specifics, but I can do so now.  I've been heavy since elementary school, slowly but surely gaining weight as so many of us do with Mountain Dew, Doritos and a lot of time spent in a computer chair or in front of some other screen, not moving around much.  When I was in my late twenties, managing a hobby shop and running an annual game convention, I'd ballooned all the way up to 325 pounds.  Somewhere in there, I decided to make a change.  I knew that my mother, who had just passed away, had been concerned for my health, and my good friend and then employer, the owner of the hobby shop, shared that concern.  He and his wife decided to work a membership to the YMCA into my annual compensation.


I had the motivation and the means, and it took nearly two years, but I lost over 125 pounds.  I managed to do so while making nearly every mistake a young gym rat can make.  I'd taken up smoking, I was working the "mirror muscles" at the expense of my back and core, and I was taking advice that was aimed at people with an overall greater baseline of fitness than I had.  However, reducing calories and moving around more work, no matter how many stupid fads you subscribe to or how many bad habits you have.  My progress motivated me to push harder and before I knew it, I wasn't having to fast-talk and charm my butt off to get the attention of the fairer sex. My looks were an asset instead of a challenge to overcome with humor, and I used my new-found changes to make many bad decisions with many women.

Luckily, before I killed myself or anyone else with my rampant hedonism and poor impulse control, I met the woman I'd soon be engaged to.  She most likely saved my life, literally. However, I was in danger over the following few years from another spectre: recidivism.  My gym membership went away when the hobby shop did, but my increased appetite and love for beer did not. In addition, I decided that I needed to quit smoking for my overall long-term health and short-term budget.  Things did not bode well for my new, lighter frame. My lifestyle changes and poor decisions brought my weight up. Way up. When I started in Special Education, I steadily gained weight until I was creeping up on 300 pounds again.  When I was laid off this year, I spent seven (heavily documented here) months mostly in front of a computer screen gaming, looking for work and blogging.


Now that I'm nearly as heavy as I was the last time I lost it all, but older, I have a reason to get moving again. I've got a YMCA membership again, and I've got a lot of people supporting my journey back to being a healthy size again. Even though I carry the weight well, looking more like someone just north of 250 pounds rather than someone nearly seventy pounds over that, I am committed to losing it again. I'm rapidly approaching the end of my first month working out and being more careful with what I eat, and I'm down seven pounds so far. I already have a ton more energy and am finding it easier to deal with life in general. I've done this before, I know the way. This is my burden to bear, and you'd better believe I'm ready to huck that extra whole person's worth of weight into Mount Doom.

Beyond that, I've joined Sparkpeople in addition to Fitocracy and I'm lifting weights in preparation to try the Stronglifts 5x5 program, as I find it easy to add mass to my frame, whether through eating burgers or pumping iron. It'd be nice to be healthy and fairly well muscled again, and better to surpass what I did allmost eight years ago now. Best Blogger Tips
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Tuesday, November 8, 2011

Yet Another Humble Bundle – Voxatron, Blocks That Matter and The Binding of Isaac

I've written before about the Humble Indie Bundles and their many advantages, pay whatever you want, support charity, DRM-free Indie games that deserve our support, and these are all still true. I've purchased every one of the bundles I've encountered since I became aware of them, and have been extremely happy with my decision. Though "bundles" that are initially released as just one game, but frequently get more content added gradually are happening more regularly, they've consistently been a great value and the Voxatron Debut bundle is no exception. In this case, unlike the Frozen Synapse Bundle, the "main" game is the weakest of the titles (for now) included, so paying more than the average to get the bonus games is a must.





Let's start with that main event, available for any price, as low as $0.01, the Alpha release build of the Robotron-inspired voxel-based shooter Voxatron. The 3D graphics combines with an old-school aesthetic not unlike Minecraft in a shooting game that is unlike most of what I've played on the market. You play a character with a basic gun, the ability to move in all directions and jump, and when you shoot, it locks your direction of aim and movement together into a strafe based on where you are pointing. It feels like the arcade classic it takes its name from with the way movement and shooting interact, but the controls end up feeling extremely clunky, and that takes a lot away form the game. I've also suffered a few crash bugs and framerate slowdowns, but I expect these will be corrected in future patches. The one thing that saves this game from mediocrity is the fact that players can use an editing program with building blocks to build and add their own content and custom levels, and turning a community's creativity loose on your project is a sure way to ensure a lot of content (quality, and otherwise.)



