<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3261229688634057760</id><updated>2012-01-28T10:46:26.591-05:00</updated><category term='bodybuilding'/><category term='art'/><category term='gaming'/><category term='life'/><title type='text'>memento mori</title><subtitle type='html'>memento vivere</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>38</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-549270881630869763</id><published>2010-06-22T09:55:00.012-04:00</published><updated>2010-06-22T13:07:01.250-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Going the Extra Meter</title><content type='html'>My first fighting games were all 3d, and they followed the traditional rules of 3d fighters: no hit-pauses, no crouching blocks against mids, and no super meters. I didn't give supers a second thought-- I figured they were just another move, which meant little considering 3d fighters had easily 10 to 20 times the move set as their 2d brethren.&lt;br /&gt;&lt;br /&gt;After a year of analyzing competitive fighting games at a high level, I am now of the opinion that  the super meter is the single most ingenious, elegant addition to the genre since character variety.&lt;br /&gt;&lt;br /&gt;First of all, super moves not only add to a player's arsenal, but affect all the non-super moves and abilities as well. Let's consider the Ryu vs Blanka matchup in Street Fighter 4:&lt;br /&gt;&lt;br /&gt;No-meter Ryu vs. No-meter Blanka&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Ryu's fireball is &lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;SAFE &lt;/span&gt;against Blanka outside slide range&lt;/li&gt;&lt;li&gt;Ryu's uppercut very &lt;span style="color: rgb(255, 0, 0); font-weight: bold;"&gt;UNSAFE &lt;/span&gt;against blocking Blanka&lt;/li&gt;&lt;li&gt;Blanka's horizontal ball is &lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;SAFE &lt;/span&gt;against blocking Ryu&lt;/li&gt;&lt;/ul&gt;Half-meter Ryu vs Half-meter Blanka&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Ryu's fireball now &lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;UNSAFE &lt;/span&gt;against charged Blanka (threat of EX-Ball)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Ryu's uppercut now &lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;SAFE &lt;/span&gt;against blocking Blanka (via FADC)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Blanka's horizontal ball still &lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;SAFE&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;Full-meter Ryu vs Full-meter Blanka&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Ryu's fireball still &lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;UNSAFE &lt;/span&gt;against charged Blanka&lt;/li&gt;&lt;li&gt;Ryu's uppercut still &lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;SAFE &lt;/span&gt;against blocking Blanka&lt;/li&gt;&lt;li&gt;Blanka's horizontal ball now &lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;UNSAFE &lt;/span&gt;to blocking Ryu (punishable with Super)&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;The addition of the super meter in Street Fighter 4 dynamically changes the relationships of the existing moves, creating an ebb and flow of the match as these meters are built and burned. Compare this to a traditional 3d fighter, in which every move has the same level of safety (i.e. risk)  regardless of who has the upper hand in the match, or how long the match has run.&lt;br /&gt;&lt;br /&gt;Meter changes the dynamic of the match enough that it presents a new metagame: to be in control of the super meters is to be in control of the match. This presents meaningful choices to be made other than the basic objective of "Deplete the opponent's vitality," presenting far more options to the player in a given situation.&lt;br /&gt;&lt;br /&gt;On Offense:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Sacrifice combo damage to save meter?&lt;/li&gt;&lt;li&gt;Sacrifice offensive pressure to bait meter usage from opponent?&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;On Defense:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Sacrifice ability to block to whiff moves and build meter?&lt;/li&gt;&lt;li&gt;Sacrifice meter (i.e. offensive capability) to avoid damage?&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Other:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Use meter to recover from mistakes?&lt;/li&gt;&lt;li&gt;Intentionally allow opponent to win a round by using meter in order to have meter advantage the following round?&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Through this metagame, super meters create a context around every decision made during the match. Obviously, a player's available options in a given situation are limited by how much meter he has, but the real beauty of this design is that his available options next time he is forced to make a choice are affected by his original decision.&lt;br /&gt;&lt;br /&gt;Compare this to a 3d fighting game, where the player has every option available to him at all times. In a 2d fighter, the options available to a player change considering what he had done earlier in the round, and what he plans to do later on. Rather than a string of unrelated puzzles, a fight that involves meter must be thought of as different parts of the same story, complete with the arc of a beginning, middle, and end (translating here to "learn opponent, anticipate opponent, and kill opponent"). Giving "guess" situations this level of context is exactly what makes high level play meaningful.&lt;br /&gt;&lt;br /&gt;At the end of the day, modern fighting games really are just fast-paced games of rock/paper/scissors. The role of super meters is to redefine what rock, paper, and scissors all mean within the context of the match, in addition to giving more meaning to the guessing game itself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-549270881630869763?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/549270881630869763/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=549270881630869763&amp;isPopup=true' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/549270881630869763'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/549270881630869763'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/06/going-extra-meter.html' title='Going the Extra Meter'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-6113489524616990391</id><published>2010-05-13T11:43:00.002-04:00</published><updated>2010-05-21T17:56:30.429-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>The Genius of the Barrel Roll</title><content type='html'>It's no surprise that Afterburner Climax features a barrel roll. Sega has lived its entire life in Nintendo's shadow, and even though Afterburner easily predates Starfox, everyone that looks at a plane-based rail shooter is going to suggest that the player hit Z or R twice.&lt;br /&gt;&lt;br /&gt;Like any younger brother with a minority complex, Sega tries to do all the same things as Nintendo, but faster and cooler and more awesome. With Afterburner Climax's buttery smooth gameplay and killer graphics, Sega was halfway there-- but how would they possibly improve upon the one-liner that burned Arwings into our entire generation's subconscious?&lt;br /&gt;&lt;br /&gt;Let me count the ways:&lt;br /&gt;&lt;br /&gt;1. Vantage Point&lt;br /&gt;&lt;br /&gt;The player camera rolls along with the player, spinning the entire world upside down for a moment. This is initially extremely disorienting for the player and really works to drive the point home that barrel rolls are a big deal. No one is going to just be chaining roll after roll together idly to stay invulnerable like in Starfox-- barrel rolls are a maneuver to be respected.&lt;br /&gt;&lt;br /&gt;This also takes advantage of the extraordinary visuals in the game.&lt;br /&gt;&lt;br /&gt;1. Control&lt;br /&gt;&lt;br /&gt;Instead of a dedicated roll control, Afterburner Climax uses a strange way to trigger the barrel roll: while fully banked in one direction, roll in the other. This creates a much more analog feel to the flight control, giving new players something interesting to learn rather than another button to memorize.&lt;br /&gt;&lt;br /&gt;The first time a player plays this game, he will accidentally trigger a barrel roll. Marrying the control of the aiming with the control of defensive maneuvers in such a way is genius, as the player will learn to carefully decide between offensively and defensively moving the plane.&lt;br /&gt;&lt;br /&gt;2. Longevity&lt;br /&gt;&lt;br /&gt;With new players, there is no need to teach them an additional control for defense. They'll accidentally trigger the control and then freak out in delight when the world around them spins in a circle. Totally awesome!&lt;br /&gt;&lt;br /&gt;As they get better at the game, they will begin to notice that their ability to aim is restricted in some way because certain stick motions will induce an uncontrollable roll. They will begin to nto push the control stick to the outer extreme, introducing a layer of gentle finesse so rare in a blazing fast game like this.&lt;br /&gt;&lt;br /&gt;Eventually, the most awesome players will start going after medals like killing X number of enemy aircraft while rolling, creating a new metagame of high risk, high reward gameplay reserved only for masters of the game.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;Do a barrel roll! (Press Z or R twice!)&lt;br /&gt;&lt;div style="text-align: right;"&gt;Slippy&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-6113489524616990391?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/6113489524616990391/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=6113489524616990391&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6113489524616990391'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6113489524616990391'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/05/genius-of-barrel-roll.html' title='The Genius of the Barrel Roll'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8198121394274570926</id><published>2010-04-06T10:30:00.003-04:00</published><updated>2010-04-06T12:36:25.930-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>The Mastermind</title><content type='html'>Every year or so I like to look over this again, and I'm shocked to see how true it is every damned time. Lime for truth, salmon for lies:&lt;br /&gt;&lt;p&gt;&lt;/p&gt;&lt;blockquote&gt;&lt;p style="text-align: left;"&gt;&lt;span style="color: rgb(51, 204, 0);"&gt;To outsiders, INTJs may appear to project an aura of "definiteness", of self-confidence.&lt;/span&gt; This self-confidence, sometimes mistaken for simple arrogance by the less decisive, is actually of a very specific rather than a general nature; its source lies in the specialized knowledge systems that most INTJs start building at an early age. &lt;span style="color: rgb(51, 204, 0);"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;When it comes to their own areas of expertise -- and INTJs can have several -- they will be able to tell you almost immediately whether or not they can help you, and if so, how.&lt;/span&gt; INTJs know what they know, and perhaps still more importantly, they know what they &lt;/span&gt;&lt;b style="color: rgb(51, 204, 0);"&gt;don't&lt;/b&gt;&lt;span style="color: rgb(51, 204, 0);"&gt; know. &lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="text-align: left;"&gt; INTJs are perfectionists, &lt;span style="color: rgb(51, 204, 0);"&gt;with a seemingly endless capacity for improving upon anything that takes their interest&lt;/span&gt;. What prevents them from becoming chronically bogged down in this pursuit of perfection is the pragmatism so characteristic of the type: INTJs apply (often &lt;span style="color: rgb(51, 204, 0);"&gt;ruthlessly&lt;/span&gt;) the criterion "Does it &lt;b&gt;work&lt;/b&gt;?" to everything from their own research efforts to the prevailing social norms. This in turn produces an &lt;span style="color: rgb(51, 204, 0);"&gt;unusual independence&lt;/span&gt; of mind, freeing the INTJ from the constraints of authority, convention, or sentiment for its own sake. &lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="text-align: left;"&gt;INTJs are known as the "Systems Builders" of the types, perhaps in part because they possess the unusual trait combination of imagination and reliability. &lt;span style="color: rgb(51, 204, 0);"&gt;Whatever system an INTJ happens to be working on is for them the equivalent of a moral cause to an INFJ; both perfectionism and disregard for authority may come into play, as INTJs can be unsparing of both themselves and the others on the project.&lt;/span&gt; Anyone considered to be "slacking," including superiors, will lose their respect -- and will generally be made aware of this; INTJs have also been known to take it upon &lt;span style="color: rgb(51, 204, 0);"&gt;themselves to implement critical decisions without consulting their supervisors or co-workers.