Oct. 18th, 2004

prog: (galaxians)
I did a lot of shopping last week. One thing I bought was a network adapter for my PS2. Again, this is equal parts whee fun combined with my desire to learn more about the existing online-gaming world, for Volity's sake.

I have so far tried it with two games.

Return of the King:
Lame. I was expecting the online game to be similar to the single-console multiplayer game, where two members of the Fellowship help one another through the movie-based missions. Instead, it drops them onto a tiny, glowing island (with a tree in the middle, I guess for aesthetics) and spawns endless waves bad guys for you to hack down together until you both run out of health and die. So basically it's LotrR: Holodeck Battles, or something. Geez, guys.

Noteworthy: The game makes use of a USB speaker/mic headset, if you have one. I can't imagine why it's useful for this particular game, since there's really nothing worth talking about. Nonetheless, I learn of this device's existence, and say: ah, another thingy I have to buy for unclear reasons.

One thing it does right, sort of: If you don't want to cruise for players inside one of the lobbies fillied with 14-year-olds shouting "U R FAG" back and forth (while, oblivious, the Fellowship Theme plays in the background), you can select 'Instant Matchup' and the server pairs you up with someone else who chose the same option, and sends you off to the game. Unfortunately, if nobody's chosen that option yet, you stare at a static screen until someone does, or you stop waiting and return to the online menu. Would have been better to treat it as a flag you can set, versus a modal dialog.

Hot Shots Golf Fore:
Better. I really love this game's single-player mode, and curiosity about its online mode was the driving force behind my getting that adapter.

When I first tried it, I hated it, largely because of a single factor: the real-time shot clock that starts counting down as soon as you tee up at any hole. If it reaches zero before you hole out, you're permanently kicked out of the game. Since I didn't know about it, this happened to me twice in a row, and I thought: This is entirely bogus.

I tried it again tonight, and discovered that suddenly there's more than enough time to complete a hole, so long as you display a modicum of skill, and don't dawdle. I know I've gotten better and faster at the game through single-player practice, but I wonder if they've made the timer a little looser server-side as well. I still don't know how I feel about it; it still seems a mite too fascistic; two or three of the players in the game I played tonight fell under the clock's cruel pendulum. A few more died before the 18th hole due to dropped connections, or possibly getting mad and quitting. (Of course, golf being golf, you can just keep on playing even if all your opponents drop dead, which is just what me and the (eventually) one other survivor did.)

Something that HSGF does right: In lieu of a dynamic ranking system based on network-play performance, all players can see each other's skill level based on how far they've advanced in the single-player game. This is actually a pretty good gauge, from what I've seen so far.



Observations:
There were dozens of people on the golf server, and the handful I played with and talked to seemed very nice and showed good sportsmanship (if we overlook the possible quitting). The RotK server had only a few punk kids connected. I suspect this is a reflection of the games' relative quality, as well as the sort of audience the two genres attract. I am glad that I hobnobbed with the golfing people first.

Chatting is a problem, because it's not obvious how to turn the PS2 controller into a language-input device. Both HSGF and RotK take the least imaginative path of summoning up an on-screen keyboard with which you can laboriously construct your messages, letter-by-letter. The network-setup program from the disc that shipped with the adapter did, I think, a better job, giving you a pie menu of alphanumerics. To type a character, you push the joystick towards one of nine on-screen clusters of characters (the fifth one being at center position), and then press one of the four controller buttons to choose a particular character from that cluster. (You switch between caps, lowercase, and punctuation keypads with another button.) This lets you hack out text relatively quickly, once you get the hang of it.



Very noteworthy (if you're into this sort of thing): a pie menu is an ideal on-screen selection widget if the principal physical input device involves a radial sub-device, like the PS2 controller's analog sticks. This didn't occur to me until just now.
prog: (Default)
My sleep schedule is nuts. I am waking up at 8, 9, 8, 12, 11. I am wide awake now and really oughtn't be. At least there's motion, but I'm skeptical that its just wobbling around a 2am to 10am average, and why can't I accept that? Because I receive self-generated involuntary biochemical rewards when I get up and get started early. Are you sure? Yes. Can you train yourself to generate the same good vibes at any time? It seems simpler to just change my sleep schedule. Sigh...



Been using Voodoo Pad for a few days now and I still like it. Currently I have three files for the three big partitions of my life (ICCB, Volity, Everything Else), though I'm thinking about squishing them into one single file. For now, though, each has a daily journal, acting as the logical trunk for that file's information; all the other, topic-based based start life as branches from those central time-based ones. It's a nice system.

The Everything Else pad's journal actually represents something I haven't done in years: a truly personal journal. While I get my audience-craving ya-yas off right here, I now I have a place for when I need to keep writing, but only for myself. So far, it's more of a daily activity log than anything else... tracking the trajectories of various thingies too boring, private, or both to talk about here, but important to me. And I think it's working out quite well.

By the way

Oct. 18th, 2004 09:47 am
prog: (zendo)
I swung by Cliff Johnson's site for the first time in months and noticed that he hasn't pushed The Fool and his Money's release date back again; it'll be out in less than a month, now. Oh... I'd better update my address with him, since I pre-ordered the Foolish thing a year and a half ago.
prog: (what_you_say)
What's the antonym of the neologasmic verb usage of heart, as in "I heart this song"?

I'm not sure one exists, insofar as I can't think of an atomic, universally recognizable symbol that transitively means "dislike".

I submit skull. Pos: It's another body part, it's already in use as a symbol (albeit in other contexts) where it carries a universally negative meaning. (Yes, even if you think pirates are cool.) Neg: it's already in use as a verb, if a specialized one. (I'm thinkin' about competitive rowing.) (And, to be fair, I see that "heart" has an archaic transitive use, meaning "hearten".)

Any better suggestions? Hmm? Why do I need to know? Because this has been bugging me for days, that's why.
prog: (galaxians)
You know, I just played Internet HSGF again, and: network golf is kind of stupid. You just happen to be playing through a course at the same time as some other folks; nothing you do can help or hinder your opponents' performance. It's still kind of fun to see the leaderboard between holes and know that the scores belong to actual people and not random-number generators (as is the case in the single-player game), and it's nice to chat with folks while waiting for the slower opponents to finish up, but that's about all you get.

Yes, it took me three play sessions to realize this. genius

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