The Binding of Isaac is a twisted little game that combines features of shooters, the original Legend of Zelda dungeons, and roguelike RPGs. The story is that of a child whose mother hears God's voice telling her to murder her son to prove her faith, and the weeping, naked boy escapes into his basement, which is filled with awful things. There are disgusting and hellish elements from bosses based on blobs of flesh with cleft palates, enemies weeping blood or vomiting flies, and upgrades related to the occult and implied child abuse. The arenas are randomly generated every time the game starts, power-ups and bosses are different with each playthrough and there are tons of unlockables and achivements to earn. The game is tinged with a disgusting dark sense of humor but it is never funny, images which could (and perhaps should) be shocking are rendered with a cartoon style that robs them of their power and just makes them part of the game world. If the concept of playing as an abused child using his tears as a weapon against demonic creatures and confronting his own fears and personal demons doesn't offend, you may find that the overall solid game design makes this one a lot of fun to play.


My personal favorite game in the series is the platform/puzzler Blocks That Matter. The game combines elements of Tetris and Minecraft to form a unique experience that directly pays homage to its inspirations. Indie Developers Alexey and Markus have been kidnapped, and their secret project, the Tetrobot is the only way they can free themselves. The robot can destroy and collect many blocks such as sand, wood and dirt, and is able to replace them elsewhere in the level, but only in shapes of four consecutive blocks, like tetris pieces. Parts of the four block designs may again be destroyed and collected, leaving bits to stand and jump on to reach other parts of the level. As levels progress, there may be massive spots where there are blocks that cannot be drilled through, but, like Tetris, any line of eight (or more) blocks can be made to vanish. Figuring out how to make the various types of blocks interact and being efficient with them allows for progress through the games many stages.

This bundle will be available until Monday, November 14th, 2011 and the bonus games both have Steam and Desura activation codes. Like other bundles, bonus titles are available if the price chosen for the bundle is higher than the average for all bundles purchased thus far, so about $5.50USD (as of the moment) gets you all three titles, and any of these games is worth at least twice that.
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Thursday, November 3, 2011

Batman: Arkham City Review: As Good As Arkham Asylum?

I rarely buy console games anymore. I play them, but I spend so much more time on the PC that it hardly seems worth it to go out and get a new copy of the hot new release for the Xbox360 or Wii (still don't own a PS3.) I do, however, have an active Gamefly Account, and I make use of that to get to play new-ish games, one at a time. I was exceptionally lucky this month, as Batman: Arkham City popped up in my queue on release day, and landed two days after it was available for sale in stores. I loved Arkham Asylum, with the deliberate and dramatic staging of boss encounters, lore detail specific even on obscure points enough to satisfy a comic book geek and the feeling when playing well that you ARE Batman. Terrifying helpless goons dropping down from rafters, using a wide variety of gadgets from the utility belt, and satisfying melee combat made the first game almost perfect. I can say that the sequel improves on the original in all the right spots.


The game opens with a press conference concerning the new prison facility within downtown Gotham, a section of the city walled off and left to the criminals, heavily patrolled by guards ensuring that nothing escapes. The populations of both Arkham Asylum and Blackgate Prison are dumped within and left mostly to their own devices. This is, of course, a terrible idea, and it is no surprise that it is the brainchild of Batman villain Doctor Hugo Strange. Enter Batman, investigating what is really going on inside the walls of the prison, what has happened since the last game, and taking some extremely surprising turns along the way. The city environment is open, allowing for rooftop travel across long distances, gliding and using grappling tools to soar through the air.