&lt;/span&gt; On the other hand, they do tend to be scrupulous and even-handed about recognizing the individual contributions that have gone into a project, and have a gift for seizing opportunities which others might not even notice. &lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="text-align: left;"&gt;In the broadest terms, what INTJs "do" tends to be what they "know". Typical INTJ career choices are in the sciences and engineering, but they can be found wherever a combination of intellect and incisiveness are required (e.g., law, some areas of academia). &lt;span style="color: rgb(51, 204, 0);"&gt;INTJs can rise to management positions when they are willing to invest time in &lt;/span&gt;&lt;b style="color: rgb(51, 204, 0);"&gt;marketing&lt;/b&gt;&lt;span style="color: rgb(51, 204, 0);"&gt; their abilities&lt;/span&gt; as well as enhancing them, and (whether for the sake of ambition or the desire for privacy) many also find it useful to learn to simulate some degree of surface conformism in order to mask their inherent unconventionality. &lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="color: rgb(51, 204, 0); font-weight: bold; text-align: left;"&gt;Personal relationships, particularly romantic ones, can be the INTJ's Achilles heel. While they are capable of caring deeply for others (usually a select few), and are willing to spend a great deal of time and effort on a relationship, the knowledge and self-confidence that make them so successful in other areas can suddenly abandon or mislead them in interpersonal situations. &lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="text-align: left;"&gt;This happens in part because many INTJs do not readily grasp the social rituals; for instance, &lt;span style="color: rgb(255, 102, 102);"&gt;they tend to have little patience and less understanding of such things as small talk and flirtation&lt;/span&gt; (which most types consider half the fun of a relationship). To complicate matters, INTJs are usually extremely private people, and can often be naturally impassive as well, which makes them easy to misread and misunderstand. Perhaps the most fundamental problem, however, is that &lt;span style="color: rgb(51, 204, 0);"&gt;INTJs really want people to make &lt;/span&gt;&lt;b style="color: rgb(51, 204, 0);"&gt;sense&lt;/b&gt;&lt;span style="color: rgb(51, 204, 0);"&gt;.&lt;/span&gt; :-) This sometimes results in a peculiar naivete', paralleling that of many Fs -- only &lt;span style="color: rgb(51, 204, 0);"&gt;instead of expecting inexhaustible affection and empathy from a romantic relationship, the INTJ will expect inexhaustible reasonability and directness. &lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: left;"&gt; &lt;/div&gt;&lt;p style="text-align: left;"&gt;Probably the strongest INTJ assets in the interpersonal area are their intuitive abilities and their willingness to "work at" a relationship. Although as Ts&lt;span style="color: rgb(51, 204, 0);"&gt; they do not always have the kind of natural empathy&lt;/span&gt; that many Fs do, the &lt;span style="color: rgb(255, 102, 102);"&gt;Intuitive function can often act as a good substitute by synthesizing the probable meanings behind such things as tone of voice, turn of phrase, and facial expression&lt;/span&gt;. This ability can then be honed and directed by consistent, repeated efforts to understand and support those they care about, and those relationships which ultimately do become established with an INTJ tend to be characterized by their robustness, stability, and good communications.&lt;/p&gt;&lt;p style="text-align: right;"&gt;typelogic.com&lt;br /&gt;&lt;/p&gt;&lt;/blockquote&gt;&lt;p&gt;&lt;/p&gt;Many people say to "just be yourself," but I'm a firm believer that I am in charge of who "yourself" is. Continued existence is continual change-- so might as well take control over it, right? I refuse to resign the content of my character to a set of generalities written about an entire group of the human process.&lt;br /&gt;&lt;br /&gt;The delicious irony is that the INTJ archetype describes my attitude perfectly.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8198121394274570926?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8198121394274570926/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8198121394274570926&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8198121394274570926'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8198121394274570926'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/04/mastermind.html' title='The Mastermind'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-4988810789702949347</id><published>2010-04-04T15:53:00.006-04:00</published><updated>2010-04-04T16:30:49.103-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>If I Were In Charge of SSF4</title><content type='html'>Note: After discussing some of these points with Seth, he informed me of the pull and push process of getting changes into the game. You can't have everything!&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Game System:&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Different animations and effects for chip death and for focus death (not enough remaining health to focus) for more immediate feedback of "why did I just die?" and less confusion.&lt;/li&gt;&lt;li&gt;Alternate "Reversal" message given for wakeup focus attacks and reversal backdashes to encourage players to learning more advanced tactics such as backdash punishing OS's.&lt;/li&gt;&lt;li&gt;Reversals don't need to break focus. I've tried to focus a couple too many reversal upballs and headbutts... it's a very strange rule seemingly to created to discourage charging focus as okizeme, which is a bad idea already for plenty of other reasons.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Frontend:&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Change the button configuration screen to something that doesn't take 10 years, and also to something that Japanese players can come to America and understand.&lt;/li&gt;&lt;li&gt;Allow for choosing of character and color BEFORE a match is set up in Championship mode a la VF-- it's blind pick anyway, right? Cut down on the few times of accidental Abel / Ryu selection because of one too many mashed A inputs. Of course, Ultra selection is offered after the matchup is revealed.&lt;/li&gt;&lt;li&gt;More context-sensitive playback of rival music, instead of ALWAYS playing P2 characters' music every time:&lt;/li&gt;&lt;li&gt;In Versus, play after one player has a win streak of 5 at least&lt;/li&gt;&lt;li&gt;In Championship Mode, play during championship match (each player hears his opponents' music)&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Chun Li:&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Medium kicks-- Currently, back+MK is the target combo starter, neutral MK is the AA, and toward+MK is the stepkick. Any change to this would really be great:&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;If the TC kick and the stepkick were switched, Chun would be able to move forward while maintaining back charge.&lt;/li&gt;&lt;li&gt;If the TC kick and the AA were switched, Chun would be able to AA long-range Rufus dives and immediately pressure with fireballs while he's resetting.&lt;/li&gt;&lt;/ul&gt;Stomp kicks-- Currently, only down+MK activates stomps, whereas d/b+ or d/f+MK does not. This is to allow Chun players to jump in from range with the very long-reaching j.mk while maintaining both down and backcharge. However, this is sort of a pain in the butt.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;If stomps were were activated with both down+ and d/f+MK, they'd be much more reliable for use in combos while j.mk would still be usable while maintaining charge with d/b.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Jus' sayin'.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-4988810789702949347?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/4988810789702949347/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=4988810789702949347&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/4988810789702949347'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/4988810789702949347'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/04/if-i-were-in-charge-of-ssf4.html' title='If I Were In Charge of SSF4'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-5783653195382193321</id><published>2010-03-26T18:06:00.001-04:00</published><updated>2010-03-26T18:06:54.971-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Jacket Juice</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sSms7_DQenU/S60v7to-lsI/AAAAAAAAAC0/T-9zCRG-EVg/s1600/jamba-five-fruit-frenzy.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 294px; height: 320px;" src="http://4.bp.blogspot.com/_sSms7_DQenU/S60v7to-lsI/AAAAAAAAAC0/T-9zCRG-EVg/s320/jamba-five-fruit-frenzy.jpg" alt="" id="BLOGGER_PHOTO_ID_5453067426725795522" border="0" /&gt;&lt;/a&gt;So thanks to the one whole US Dollar discount, I decided to take a risk and hit up Jamba Juice's new Five Fruit Frenzy smoothie. At the time of this writing, I am halfway finished with the Original (20 oz) smoothie.&lt;br /&gt;&lt;br /&gt;"Five Fruit Frenzy" is an absolutely perfect name for this product. The initial taste is nearly overwhelming-- the loudest note here is "tart", but there is more than enough sweet to smooth the experience over for those that don't want to pucker up after every sip. There is so much going on that it could be a little confusing, and the sip is down the hatch before every element can be thoroughly enjoyed, inviting the user to try to brave the frenzy of flavor once again.&lt;br /&gt;&lt;br /&gt;The textures of this smoothie are as varied as the flavors. Presumably by using whole fruit rather than juice, the Jamba engineers behind the FFF preserve more than just the flavor-- including strawberry seeds and sweetness-soaked, smashed bits of banana. Once again, there is plenty going on here, perhaps too much for the less adventurous type.&lt;br /&gt;&lt;br /&gt;Personally, my go-to selection at Jamyba is the classic Banana Berry, since I like my smoothies like I like my women: predictable, easy to handle, and with consistent level of resistance. But for those of you that like the taste of flavors that bite back, the Five Fruit Frenzy is just like Fierce Feint Fierce-- absolutely stunning.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-5783653195382193321?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/5783653195382193321/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=5783653195382193321&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5783653195382193321'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5783653195382193321'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/jacket-juice.html' title='Jacket Juice'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sSms7_DQenU/S60v7to-lsI/AAAAAAAAAC0/T-9zCRG-EVg/s72-c/jamba-five-fruit-frenzy.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3034346068151352902</id><published>2010-03-25T16:11:00.000-04:00</published><updated>2010-03-25T16:13:27.722-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>How to Push My Buttons</title><content type='html'>Although everyone seems to dismiss it as an archaic way to interface with a game, the act of pushing a button can really be explored to create satisfying play.&lt;br /&gt;&lt;br /&gt;A digital (read: not analog) button has 2 states: on and off. Most every game only considers the act of toggling the button from its off state to its on state (referred to as the Positive Edge of input), but some (usually Japanese) games put a strong emphasis on the lifting of the button as well (the Negative Edge).&lt;br /&gt;&lt;br /&gt;In Bayonetta in particular, every attack in the game is separated into two halves: an attack on the way out, and on the way in. These halves are assigned to the Positive Edge and Negative Edge respectively-- if a player so chooses, he can leave his attack "out" longer to deal extra damage, at the risk of spending more time vulnerable to a hit from behind. Through this mechanic, a single press of a digital button has an analog level of risk and reward associated with it, adjustable given the player's style and situation in-game.&lt;br /&gt;&lt;br /&gt;The result is that each button press becomes two decisions the player is faced with: When should I press this button, and when shall I release it? Pushing a button is the simplest way to interface with a game, but it can packed full of context and tough decisions!&lt;br /&gt;&lt;br /&gt;This solution creates a level of customization in every action the player takes, while maintaining the instant, fluid response granted from a one-dimensional input interface. The simultaneous pursuit of creativity and responsiveness has always been core to the Japanese genre of "Stylish Action Game", and is one of my favorite play mechanics in all video games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3034346068151352902?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3034346068151352902/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3034346068151352902&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3034346068151352902'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3034346068151352902'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/how-to-push-my-buttons.html' title='How to Push My Buttons'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-1683163946506248670</id><published>2010-03-22T13:26:00.004-04:00</published><updated>2010-03-22T14:36:10.765-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bodybuilding'/><title type='text'>Under Pressure</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sSms7_DQenU/S6exGkPIfJI/AAAAAAAAACs/PYBUZat-4-c/s1600-h/bpchart.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 110px;" src="http://4.bp.blogspot.com/_sSms7_DQenU/S6exGkPIfJI/AAAAAAAAACs/PYBUZat-4-c/s320/bpchart.png" alt="" id="BLOGGER_PHOTO_ID_5451520600319753362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;So it turns out that according to my latest reading, my blood pressure is once again riding the line between Prehypertension and Stage 1 Hypertension (the border is at 140/90). Dang.&lt;br /&gt;&lt;br /&gt;I've been aware of this problem for some time-- starting from when my PE teacher had me take the reading 10 times in a row in disbelief, to the time I recognized the numbers on my grandmother's BP reading from her hospital bed during a diabetic emergency.&lt;br /&gt;&lt;br /&gt;Two summers ago, I was able to get my numbers down to &lt;span style="font-style: italic;"&gt;almost&lt;/span&gt; normal levels after my ridiculous regime of tennis, lifting, and HIIT-- a feat I'll probably never be able to achieve again. The only way to come close would be to remove as much sodium as possible from my diet, which is worth considering.&lt;br /&gt;&lt;br /&gt;Turns out the UK classifies BP up to 140/90 as completely normal, whereas in the US, that's the line between prettycrap and megabad. Why is it then that the US is the one with the disgustingly disproportionate obesity issue and the long-running streak heart-related deaths year after year?&lt;br /&gt;&lt;blockquote&gt;I'm not satisfied until every vein is forced up against my skin. Look how &lt;em&gt;vascular&lt;/em&gt; I am, Brian. If there's one thing women love it's a &lt;em&gt;vascular&lt;/em&gt; man. I've got veins. They carry my blood all over my bah-dy. That's how John Mayer would say it: "Bah-dy." I'm really into him now. &lt;span style="font-style: italic;"&gt;You better be okay with it!&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: right;"&gt;Stewie Griffin&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-1683163946506248670?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/1683163946506248670/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=1683163946506248670&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1683163946506248670'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1683163946506248670'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/under-pressure.html' title='Under Pressure'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sSms7_DQenU/S6exGkPIfJI/AAAAAAAAACs/PYBUZat-4-c/s72-c/bpchart.png' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-7543011861256842616</id><published>2010-03-20T18:18:00.000-04:00</published><updated>2010-03-20T01:55:07.365-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Love and Street Fighter</title><content type='html'>&lt;blockquote&gt;&lt;/blockquote&gt;&lt;blockquote&gt;I hate the art of fighting, but I wanna be the king of fighters!&lt;div style="text-align: right;"&gt;Dan Hibiki&lt;/div&gt;&lt;/blockquote&gt;Lots of people ask me why I play as Chun-Li.&lt;br /&gt;&lt;br /&gt;I don't like getting too close to someone. I mean, I'm not bad in that situation; it's just so risky. But I hate being distanced also-- those who prefer that situation are frightening to me. I need to be in some vague middle ground to feel comfortable.&lt;br /&gt;&lt;br /&gt;My timing and spacing are okay-- reactions are my weakest link. But to maintain my fragile middle range, I have to be able to step forward if they step back, and step back if they step forward. I have to be react faster than normal against aggression, and be able to seize my few opportunities as they come. But too often I'm simply holding onto my charge instead of pressing forward when the time is right.&lt;br /&gt;&lt;br /&gt;The unfortunate fact is that I play with a constitution handicap. It doesn't take much before I'm down and out. Many matchups feel unfair. My attitude in reaction to this has become to simply throw myself at people, and either succeed quickly or fail quickly. I'm resigned to the fact that my tools don't necessarily match up to those of others.&lt;br /&gt;&lt;br /&gt;This game, like many others, isn't balanced. Some have incredibly great and effective characteristics, while others just get screwed. At one point I felt like I was unstoppable, but those days are behind me now. There's always the promise of a better game-- so then why should I bother learning this one?&lt;br /&gt;&lt;br /&gt;It's because of all this that I choose not to play in tournament. When anything real is on the line, I opt out. I'm afraid of what people might think of me when they see me in that situation, or maybe just ashamed of my own ability to talk the talk but not play real footsies. I'll definitely beat up on randoms in casuals out of boredom, but I'll never go for the prize, for fear of how I'll feel when I lose.&lt;br /&gt;&lt;br /&gt;I don't hate the player. I don't hate the game. I hate the character. But I'm too proud to counter pick in real life.&lt;br /&gt;&lt;blockquote&gt;Handsome fighters never lose battles.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Vega&lt;br /&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-7543011861256842616?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/7543011861256842616/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=7543011861256842616&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7543011861256842616'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7543011861256842616'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/love-and-street-fighter.html' title='Love and Street Fighter'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-5758293479409746996</id><published>2010-03-19T17:49:00.002-04:00</published><updated>2010-03-19T17:57:57.587-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>He's a (New) Star</title><content type='html'>&lt;blockquote&gt;Those who actually succeed in life... They just happen to be born with the magic ticket called "talent." If you don't have it, you can either accept or deny that fact until you die. That's your only choice.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Tohru Adachi&lt;/div&gt;&lt;/blockquote&gt;I'm really lucky. I've &lt;span style="font-style: italic;"&gt;been &lt;/span&gt;really lucky. At some point, I figured my residence on Easy Street was reward for my natural talent and hard work, but that has since been wholly proven false. The most important lesson I learned from art school was that I had no real talent-- which was fine, since the other lesson learned was that I had no real passion for it either. And hard work? I've never really known what that was.&lt;br /&gt;&lt;br /&gt;I always thought that life would only ever got harder. One year ago I was prepared for working life to be ten times worse than student life, so I prepared furiously, making sacrifices in my own hopes and dreams as well as my relationships with others. Do I regret it? In some cases, definitely. But maybe that's why my life is so easy now.&lt;br /&gt;&lt;br /&gt;I tried so hard to mitigate the trials and tribulations of adult life, and I succeeded in almost every way. But was it worth it? Is my reward for making my life boring a very easy and boring life?&lt;br /&gt;&lt;br /&gt;Maybe I'm just not lucky &lt;span style="font-style: italic;"&gt;enough&lt;/span&gt;.&lt;br /&gt;&lt;blockquote&gt;Luck favors the prepared.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Louis Pasteur&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-5758293479409746996?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/5758293479409746996/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=5758293479409746996&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5758293479409746996'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5758293479409746996'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/hes-new-star.html' title='He&apos;s a (New) Star'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-2703605909069457868</id><published>2010-03-17T10:18:00.001-04:00</published><updated>2010-03-17T10:18:40.350-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Ace Combat 6</title><content type='html'>Jet fighters are basically designed to be awesome incarnate: fast, loud, destructive, and invincible to any other form of war machine.&lt;br /&gt;&lt;br /&gt;In fact, the only problem with making games about jet planes is this: how does the game designer portray the godly power of these planes while still presenting a meaningful challenge to the player?&lt;br /&gt;&lt;br /&gt;Ace Combat 6 dances that line admirably with its level design. While the player's jets are exaggerations of their real-life counterparts, the scenarios the game provides for them require the use of every bit of their physics-defying power.&lt;br /&gt;&lt;br /&gt;Unlike Ace Combat 5, AC6 utilizes its fictional Emmerian Air Force in a somewhat believeable fashion-- as support for its ground forces. A large-scale attack in this game involves several concurrent operations, with groups of allies approaching their own objectives. The player is not tasked with winning the war by himself, but rather to assist the effort as a whole.&lt;br /&gt;&lt;br /&gt;Unfortunately for the Emmerian military, these multi-operation missions are designed such that providing enough support for every operation to be successful is deliberately made to be impossible.&lt;br /&gt;&lt;br /&gt;Though the player has the godly ability to easily destroy many targets from kilometers away, there will always be more allies praying for assistance than he can attend to. With great power comes even greater responsibility, indeed!&lt;br /&gt;&lt;br /&gt;This level design philosophy forces the player to make decisions on who to support and who to leave on the wayside, i.e. to concede to his inability to win the war by himself. Creating this emotion inside the player is a triumph in level design-- while other flight action games communicate the worth of a multimillion dollar war machine through sheer destructive force, AC6 sends the same message by making the player understand that there are never enough of these machines to go around.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-2703605909069457868?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/2703605909069457868/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=2703605909069457868&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2703605909069457868'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2703605909069457868'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2010/03/ace-combat-6.html' title='Ace Combat 6'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-5611998990769953394</id><published>2009-10-14T13:43:00.004-04:00</published><updated>2010-03-19T17:52:52.055-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Brand Loyalty</title><content type='html'>College was a time for new things-- for me, new facial cleansers.&lt;br /&gt;&lt;br /&gt;The smells of Neutrogena reminded me of high school in all the wrong ways, OXY annoyed me with its wannabe minimalist branding, and Clean and Clear were two adjectives with which I could not relate.&lt;br /&gt;&lt;br /&gt;Then there was Nivea For Men. I couldn't really vouch for "Nivea," but "For Men" was pretty easy to understand. Clearly, it was the one brand available that was actually meant for me.&lt;br /&gt;&lt;br /&gt;(aside-- I wholeheartedly believe that it is completely sensible to judge vanity-fueling products by wholly superficial standards.)&lt;br /&gt;&lt;br /&gt;I started off with their Energizing Cleanser, which is of course discontinued because it was too awesome. After my great experience with their solutions, I began to try their other lines.&lt;br /&gt;&lt;br /&gt;This is how a tragedy unfolds.&lt;br /&gt;&lt;br /&gt;Nivea For Men's lip care products are the worst excuses for self-pampering items in all of Duane Reade. The effectiveness, longevity. texture, and even packaging are completely half-assed. There is no excuse.&lt;br /&gt;&lt;br /&gt;I'm on that Blistex now, thanks.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-5611998990769953394?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/5611998990769953394/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=5611998990769953394&amp;isPopup=true' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5611998990769953394'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5611998990769953394'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/10/brand-loyalty-pt-1.html' title='Brand Loyalty'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-7332118889316465011</id><published>2009-10-09T22:51:00.002-04:00</published><updated>2009-10-09T23:12:08.669-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Warrior Princess</title><content type='html'>I don't like iTunes. I don't like how long it takes to boot, the bloated internet connectivity, the limited playback features, its arcane organization / file copying schemes, all of it. But I figured it's the most appropriate way for an internet thug like me to support musicians that I like.&lt;br /&gt;&lt;br /&gt;Amazon MP3, though. Here's where it wins:&lt;br /&gt;&lt;ul&gt;&lt;li&gt; "Preview All" button to go through all the samples of an entire album. When buying music online, this is clutch because it's always a toss up whether or not to buy more than one song for the better deal.&lt;/li&gt;&lt;li&gt; DRM-free MP3 files. No brainer. Sucks to be you, Apple!&lt;/li&gt;&lt;li&gt;I always have a browser open anyway.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Hooray for Amazon MP3!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-7332118889316465011?