Fans of the first game will note that nearly every major Batman villain who didn't take a major role in Arkham Asylum is present in this game. The big players, like The Penguin, Mr. Freeze and R'as al Ghul are brilliantly staged boss fights, whereas more minor villains such as Calendar Man or the Mad Hatter are featured in sidequests. The only characters returning in plot-centric roles who were also heavily featured in the first game are, of course, The Joker and Harley Quinn, and The Riddler remains ever-present at the source of secret collectibles/unlockables. Every single villain plays to their personal strengths, and they aren't abnormally good at something they shouldn't be just in order to craft a challenging boss battle. For example, The Penguin is extremely heavily armed with weapons and stolen/smuggled technology, but his melee combat ability it laughable. Despite the fact that the little fat man drops after only a few punches, he is an extremely formidable villain based on his henchmen, equipment and planning.


Story-wise, it feels like there are really two plots going on at the same time which cross paths from time to time. Dealing with the Joker and the aftermath of his having injected himself with the TITAN serum at the climax of the first game is an ever-present goal while trying to find out exactly what Strange is doing in the new prison facility, and how he ever managed to make this monstrosity happen. Actually believing that Gotham would let the Arkham City project fly in the first place is the hardest bit of the plot to swallow, and you're hit with it off the bat (no pun intended.) If I had a singular complaint about the film, it would be that the main plot is pretty short. It was an engrossing story, but I'd beaten the game after two evenings and a solid long session on one weekend day. I've gone back to work on sidequests, but as I'm not huge on hunting down optional content, I'm effectively done after only I'd guess 16-20 hours of play.

The graphics are top notch, and the sound is even better, though I found myself playing a LOT in "Detective Mode" to make certain I wasn't missing the location of a goon who was hiding somewhere in the muck and grime dressed mostly in black and brown. There were a few frustrating technical issues as well, as I had a half dozen unexplained crashes to the Xbox dashboard claiming I had "corrupted DLC." Since I was playing a rental copy, I had no DLC whatsoever (no playthroughs as Catwoman or Robin for me.) Also, attack animations are very occasionally sometimes a split second longer than they should be, sometimes exposing you to attacks you are helpless to prevent. This flaw is noticable on normal difficulty, and nearly game-ruining on hard, as enemies do so much more damage per strike.


Overall, Batman: Arkham City was great despite its flaws, since nearly every hour of gameplay contained some experience that was jaw-droppingly awesome. I won't spoil the ending here, but those who have beaten the game appreciate the bold and potentially controversial choice made in the game's final twist. I can honestly say I was not expecting what happened, and I'll be very curious to see what they might to in light of the game's ending for any possibility of further games in the series. If you love to hunt and explore for every last collectible and unlock all varient costumes, concept art and bonus game modes, I'd recommend this game as a purchase. If you are like me and are mostly satisfied with getting to a certain level of completion % and then stopping, this is an absolute must-rent.

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Tuesday, November 1, 2011

A New Daily Grind, and Fitness Questing with Fitocracy.

Way back when I started falling into a routine based on habits and the goals I'd set for myself when I was out of work I talked a little bit about what a typical "day in the life" for me was like back here. Looking back on the last few weeks, as I do my best to adjust physically and mentally to a new daily grind, I've started to think about the differences and similarities between those schedules. I'll give a brief rundown on my new routine as a lead-in to talking about a website that has started to play a major part in helping me keep to a part of that schedule. (This post won't be entirely "OMG my daily rut is so interesting," so bear with me while I get it out and onto the page for a moment, and then I'll get into the details concerning Fitocracy.)

On a given day, I'm likely to wake up to two alarms, one on a clock radio and one on my phone, set for 4:59AM and 5:00AM, respectively. I manage to get out of bed before either triggers the first snooze alarm, most days at about 5:03. Then I start the morning routine, which is comprised of more ritual than most portions of the average Catholic Mass. Breakfast, e-mail and checking social networking sites, followed by a shower and getting dressed, at the approximate same times, clothes on by 6:00. I make my sack lunch for the day, pour a cup of coffee and allow myself time for some morning PC gaming until about 6:45 AM (this will drop back to about 6:25 when there is snow) and then I brush my teeth and get in the car. My commute is long, over an hour daily but with the help of my iPod and at least a few minutes daily of a vaguely amusing morning talk radio show, I manage.