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/7332118889316465011/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=7332118889316465011&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7332118889316465011'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7332118889316465011'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/10/warrior-princess.html' title='Warrior Princess'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-4036917628320885805</id><published>2009-07-31T14:36:00.003-04:00</published><updated>2009-07-31T15:21:08.253-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Why I Like Blazblue</title><content type='html'>Non-physical competitive gaming, when not luck-based, basically comes in two main flavors: Chess-type and Poker-type.&lt;br /&gt;&lt;br /&gt;In a Chess-type game, the entirety of a game is laid out for all to see, which every element's possibilities known beforehand. Since there are so many possible actions to take, the onus is on the players to utilize the predetermined legal actions to overcome his opponent, while he mindfully watches his opponent attempting the same thing. Having the right pieces in the right positions at the right times is not an important objective in chess-- it is the only objective.&lt;br /&gt;&lt;br /&gt;On the other hand, in a Poker-type game, the elements of the game world are hidden. Neither player has any way of knowing what cards the other has, nor any influence on how the game will unfold. The only thing these players have to go on is each other-- a pro poker player and a scrub will statistically get the same number of fantastic hands throughout their careers, but the pro player will be able to win more through means other than simply having better cards.&lt;br /&gt;&lt;br /&gt;Fighting games can really go either way. On one hand, the legal characters, their attributes, and abilities are all predetermined and known fully by all involved, similar to the way everyone knows how chess pieces are allowed to move. This is of course at the theoretical highest level of play.&lt;br /&gt;&lt;br /&gt;Unfortunately not everyone can reach this level of gaming prowess, and the game changes. Almost regardless of the game, the adage that allows absolute beginners to begin to improve is, "When in a position where one option is to block, then block." It it similar to poker-- in a high pressure environment with limited information on what the opponent will do, it is often a very good choice to simply do nothing. Statistically speaking, the game will reward the player for opting not to play.&lt;br /&gt;&lt;br /&gt;Just as the cowardly poker player will simply fold out every time until he's dealt a killer hand, many fighting games reward players that do nothing until a braindead opportunity. In Dead or Alive, I'm not sure there is a single feasible move that will result with frame advantage on block. This results in the two DOA players simply guarding, hoping the other person opts to play the game (to attack) possibly out of boredom, statistically putting him at a disadvantage.&lt;br /&gt;&lt;br /&gt;Blazblue is cool because it, through many game systems, favors the attacker in almost any situation. Although the relentless pressure capability of Guilty Gear's False Roman Cancel is gone, a player pressing buttons has an easier time winning than one that doesn't, which is a refreshing change.&lt;br /&gt;&lt;br /&gt;I like pushing buttons.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-4036917628320885805?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/4036917628320885805/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=4036917628320885805&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/4036917628320885805'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/4036917628320885805'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/07/why-i-like-blazblue.html' title='Why I Like Blazblue'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8922904856845276259</id><published>2009-07-01T23:45:00.000-04:00</published><updated>2009-07-02T00:48:56.166-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Happy Birthday from Youtube!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sSms7_DQenU/Skw7-Rr1UCI/AAAAAAAAACc/ey6n-j0gFSY/s1600-h/youtubelol.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 272px;" src="http://1.bp.blogspot.com/_sSms7_DQenU/Skw7-Rr1UCI/AAAAAAAAACc/ey6n-j0gFSY/s320/youtubelol.jpg" alt="" id="BLOGGER_PHOTO_ID_5353719998121857058" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;50 new subscribers in a day? Just what I've always wanted. How did they know?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8922904856845276259?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8922904856845276259/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8922904856845276259&amp;isPopup=true' title='238 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8922904856845276259'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8922904856845276259'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/07/happy-birthday-from-youtube.html' title='Happy Birthday from Youtube!'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sSms7_DQenU/Skw7-Rr1UCI/AAAAAAAAACc/ey6n-j0gFSY/s72-c/youtubelol.jpg' height='72' width='72'/><thr:total>238</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8811262404461253987</id><published>2009-05-24T06:13:00.004-04:00</published><updated>2009-05-24T06:18:12.828-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Eureka</title><content type='html'>It's 6:00 AM. Didn't sleep last night.  Too much excitement and planning for a business venture of mine. Ran out of notebook space to scribble on, and had to go to the Duane Reade (24 hours!) to buy new notebooks just now. And for the first time ever, the streets of New York smelled refreshing.&lt;br /&gt;&lt;br /&gt;Right now, I must be the happiest I've ever been for my entire time in the city.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8811262404461253987?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8811262404461253987/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8811262404461253987&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8811262404461253987'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8811262404461253987'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/05/eureka.html' title='Eureka'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-751230931696194598</id><published>2009-05-05T18:14:00.004-04:00</published><updated>2009-05-05T18:17:47.039-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>No Rest for the Weary</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_sSms7_DQenU/SgC67Fg2YJI/AAAAAAAAAB0/4bCia7A2HqM/s1600-h/lyingdown.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 290px;" src="http://1.bp.blogspot.com/_sSms7_DQenU/SgC67Fg2YJI/AAAAAAAAAB0/4bCia7A2HqM/s320/lyingdown.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5332467483061674130" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;Well, maybe a little rest.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-751230931696194598?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/751230931696194598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=751230931696194598&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/751230931696194598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/751230931696194598'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/05/no-rest-for-weary.html' title='No Rest for the Weary'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_sSms7_DQenU/SgC67Fg2YJI/AAAAAAAAAB0/4bCia7A2HqM/s72-c/lyingdown.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-5438693781028188526</id><published>2009-04-05T20:16:00.004-04:00</published><updated>2009-04-11T22:25:35.198-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>What's Really Good?!</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;object width="400" height="246"&gt;&lt;param name="movie" value="http://www.youtube.com/v/r75Lz1Drp8g&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/r75Lz1Drp8g&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="400" height="246"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;So, King of Fighters! Kyo is right when he says that if you speak English, you probably haven't played these games. Not an issue.&lt;br /&gt;&lt;br /&gt;What's really interesting here is the rock-paper-scissors dynamic of the game. In King of Fighters, it seems to work mostly like this:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;JAB &lt;span style="color: rgb(255, 102, 102); font-weight: bold;"&gt;beats&lt;/span&gt; JUMP &lt;span style="color: rgb(153, 0, 0); font-weight: bold;"&gt;devastates&lt;/span&gt; SWEEP &lt;span style="color: rgb(255, 102, 102); font-weight: bold;"&gt;beats&lt;/span&gt; JAB&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;What's really interesting here is that all of these things are attacks. King of Fighters is designed like a super action-heavy anime, with their opponents constantly attacking. There's not nearly as much holding back as other games.&lt;br /&gt;&lt;br /&gt;Given the risk/reward setup, in King of Fighters, the "default option" is a jump attack.&lt;br /&gt;&lt;br /&gt;Its kissing cousin, Street Fighter, looks something more like this:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;BLOCK &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;devastates&lt;/span&gt; ANTI-AIR &lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;beats&lt;/span&gt; JUMP &lt;span style="font-weight: bold; color: rgb(51, 255, 255);"&gt;can beat&lt;/span&gt; BLOCK&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;The massively unequal set of rewards here are what really makes Street Fighter a mindgame fest. The easiest way to get big damage in the game is to trick the opponent into thinking that you're going to jump... the layers of yomi (reading the opponent) are paramount to winning.&lt;br /&gt;&lt;br /&gt;Default option in Street Fighter: Block&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Virtua Fighter:&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;BLOCK &lt;span style="color: rgb(0, 0, 153); font-weight: bold;"&gt;mostly beats&lt;/span&gt; ATTACK &lt;span style="color: rgb(255, 102, 102); font-weight: bold;"&gt;beats&lt;/span&gt; THROW &lt;span style="color: rgb(0, 0, 153); font-weight: bold;"&gt;mostly beats&lt;/span&gt; BLOCK&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Compared to the other games, the high-level counters of Virtua Fighter are very "soft," which means that a champion at this game must understand all the low-level, character- and situation-specific strategies. This generally translates into understanding the minutiae of frame data, as well as reading the opponent well-- these counters are nullified with systems like throw break, throw clash, and guard break.&lt;br /&gt;&lt;br /&gt;Default option in VF: Block&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Tekken:&lt;br /&gt;BLOCK &lt;span style="color: rgb(0, 0, 153); font-weight: bold;"&gt;mostly beats&lt;/span&gt; ATTACK &lt;span style="color: rgb(51, 204, 0); font-weight: bold;"&gt;is faster than&lt;/span&gt; THROW &lt;span style="color: rgb(0, 0, 153); font-weight: bold;"&gt;often beats&lt;/span&gt; BLOCK&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Tekken's layout is similar to VF's, the main exception being that attacks and throws are on equal footing. It is completely situation-specific, though in most situations attacks will win. Also, blocking is not a foolproof way to stop attacks, as there are plenty of safe pressure options that will continue an offense against a blocker.&lt;br /&gt;&lt;br /&gt;Default option in Tekken: Attack&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Soul Calibur:&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;ATTACKS &lt;span style="font-weight: bold; color: rgb(51, 255, 51);"&gt;have better range than&lt;/span&gt; THROWS &lt;span style="font-weight: bold; color: rgb(0, 204, 204);"&gt;can beat&lt;/span&gt; DEFENSE &lt;span style="color: rgb(51, 255, 255); font-weight: bold;"&gt;can beat&lt;/span&gt; ATTACKS&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;Soul Calibur's gameplay is hard to break down into such broad strokes. Ever since SC3, the series has been adding more and more exceptions to rules than much else. What's important for this discussion is that throws are easy to react to in this game, though unlike Tekken, the defending player must guess at which break to execute.&lt;br /&gt;&lt;br /&gt;Default option in SC: Defense&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Dead or Alive:&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;DEFENSIVE HOLD &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;devastates&lt;/span&gt; ATTACK &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;devastates&lt;/span&gt; THROW &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;devastates&lt;/span&gt; DEFENSIVE HOLD&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;DOA is all about intensely hard counters. If one player knows exactly what the other player will do, he can be rewarded with up to 50% life per guess. The incredibly high stakes nature of the game is exciting and fun, but the standard deviation of win percentages (the only way to judge relative skill at the game) is very high.&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;Default option in DOA: Block (to avoid the high-stakes rock paper scissors)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-5438693781028188526?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/5438693781028188526/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=5438693781028188526&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5438693781028188526'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5438693781028188526'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/04/whats-really-good.html' title='What&apos;s Really Good?!'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3098393945017589400</id><published>2009-04-03T12:08:00.003-04:00</published><updated>2009-04-03T12:35:22.774-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Just for Fun</title><content type='html'>&lt;blockquote&gt;"Like, some people say they go to parties for fun. But all parties are different, and most parties aren't all that much fun."&lt;br /&gt;&lt;div style="text-align: right;"&gt;Jonathan Blow&lt;/div&gt;&lt;/blockquote&gt;The creator of Braid came to our school to give a talk about game design the other day. Not surprisingly, he is far more concerned about the meaning of life than about how "fun" something is. But if doesn't play games for fun, then why does he devote his life to them?&lt;br /&gt;&lt;br /&gt;The truth is that in games, this kind of thinking doesn't really come up. For as long as a game is on screen, the player has a temporary meaning of life-- he knows why he's there and what his purpose is. He knows how to gauge his level of ability, and he knows how to improve on it. Life is not necessarily easy, but it is easy to understand.&lt;br /&gt;&lt;br /&gt;Speaking of fun, software development is &lt;span style="font-style: italic;"&gt;not &lt;/span&gt;fun. Why do I want to make games so bad then? I'm not the best programmer, the best artist, or the most revolutionary designer, so what do I have to bring to the table?&lt;br /&gt;&lt;br /&gt;Or maybe I'm just subconsciously trying to make my life more like the games I play. Where have a clear goal, clear obstacles with clear solutions, and an immediate reward for doing the right thing.&lt;br /&gt;&lt;br /&gt;Oh, and infinite retires in case I get it wrong.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3098393945017589400?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3098393945017589400/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3098393945017589400&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3098393945017589400'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3098393945017589400'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/04/just-for-fun.html' title='Just for Fun'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-7848573018033326735</id><published>2009-03-26T00:23:00.003-04:00</published><updated>2009-03-26T00:36:38.552-04:00</updated><title type='text'>Unforgettable</title><content type='html'>Unforgettable&lt;br /&gt;That's what you are&lt;br /&gt;Unforgettable&lt;br /&gt;Though near or far&lt;br /&gt;Like a song of love that clings to me&lt;br /&gt;How the thought of you does things to me&lt;br /&gt;Never before has someone been more&lt;br /&gt;&lt;br /&gt;Unforgettable&lt;br /&gt;In every way&lt;br /&gt;And forevermore&lt;br /&gt;That's how you'll stay&lt;br /&gt;That's why, darling, it's incredible&lt;br /&gt;That someone so unforgettable&lt;br /&gt;Thinks that I am unforgettable too&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;"Men! There are just so many different devices for guys to not call you on now."&lt;br /&gt;&lt;div style="text-align: right;"&gt;Liz Lemon&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-7848573018033326735?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/7848573018033326735/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=7848573018033326735&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7848573018033326735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/7848573018033326735'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/03/unforgettable.html' title='Unforgettable'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3080342218514150130</id><published>2009-03-20T21:09:00.002-04:00</published><updated>2009-03-20T21:12:24.258-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Almost Awesome</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sSms7_DQenU/ScQ-uJ-vxMI/AAAAAAAAABk/Z9HNibOVX70/s1600-h/Photo+33.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 240px;" src="http://2.bp.blogspot.com/_sSms7_DQenU/ScQ-uJ-vxMI/AAAAAAAAABk/Z9HNibOVX70/s320/Photo+33.jpg" alt="" id="BLOGGER_PHOTO_ID_5315442422878028994" border="0" /&gt;&lt;/a&gt;Spring break project status: failure. But I bet Mike's looks way worse...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3080342218514150130?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3080342218514150130/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3080342218514150130&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3080342218514150130'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3080342218514150130'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/03/almost-awesome.html' title='Almost Awesome'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sSms7_DQenU/ScQ-uJ-vxMI/AAAAAAAAABk/Z9HNibOVX70/s72-c/Photo+33.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3572615967584980927</id><published>2009-03-18T23:35:00.006-04:00</published><updated>2009-03-18T23:40:10.074-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><title type='text'>Domo Arigato</title><content type='html'>&lt;object width="400" height="300"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3756462&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=3756462&amp;amp;server=vimeo.com&amp;amp;show_title=1&amp;amp;show_byline=1&amp;amp;show_portrait=0&amp;amp;color=&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;a href="http://vimeo.com/3756462"&gt;fembot walk&lt;/a&gt; from &lt;a href="http://vimeo.com/user958821"&gt;sebiel rhee&lt;/a&gt; on &lt;a href="http://vimeo.com/"&gt;Vimeo&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Avoid using robots in your animations."&lt;br /&gt;&lt;div style="text-align: right;"&gt;Electronic Arts&lt;br /&gt;(Reel Submission Guidelines for Animators)&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3572615967584980927?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3572615967584980927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3572615967584980927&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3572615967584980927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3572615967584980927'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/03/domo-arigato.html' title='Domo Arigato'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8772075253432366099</id><published>2009-01-12T22:09:00.007-05:00</published><updated>2009-01-13T13:22:48.913-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Pikachu, I Choose You!</title><content type='html'>&lt;blockquote&gt;"I have simple tastes. I am always satisfied with the best."&lt;br /&gt;&lt;div style="text-align: right;"&gt;Oscar Wilde&lt;br /&gt;&lt;/div&gt;&lt;/blockquote&gt;Just as a character arc is the development of a character's choices over the course of a story, the depth of a game's play depends on the development of choices that the player makes.&lt;br /&gt;&lt;br /&gt;The problem with giving players choice is that there is simply too much fun to be had by killing the player. Remember &lt;span style="font-style: italic;"&gt;Choose Your Own Adventure&lt;/span&gt;? Those books were definitely written simply for the joy of writing loads of unhappy (and violent!) endings, because it sure as hell wasn't very much fun going back to the start and trying again.&lt;br /&gt;&lt;br /&gt;If one choice is simply better than any other, then there is no decision to be made at all. However, the opposite is just as ineffective: If no choice yields a reward greater than any other, then there is still no real decision to be made.&lt;br /&gt;&lt;br /&gt;Giving the player one right answer either forces him to play along in the developer-created charade or makes him feel like a fool for not knowing what the right answer is, while not allowing the player the chance to make any wrong choices gives him a pampered and boring experience. These are both effective at insulting a player's intelligence.&lt;br /&gt;&lt;br /&gt;The overall objective in allowing the player meaningful choices is to give him multiple exclusive choices that can all be considered appropriate (that is, the game offers a satisfactory reward).&lt;br /&gt;&lt;br /&gt;Enough academia. Let's talk about punching people.&lt;br /&gt;&lt;br /&gt;The best part of beat-'em-up games is that there are always a couple super awesome bad-ass moves the player character can use to break fools.&lt;br /&gt;&lt;br /&gt;The problem with beat-'em-up games is that there always a couple super awesome bad-ass moves that player will choose to do instead of the vast majority of the others.&lt;br /&gt;&lt;br /&gt;A major byproduct of the move from 2d to 3d graphics is that animation is far more easily tasked to a larger group, and more effectively and efficiently QA'd. This is why the movelists of 3d fighting games absolutely dwarf the movelists of their 2d brethren. In theory, this should account for a quantum leap in the game play of this type of game by expanding the number of choices to the player.&lt;br /&gt;&lt;br /&gt;At the end of the day, it does very little. It doesn't matter how many different punches and kicks a player is able to do; once he learns how, he will only ever use the most effective ones. In fact, a major hump in the learning curve of any modern fighting or beat-'em-up game is understanding which moves are just &lt;span style="font-weight: bold;"&gt;bad&lt;/span&gt;, and how to avoid accidentally doing them.&lt;br /&gt;&lt;br /&gt;Running around a game environment performing the same overpowered move to everyone to achieve the mega-objective (i.e. kill everyone) is not nearly as fun as making split decision choices to in order to achieve some meta-objective (e.g. maim chosen enemies in specific ways). The latter also gets a bonus because the meta-objective is one that the player will create for himself.&lt;br /&gt;&lt;br /&gt;So how are modern beat-'em-ups encouraging players to experience all the cool moves that the developers slaved away at implementing? Let's take a look!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Devil May Cry&lt;/span&gt;&lt;br /&gt;DMC games have also included a Style Meter that instantly presents a meta-game; while the player's health and the enemies' deaths measure how well the player is doing, the Style Meter measures how &lt;span style="font-style: italic;"&gt;awesome&lt;/span&gt; the player is doing. Simply killing everyone on screen (mega-objective) is not enough-- the player is enticed to try to get a "SSStylish!" ranking for a fight (meta-objective).&lt;br /&gt;&lt;br /&gt;Not only does the Style meter offer big bonuses to changing weapons or taunting enemies mid-combo, it creates a diminishing-returns system: each time a certain move is performed, it offers less boost to the Style meter every time afterwards. After the third or fourth time, doing that same attack will begin to hurt the Style meter, actually punishing the player for relying on the same crutch move.&lt;br /&gt;&lt;br /&gt;The Stylish rating achieved when an enemy is killed determines how much money the player gets from the kill-- and the money is used on buying more attacks, which will only allow the player to get higher ratings the next time around.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Ninja Gaiden&lt;/span&gt;&lt;br /&gt;Dead enemies in NG games release their souls to the player in three flavors: Yellow (money) Blue (health) and Red (magic). While they are in itself a reward to the player, they present an important choice to the player: the player can choose to either let his character absorb the essences to reap the immediate benefits, or he can allow his weapon to absorb the essence in order to unleash an Ultimate Technique supercombo. Both choices are extremely rewarding.&lt;br /&gt;&lt;br /&gt;Also, enemies in NG can survive losing one extremity (in some cases, head included). This, understandably, will change the abilities of that enemy character, which opens up huge tactical options. It also gives some individual character to the many different combos-- XXY with the Dragon Sword will cut off an enemy's left arm, while Forward+Y with the Falcon's Talons will usually clip a leg. Designing enemies so that the player wants to remove the arms from ranged attackers, the legs from nimble pursuers, and heads of zombies, offers a great reward to the player for exploring the huge move set.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;God of War&lt;/span&gt;&lt;br /&gt;God of War is famous for its finishing moves, and rightly so; every enemy in the game has a brutal character-specific for its demise at the player character's hands. This creates considerable variety in the player character's actions (as he'll perform different moves on different enemies) and also creates a very accessible "small-in-big-out" design that allows a wide audience to experience even the coolest moves the game has to offer.&lt;br /&gt;&lt;br /&gt;The problem is that once the player has seen all there is to see, he grows bored of shoving burning blades down the throats of minotaurs from the same camera angle every time.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Though I suppose once you are tired of shoving burning blades down the throats of minotaurs, you are tired of life.