My work day is highly structured as well, as work at a therapeutic day school must be. Every day, I clock in, get another cup of coffee and attend the morning meeting. I head to my classroom and prepare daily attendance and behavior tracking paperwork and wait for students to arrive. I'm going to vague it up a little here to avoid coming within even shouting range of confidentiality issues, but each day is broken up into standard high school periods including arrival/breakfast, Gym and Lunch. I can say that Gym and Lunch are together under the current schedule late enough in the day that by the time we survive the chaos of Physical Education, I can see a light at the end of the tunnel. Once the last student has left the building, I have enough time to finish any required paperwork before 3:00PM. The commute back is a solid 90 minutes or more on any given day unless I get really, really lucky with traffic.

Once I make it home, I have a little bit of time for decompression before dinner (working in writing a blog post where I can somewhere in here) and after dinner I need to get ready for either the night's Progression Raid in World of Warcraft or the trip to the YMCA for a workout. Either one of these activities takes me close enough to bedtime that maybe I can sneak in a few minutes of gaming before I have to sleep at 11:00PM to catch six hours of sleep before doing it all over again. This is, obviously, a far cry from what I'd adjusted to between the months of February and October of this year when I started this blog. I was used to sleeping when tired, eating when hungry, and being on the PC the rest of the time. The effects of that inactivity pushed my weight up higher than I like, which is the primary reason for gym workouts occupying three of the four nights I don't raid, giving me only Saturday nights free of commitment.


With all that, it is really, really easy to find excuses to skip the gym. I'm a master of that, as evidenced by the fact that I went to the gym all of a half dozen times in my entire term of unemployment. I allowed myself to get sidetracked by hobbies and, of course, any number of the various games I filled all that time with when not looking for work or blogging. The number of tagged articles with "video games" on them spell it out. I find myself too easily drawn into various games. Fortunately, I found a way to convert the addictive qualtities of questing, leveling and highly structured rewards found in the RPGs I play into a way to keep myself motivated in the gym. I'm playing another game. Fitocracy, as recently featured on Penny Arcade, combines the addictive qualities of social networking with the quests, achievements and levels of any MMORPG to focus the gamer's Obsessive/Compulsive qualities into a way to keep going to the gym.


The interface mostly looks like Facebook, or a similar social networking site, and there are plugins to link your Fitocracy account to both your Facebook and to your Twitter. You automatically follow the progress of whoever invited you, and you may choose to have the program find friends from your personal social networks. Excercise, record ytou workouts on the site and recieve experience points toward the next level. Bonus XP can be gained from completing quests which start out simple (do 20 crunches, or play sports for 30 mins) and get progressively harder. Quests also encourage the user to try excercises that they might not normally ever give a shot to in a normal workout, and the bonus experience is enough to maybe try a freeweight bench press instead of the standard half-hour or hour on the elliptical, bike or treadmill.

Your friends and members of groups you join can see your progress as you earn experience, levels and achievements, and give "props," which are essentially the same thing as upvotes on Reddit, likes on Facebook, +1s on Google+, etc. The site seems well laid out, though more variety in the specific types of exercises that can be tracked would be nice in some spots (There is, for example, an entry for "video game dancing" but nothing for, say, WiiFit, and many weight lifting exercises that use machines are absent.) The amount of experience required to gain the next level and the progressively more difficult quests do a good job of subtly encouraging more excercise, and I'll admit, I've gone out of my way to do a little extra on a non "Gym day" to knock out a quick quest for bonus experience. The amount of free content on the site is impressive, and if you want to support the developers, it is possible to subscribe to get access to titles and at least one bonus achievement when you become a "Fitocracy Hero." I'm only Level 3 at the moment, but I'm just getting started, and since I don't get to run back if I keel over, I'd like to be able to make it to endgame.
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