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8772075253432366099?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8772075253432366099/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8772075253432366099&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8772075253432366099'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8772075253432366099'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2009/01/pikachu-i-choose-you.html' title='Pikachu, I Choose You!'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-2309805328853375001</id><published>2008-12-22T19:20:00.005-05:00</published><updated>2008-12-24T19:37:18.566-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>HOHOHOHOHOHOseb</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sSms7_DQenU/SVAvnHXPfEI/AAAAAAAAABU/cjinyz43oUU/s1600-h/hohoho.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 240px;" src="http://2.bp.blogspot.com/_sSms7_DQenU/SVAvnHXPfEI/AAAAAAAAABU/cjinyz43oUU/s320/hohoho.jpg" alt="" id="BLOGGER_PHOTO_ID_5282774711943527490" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Merry Christmas, everyone!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-2309805328853375001?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/2309805328853375001/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=2309805328853375001&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2309805328853375001'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2309805328853375001'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/12/hohohohohohoseb.html' title='HOHOHOHOHOHOseb'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_sSms7_DQenU/SVAvnHXPfEI/AAAAAAAAABU/cjinyz43oUU/s72-c/hohoho.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-425303449930674037</id><published>2008-12-22T13:48:00.004-05:00</published><updated>2008-12-22T14:04:55.253-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Ten</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sSms7_DQenU/SU_hLhGQzsI/AAAAAAAAABI/eno-9zLlI5A/s1600-h/ten.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 186px; height: 320px;" src="http://4.bp.blogspot.com/_sSms7_DQenU/SU_hLhGQzsI/AAAAAAAAABI/eno-9zLlI5A/s320/ten.jpg" alt="" id="BLOGGER_PHOTO_ID_5282688475908329154" border="0" /&gt;&lt;/a&gt;I start getting paid for 3d animation on January 12.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-425303449930674037?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/425303449930674037/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=425303449930674037&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/425303449930674037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/425303449930674037'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/12/ten.html' title='Ten'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sSms7_DQenU/SU_hLhGQzsI/AAAAAAAAABI/eno-9zLlI5A/s72-c/ten.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-6161262174452323656</id><published>2008-12-18T21:21:00.006-05:00</published><updated>2008-12-18T22:55:10.957-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Tatsunoko vs Capcom: Making Fighting Games Fun Again</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1D4X9k36d6g&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/object&gt;&lt;/div&gt;&lt;object height="344" width="425"&gt;&lt;embed src="http://www.youtube.com/v/1D4X9k36d6g&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Hooray! A fighting game that doesn't come with a large number after it! To celebrate this momentous occasion, let's break down design choices made here that are deliberate, progressive moves that could not have been made to an existing Capcom IP. For obvious reasons, we'll be comparing this game directly to the Marvel vs Capcom series.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Controls&lt;/span&gt;&lt;br /&gt;In general, Capcom fighters have a 6-button layout:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Jab (light punch)&lt;/li&gt;&lt;li&gt;Strong (medium punch)&lt;/li&gt;&lt;li&gt;Fierce (strong punch)&lt;/li&gt;&lt;li&gt;Short (light kick)&lt;/li&gt;&lt;li&gt;Forward (medium kick)&lt;/li&gt;&lt;li&gt;Roundhouse (strong kick)&lt;/li&gt;&lt;/ul&gt;This was fine in the arcade, but the home consoles had some issues with control. The Sega controllers and the Xbox Duke controller were able to handle the 6-button layout relatively well, but most people got accustomed to the light and medium punches on the 4 face buttons, and the power attacks on the triggers.&lt;br /&gt;&lt;br /&gt;Tatsunoko vs Capcom changes this layout quite a bit:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A (light attack)&lt;/li&gt;&lt;li&gt;B (medium attack)&lt;/li&gt;&lt;li&gt;C (strong attack)&lt;/li&gt;&lt;li&gt;Partner&lt;/li&gt;&lt;/ul&gt;Not only does this make the game far less intimidating to newer players simply by reducing the quantity of buttons, it cleans up the button layout so that all the necessary buttons are available and easy to find on a traditional 4-face button game controller.&lt;br /&gt;&lt;br /&gt;Ironic, then, that this game is a Wii-exclusive.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Combos&lt;/span&gt;&lt;br /&gt;Every character in Tatsunoko vs Capcom can launch his opponent with the same control (d/f+C), much like the d/f+2 uppercut from Tekken. Combined with the easily accessible tech crouch low attacks (d+C or even d+B), this choice allows players to at least use the basic tools of the game with every character available, forcing mix-ups and chaining combos.&lt;br /&gt;&lt;br /&gt;Essentially, the game is broken down to the point that any attack on hit will grant a free attack of a stronger group (this is a simplification):&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Jabs will guarantee a buffered Strong&lt;/li&gt;&lt;li&gt;Strong will guarantee a Roundhouse&lt;/li&gt;&lt;li&gt;Roundhouse, a Special&lt;/li&gt;&lt;li&gt;Specials will cancel into Supers&lt;/li&gt;&lt;li&gt;Supers can be used to start Delayed Hyper Combos&lt;/li&gt;&lt;/ul&gt;This means that, first of all, chaining combos in this game isn't really all that difficult. Pressing A, then B, then C is not hard. It also means that basic combos (A, B, C, qcf+C, qcf+A+B) can basically work for any character, netting them around 50% health. In other games, learning half-life combos takes a while, especially with different characters, but Tatsunoko vs Capcom encourages experimentation by lowering the barrier of entry.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Supers&lt;/span&gt;&lt;br /&gt;Many changes made to the use of the Super meter are essentially lifted straight from the Guilty Gear series, games that were once lauded for introducing fresh, progressive ideas into a stifling, tradition-centric genre.&lt;br /&gt;&lt;br /&gt;The Super bar was always used to use Super attacks, but now can be used to defend against them. Similar to Guilty Gear's Faultless Defense, Tatsunoko vs Capcom's Advance Guard will eat a bit of super to completely avoid chip damage.&lt;br /&gt;&lt;br /&gt;The Super bar can also be used for Baroque Cancels, which completely negate recovery frames, similarly to Romantic Cancels from Guilty Gear. Not only will this extend combos, it will trick opponents into attack after blocking a move that should be unsafe due to its recovery. The ability to combo ABC into A again with bonus damage isn't just broken, it's Baroquen.&lt;br /&gt;&lt;br /&gt;Lastly, characters can Hyper Crush, which is a Burst from Guilty Gear. Hyper Crush is a get out of jail free card that players can use to stop guaranteed even combos and knock the opponent away. Since this game uses it with the Super meter and not on its own timer, Hyper Crush can be more easily rationed during a match, and it's more of a tactical decision to use it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Fighting games in general are really hurting right now, mainly due to their esoteric rule sets that no one wants to bother learning. However, without this level of depth, they wouldn't be worth really playing in the first place. It's time for a compromise!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Controls&lt;/span&gt;&lt;br /&gt;Playability: Make it fit the damn controller&lt;br /&gt;Depth: Allow for multiple tiers of specials and supers&lt;br /&gt;Compromise: Set the same 3-level tiered system on a new 4-button layout&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Combos&lt;/span&gt;&lt;br /&gt;Playability: Make them easy and awesome looking&lt;br /&gt;Depth: Create variety between characters so it's not essentially mirror matching&lt;br /&gt;Compromise: Create easy dial-in combos (DOA's PP6PK, VF's PPPK, TvC's ABC Special Super) that are worth decent damage, but also include character and situation specific combos for even more damage&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Super Moves&lt;/span&gt;&lt;br /&gt;Playability: Again, easy and awesome&lt;br /&gt;Depth: Force players to perform difficult setups to reap the best rewards&lt;br /&gt;Compromise: Again, ABC-Special-Super. Also, the tiered Super Level system (level 1, 2, or 3, just like the attacks)&lt;br /&gt;&lt;br /&gt;Tatsunoko vs Capcom is trying hard to find the right compromise, and it seems to be a step in the right direction. We'd see plenty of awesome gameplay modifications to this genre if it consisted of anything other than just sequels.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-6161262174452323656?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/6161262174452323656/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=6161262174452323656&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6161262174452323656'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6161262174452323656'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/12/tatsunoko-vs-capcom-making-fighting.html' title='Tatsunoko vs Capcom: Making Fighting Games Fun Again'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-1235734987831482607</id><published>2008-11-30T00:06:00.004-05:00</published><updated>2008-11-30T03:30:08.433-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Gears of War 2: The Little Things</title><content type='html'>Played through Gears of War 2 this past Thanksgiving weekend. It was great. You all already know about epic scope, mind-blowing audio/video presentation, and "chainsodomy," but what really got to me were the little things-- small gameplay tweaks that manage to make the single most polished game on the Xbox 360 into a true masterpiece of combat design. Gears 2 iterates on the decisions made for Gears 1 in ingenious ways. In no particular order:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;"Down But Not Out"&lt;/span&gt;&lt;br /&gt;Design objectives of Gears of War 1:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Establish emotional connection between player and squad mates&lt;/li&gt;&lt;li&gt;Somehow explain that these characters stay alive throughout the story&lt;/li&gt;&lt;li&gt;In cooperative play, alleviate frustration and guilt when one of the players dies&lt;/li&gt;&lt;/ul&gt;Gears of War 1 design decision: When teammates lose their vitality, they are put in a "down but not out" state where they can be revived by the player.&lt;br /&gt;&lt;br /&gt;Problems with Gears 1 solution:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The player became a babysitter for his idiot squadmates, constantly having to run through machine gun fire to pick up bullet sponge friends.&lt;/li&gt;&lt;li&gt;The death of the player (the only Delta Squad member with magic healing powers) meant instant game over.&lt;/li&gt;&lt;li&gt;Infinite revivals meant long battles became wars of attrition between the magic medic's squad and the non-healing Locust.&lt;/li&gt;&lt;/ul&gt;Gears of War 2 implementation:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Incapacitated characters can now crawl, so hurt squadmates can now inch their way toward the player (and more importantly, out of the line of fire). &lt;/li&gt;&lt;li&gt;AI characters can now revive other AI characters, further removing the responsibility for the player to babysit his squad.&lt;/li&gt;&lt;li&gt;The player's death is no longer instant game over-- AI can revive him as well.&lt;/li&gt;&lt;li&gt;Enemies can also revive one another, forcing the player to go for complete obliterations or else hound down wounded enemies.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;The Sniper Rifle&lt;/span&gt;&lt;br /&gt;Design objectives of Gears 1:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Make weapons feel powerful.&lt;/li&gt;&lt;li&gt;Reward the player for executing Active Reloads.&lt;/li&gt;&lt;/ul&gt;Gears 1 design decision: Locusts without helmets are killed with a single head shot. Active reloads double the damage of a sniper shot, making body shots lethal.&lt;br /&gt;&lt;br /&gt;Problems with Gears 1 solution:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Head shots are pretty hard to get, and it sucks to land one only to see that a helmet got broken.&lt;/li&gt;&lt;li&gt;On the other hand, Active Reloads are pretty easy.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Ergo effective sniping was not about &lt;span style="font-style: italic;"&gt;aim&lt;/span&gt; (head shots) but rather about reloading properly. That's... kind of lame.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Gears 2 implementation:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A head-shot will always kill normal sized Locust, rewarding aim above all else.&lt;/li&gt;&lt;li&gt;Non head-shots can never kill an undamaged Locust. Active shots will cause stuns.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Tickers&lt;/span&gt;&lt;br /&gt;Gears 1 design objective:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Create a scary, swarm-type enemy for some frantic close quarters combat.&lt;/li&gt;&lt;/ul&gt;Gears 1 design decision: Lambent Wretches: small, fast enemies that deal explosive damage upon death.&lt;br /&gt;&lt;br /&gt;Problems with Gears 1 solution:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Easily the most dangerous enemies in the game. Once they were within range to attack, the player was in huge trouble, since even if he could kill them, they would kill the player in their death throes.&lt;/li&gt;&lt;li&gt;Couldn't tell where they were until it was too late.&lt;/li&gt;&lt;li&gt;Close quarters combat obviously was not ideal-- meaning that the player fought Locusts at range, and also Wretches at range. Boring.&lt;/li&gt;&lt;/ul&gt;Gears 2 implementation: Tickers.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The distinctive ticking warns the player that they have to look for small explosive enemies.&lt;/li&gt;&lt;li&gt;Suicide attacks mean that each Ticker can only attack once, unlike Lambent Wretches that can deal damage forever. Even if the player isn't doing well dealing with the Tickers, at least he doesn't get stuck in an impossible situation.&lt;/li&gt;&lt;li&gt;Melee throws Tickers very far, meaning the player can use them as grenades against other enemies, which is fun!&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Baby Bear Enemies&lt;/span&gt;&lt;br /&gt;Gears 1 design objective:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Create big, impressive enemies.&lt;/li&gt;&lt;/ul&gt;Gears 1 design decisions:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The Beserker, a huge melee machine that hunts by smell and sound-- no shooting, no running! Impervious to bullets; only vulnerable to Hammer of Dawn.&lt;/li&gt;&lt;li&gt;The Seeder, a big bug that looks cool but doesn't really do anything. Only vulnerable to Hammer of Dawn.&lt;/li&gt;&lt;li&gt;The Corpser, a big spider defeated Zelda-style by repeating an easy pattern 3 times.&lt;/li&gt;&lt;/ul&gt;Problems with Gears 1 solution:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;This is a game about shooting. Having weapons that yield no effect makes the guns feel weak, the player feel weak, and the game feel more like a puzzle than a combat situation.&lt;/li&gt;&lt;li&gt;The player needs to give up one of his weapons for the Hammer of Dawn which is only useful for this purpose. Lame.&lt;/li&gt;&lt;/ul&gt;Gears 2 implementation:&lt;br /&gt;Medium-big enemies. Far larger than normal humanoids, but still shootable. Reavers, Bloodmounts, 4 new varieties of Boomers round out the Locust ranks. The player can take them down with any weapon he wants, as long as it's got enough ammunition in it. When they appear, the combat gameplay amps up in tension, instead of dumbing down into "puzzle mode." Think of the HL2:Ep2 Hunters. These enemies are just right.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;Alternate Gameplay&lt;/span&gt;&lt;br /&gt;Gears 1 design objective:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Give the player something to do other than shoot Locust.&lt;/li&gt;&lt;/ul&gt;Gears 1 design decisions:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Kryll come out at night and eat fools. The player needs to stay in the light, create light, and not die.&lt;/li&gt;&lt;li&gt;The player drives an APC with a UV gun. He needs to switch between driving and shining the light to get from point A to point B.&lt;/li&gt;&lt;/ul&gt;Problems with Gears 1 solution:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Sneaking around is boring as hell.&lt;/li&gt;&lt;li&gt;It's not that people don't want to shoot stuff-- it's that they want to shoot stuff in a different &lt;span style="font-style: italic;"&gt;way&lt;/span&gt;. This is a game about shooting; doing things that are not shooting is boring.&lt;/li&gt;&lt;/ul&gt;Gears 2 implementation:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Drive a tank! Shoot the boss enemies of Gears 1 in the face!&lt;/li&gt;&lt;li&gt;Drive a Reaver! Fly around and shoot fools!&lt;/li&gt;&lt;li&gt;Drive a Brumak! Take control of a boss enemy from Gears 1!&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;So at the end of the day, Gears 2 refines every last bit of gameplay that Gears 1 had already polished so well. Good game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-1235734987831482607?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/1235734987831482607/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=1235734987831482607&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1235734987831482607'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1235734987831482607'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/gears-of-war-2-little-things.html' title='Gears of War 2: The Little Things'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-1136286104099685056</id><published>2008-11-17T18:37:00.002-05:00</published><updated>2008-11-17T18:39:56.236-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><title type='text'>How to Get Ahead in Rigging</title><content type='html'>&lt;object height="350" width="425"&gt; &lt;param name="movie" value="http://www.youtube.com/v/1dmYrrd3wwM"&gt;  &lt;embed src="http://www.youtube.com/v/1dmYrrd3wwM" type="application/x-shockwave-flash" height="350" width="425"&gt;&lt;/embed&gt;  &lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Boing boing! Squash, stretch, and inverse kinematic spline solutions.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-1136286104099685056?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/1136286104099685056/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=1136286104099685056&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1136286104099685056'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1136286104099685056'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/how-to-get-ahead-in-rigging.html' title='How to Get Ahead in Rigging'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-2942414806593679281</id><published>2008-11-16T18:38:00.008-05:00</published><updated>2008-11-17T23:45:36.444-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>When on a Rocky Path...</title><content type='html'>&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 300px;" src="http://4.bp.blogspot.com/_sSms7_DQenU/SSCyL5pCYNI/AAAAAAAAABA/KkaxSWt5pcA/s320/Comp+1.gif" alt="" id="BLOGGER_PHOTO_ID_5269407481544728786" border="0" /&gt;&lt;br /&gt;...just keep on rockin'.&lt;br /&gt;&lt;blockquote&gt;Fail often to succeed sooner.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Tom Kelley&lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-2942414806593679281?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/2942414806593679281/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=2942414806593679281&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2942414806593679281'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/2942414806593679281'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/when-on-rocky-path.html' title='When on a Rocky Path...'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sSms7_DQenU/SSCyL5pCYNI/AAAAAAAAABA/KkaxSWt5pcA/s72-c/Comp+1.gif' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8976717821248179239</id><published>2008-11-11T14:33:00.007-05:00</published><updated>2008-11-11T22:06:38.672-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>No Fighting in the War Room</title><content type='html'>I play games for their combat systems. But it's not like because I like to fight-- it's because I'm chasing a certain feeling, a certain emotion: fear, exhilaration, accomplishment, or maybe the ones in between.&lt;br /&gt;&lt;br /&gt;If combat design is an art form, I like to think that the primary colors of combat design are Murder, Destroy, and Kill.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    Murder&lt;/span&gt;&lt;br /&gt;Murder is the art of the player creating a situation in which his target is completely helpless, then striking without fear of retaliation.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;One on one fighting games: The player is free to execute a combo once his opponent is stunned or juggled.&lt;/li&gt;&lt;li&gt;Jet dogfighting games: The player has no fear of being shot down when he is behind the enemy plane.&lt;/li&gt;&lt;li&gt;Stealth action games: The player is easily killed when detected; he must strike only when the time is right.&lt;/li&gt;&lt;/ul&gt;Murder is probably the most advanced, most sophisticated form of videogame combat. It requires the player to learn (more accurately, it requires the gameplay to &lt;span style="font-style: italic;"&gt;teach&lt;/span&gt;) the various ways to win, creating a game environment that allows for such complex rules, and artificial intelligence that operates properly -- that allows itself to be tricked believably. The characters need to understand that they can destroy the player except for in a specific situation, in which their personalities show that they're vulnerable. Once the player figures it all out and finally wins, the sense of accomplishment and relative ease of the coup de grace is enough for the player to want to do it all again.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    Destroy&lt;/span&gt;&lt;br /&gt;Destruction refers to the a player's concern not necessarily about how he will win a given fight, but how efficiently he can kill many of his enemies at once.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Scrolling shooter games: The player can destroy an enemy without even thinking about it-- the challenge comes in the form of huge hordes of enemies with patterns.&lt;/li&gt;&lt;li&gt;Action-role playing games: The player is generally confronted by a large number of weak enemies at a time.&lt;/li&gt;&lt;li&gt;Realistic jet simulations: With an advanced arsenal, the player can effectively engage and destroy many enemies at once from far away. He is more concerned about fuel and armament economy than about the combat itself. &lt;/li&gt;&lt;/ul&gt;Destruction is generally considered to be an arcade style type of combat. The player is the most powerful entity in the world, and he feels a sense of strength and exhilaration. The simple pleasure of having an effect in an environment is amplified by the fact that this effect is by far the largest source of change on screen. While much of game design is learning how to create a stimulus to evoke a response from the player, the art of destruction is all about allowing the player to provoke the game world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    Kill&lt;/span&gt;&lt;br /&gt;If Murder is outwitting a superior opponent and Destruction is out-muscling many inferior opponents, Killing is the middle ground: defeating an opponent of equal ability.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Multiplayer combat: The opposing players are on equal (or at least balanced) footing in honor of fair competition.&lt;/li&gt;&lt;li&gt;Difficult action-adventure games: The enemies have to be taken very seriously, and often don't have built-in ways to "trick" (murder) them.&lt;/li&gt;&lt;/ul&gt;While Murder rewards the player with a very easy killing blow and Destruction essentially makes the player a god in the game world, there's nothing easy about Killing. Straight Killing does not offer any easy elements of the combat, and generally the player needs to keep killing and killing until a certain goal is met. Without the payoff of Murder or the ease of Destruction, Killing demands the player's full attention constantly.&lt;br /&gt;&lt;br /&gt;So what's the moral of the story here? What's the magic formula to creating a game with great combat? There's no way to prescribe a perfect combination of Murder, Destroy, or Kill, just the way one can't simply describe the RGB values of the Mona Lisa. The prognosis in either case is the same: it depends both on the taste of the artist and what is appropriate to the piece itself.&lt;br /&gt;&lt;br /&gt;I guess there's no way to get combat exactly right. Too bad there are a million ways to get it wrong, huh?&lt;br /&gt;&lt;blockquote&gt;This is my rifle. There are many like it, but this one is mine. My rifle is my best friend. It is my life. I must master it as I must master my life. Without me, my rifle is useless. Without my rifle I am useless. I must fire my rifle true. I must shoot straighter than my enemy, who is trying to kill me. I must shoot him before he shoots me. I will. Before God I swear this creed: my rifle and myself are defenders of my country, we are the masters of my enemy, we are the saviors of my life.  So be it, until there is no enemy, but peace. Amen.   &lt;blockquote&gt;&lt;div style="text-align: right;"&gt;&lt;div style="text-align: left;"&gt;&lt;blockquote&gt;&lt;div style="text-align: right;"&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/div&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;div style="text-align: right;"&gt;&lt;div style="text-align: left;"&gt;&lt;blockquote&gt;&lt;div style="text-align: right;"&gt;Marines (&lt;span style="font-style: italic;"&gt;Full Metal Jacket&lt;/span&gt;)&lt;br /&gt;&lt;/div&gt; &lt;/blockquote&gt; &lt;/div&gt; &lt;/div&gt; &lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8976717821248179239?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8976717821248179239/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8976717821248179239&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8976717821248179239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8976717821248179239'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/no-fighting-in-war-room.html' title='No Fighting in the War Room'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-1529941341857094885</id><published>2008-11-09T17:49:00.003-05:00</published><updated>2008-11-11T22:07:03.415-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><title type='text'>Cooler Than Cool</title><content type='html'>&lt;object height="350" width="425"&gt; &lt;param name="movie" value="http://www.youtube.com/v/XAvgY-eqmm8"&gt;  &lt;embed src="http://www.youtube.com/v/XAvgY-eqmm8" type="application/x-shockwave-flash" height="350" width="425"&gt;&lt;/embed&gt;  &lt;/object&gt;&lt;br /&gt;Maybe sometimes you just need to shut up and enjoy yourself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-1529941341857094885?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/1529941341857094885/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=1529941341857094885&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1529941341857094885'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/1529941341857094885'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/cooler-than-cool.html' title='Cooler Than Cool'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3305155592903612332</id><published>2008-11-06T20:50:00.004-05:00</published><updated>2008-11-11T22:08:34.571-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Tick Tock</title><content type='html'>I only have a couple months left in school, and then all of a sudden I won't have a bubble to protect me from the real world. The invincibility of my work here is going to be gone soon, and that idea affects every decision I made nowadays. Two years ago, I wanted to do and learn anything and everything. Nowadays I think long and hard whenever presented with a potential project: is it worth it?&lt;br /&gt;&lt;br /&gt;The concept of worth is something I'm so confused about now. A year ago my time was worth nothing-- now I get furious about classes that waste three of my hours per week. My tolerance for being forced into doing anything that will not directly augment the skills I want is as low as it can be. Every requirement shoved on me by the school seems an obstacle, not a helping hand toward my final destination.&lt;br /&gt;&lt;br /&gt;And of course I start to think: If I know so damned well what I &lt;span style="font-style: italic;"&gt;shouldn't &lt;/span&gt;be doing, why is it so hard for me to come up with ideas of what I &lt;span style="font-style: italic;"&gt;should&lt;/span&gt; be doing? Shouldn't I be using my final year to come up with some great animated film or epic 3D game? Don't I want to bring home some sort of magnum opus to show my parents what I plan to do with my life in a language they understand?&lt;br /&gt;&lt;br /&gt;Or should I be doing short exercises, studies that I can complete and learn from in short amounts of time? Should I be experimenting and learning from my mistakes? Should I be producing large volumes of small pieces with great variety, adding to my experience and versatility?&lt;br /&gt;&lt;br /&gt;Why do I even ask myself these questions when I'm too tired after school and work to even attempt any such projects?&lt;br /&gt;&lt;br /&gt;I've been at the company for about a month and a half now. I've been mostly animating 3D game characters, in addition to creating my own rigs, and being free to code whatever I want whenever I want (as long as a core gameplay animation isn't broken). This is... exactly what I've been dreaming of for the past couple years. Isn't it? If I'm living the dream, then why does it feel like work anyway?&lt;br /&gt;&lt;br /&gt;Is it relativity? When I had no idea what it'd be like to work in games, the job was on some fantastical pedestal in the clouds. Does living in the clouds make one long for the stars? I wish I knew what was up there-- I could really use something to look forward to nowadays.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3305155592903612332?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3305155592903612332/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3305155592903612332&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3305155592903612332'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3305155592903612332'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/tick-tock.html' title='Tick Tock'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-6927553202880534355</id><published>2008-11-03T18:56:00.006-05:00</published><updated>2008-11-11T22:09:03.508-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bodybuilding'/><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>Delusions of Mandeur</title><content type='html'>Look at how manly Richie got! Just look at him!&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_sSms7_DQenU/SQ-QbGRxmEI/AAAAAAAAAA4/F6qMsfFom6A/s1600-h/bothsideshot175.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 175px;" src="http://3.bp.blogspot.com/_sSms7_DQenU/SQ-QbGRxmEI/AAAAAAAAAA4/F6qMsfFom6A/s320/bothsideshot175.jpg" alt="" id="BLOGGER_PHOTO_ID_5264585284635433026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Is this even the same man that got banned from his own server for hax0ring? Sigh. Looks like e*ice™jtrich is all grown up.&lt;br /&gt;&lt;br /&gt;In any case, it is now clear that I've got to step up my game. Thinking through my daily routine in order to infuse it with more grunting and moving heavy objects set me off on a kind of goal-setting binge. So! What am I going to be up to till I get back home from winter break?&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Work out 5x /week. &lt;/li&gt;&lt;li&gt;Push ups and pull ups every day.&lt;/li&gt;&lt;li&gt;Whole fruit 2x /day.&lt;/li&gt;&lt;li&gt;Fish 2x /week.&lt;/li&gt;&lt;li&gt;Eggs 2x /day.&lt;/li&gt;&lt;li&gt;Limit myself to no more than 1 soda /day.&lt;/li&gt;&lt;li&gt;Body fat 10%+&lt;/li&gt;&lt;li&gt;Body weight 150+&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;Work on film every day - animation AND color OR backgrounds.&lt;/li&gt;&lt;li&gt;Maya work every day - art OR scripting.&lt;/li&gt;&lt;li&gt;Sleep early.&lt;/li&gt;&lt;/ul&gt;How hard can it be? In any case, I'll let you know.&lt;br /&gt;&lt;blockquote&gt;7:34:33 PM gogogogogogoseb: yo dawg whas good&lt;br /&gt;7:36:55 PM dragonfire2300: just googlin some girls&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-6927553202880534355?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/6927553202880534355/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=6927553202880534355&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6927553202880534355'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6927553202880534355'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/11/delusions-of-mandeur.html' title='Delusions of Mandeur'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_sSms7_DQenU/SQ-QbGRxmEI/AAAAAAAAAA4/F6qMsfFom6A/s72-c/bothsideshot175.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-5696894814670096500</id><published>2008-10-29T17:39:00.005-04:00</published><updated>2008-11-11T22:09:27.349-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Retreat? We're Advancing in Another Direction</title><content type='html'>&lt;blockquote&gt;Offense wins games; defense wins championships.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Conventional Wisdom&lt;/div&gt;&lt;/blockquote&gt;The objective of any game is simple: to win. This is made more interesting by the fact that there are other entities that are also trying to win. However, in adversarial game play, the parties involved can also spend their energy in attempting to not allow the others to win-- a concept known as defense.&lt;br /&gt;&lt;br /&gt;Defense is often touted as an unsung hero of strategy because while most people are trying so hard to win, defense is about trying not to lose. But this argument is flawed-- the only way to &lt;span style="font-style: italic;"&gt;ensure&lt;/span&gt; avoiding a loss is by winning.&lt;br /&gt;&lt;br /&gt;Imagine a scenario of a contest between two opponents that focused solely on defense. It would be a complete stalemate, as neither would make an aggressive attempt to score. Neither would win-- neither would accomplish the objective of the game.&lt;br /&gt;&lt;br /&gt;Now consider the opposite: what if both contestants were focused solely on offense? With no attention paid to defense, both players will score constantly. Who would win this match? The party with the &lt;span style="font-style: italic;"&gt;better&lt;/span&gt; offense would score more often. With both parties focused on offense, someone is guaranteed to win (assuming the contestants are competent).&lt;br /&gt;&lt;br /&gt;In the first example, the entirety of the defensive efforts of both parties are nullified because they are not fighting off an offense. Defensive effort is useful only up to and including the amount of the opposing force's offensive effort-- after that, it is wasted. However, in the second scenario, every ounce of offensive effort is useful toward attaining the ultimate goal.&lt;br /&gt;&lt;blockquote&gt;I conclude, therefore, with regard to being feared and loved, that men love at their own free will, but fear at the will of the prince, and that &lt;span style="font-weight: bold;"&gt;a wise prince must rely on what is in his power and not on what is in the power of others&lt;/span&gt;, and he must only contrive to avoid incurring hatred, as has been explained.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Niccolo Machiavelli (&lt;span style="font-style: italic;"&gt;The Prince&lt;/span&gt;)&lt;/div&gt;&lt;/blockquote&gt;&lt;div style="text-align: left;"&gt;At the end of the day, those who are fantastic at not losing are not guaranteed to win, while those who are great at winning will avoid losing by default.&lt;br /&gt;&lt;br /&gt;Note: team sports players, where the number of offensive and defensive players (who are all playing to the extent of their ability) is set by the rules, have no reason to think about this. This is more focused on a one on one situation where each player would be forced to divide his attention.&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-5696894814670096500?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/5696894814670096500/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=5696894814670096500&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5696894814670096500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/5696894814670096500'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/10/retreat-were-advancing-in-another.html' title='Retreat? We&apos;re Advancing in Another Direction'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-370540137313548094</id><published>2008-10-08T16:42:00.004-04:00</published><updated>2008-11-11T22:10:05.314-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><title type='text'>Photochop</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_sSms7_DQenU/SO0bpk3uQaI/AAAAAAAAAAo/Uy-gCFOapbc/s1600-h/headless_smaller.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://4.bp.blogspot.com/_sSms7_DQenU/SO0bpk3uQaI/AAAAAAAAAAo/Uy-gCFOapbc/s320/headless_smaller.jpg" alt="" id="BLOGGER_PHOTO_ID_5254886741297217954" border="0" /&gt;&lt;/a&gt;Hey, look! I'm painting in Photoshop!&lt;br /&gt;&lt;br /&gt;Update:&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_sSms7_DQenU/SPud3uq6XNI/AAAAAAAAAAw/aVkVjTLfgA0/s1600-h/Picture+1.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_sSms7_DQenU/SPud3uq6XNI/AAAAAAAAAAw/aVkVjTLfgA0/s320/Picture+1.png" alt="" id="BLOGGER_PHOTO_ID_5258970570631568594" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Hey, look! I'm modeling in Maya!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-370540137313548094?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/370540137313548094/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=370540137313548094&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/370540137313548094'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/370540137313548094'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/10/photochop.html' title='Photochop'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_sSms7_DQenU/SO0bpk3uQaI/AAAAAAAAAAo/Uy-gCFOapbc/s72-c/headless_smaller.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-8758951809010695874</id><published>2008-10-06T12:26:00.003-04:00</published><updated>2008-11-11T22:10:22.818-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Thinking About Art is Boring</title><content type='html'>Art is the culmination of the technical skill and creative vision of some artist with the purpose of creating emotion.&lt;br /&gt;&lt;br /&gt;I can throw a bucket of paint onto a canvas, but that would not be art. Yet painting is considered an art form. &lt;span style="font-style: italic;"&gt;Citing one example of a medium that does not qualify as art does not discount the entire medium. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If one example of a given medium is considered art, the entire medium must be considered art. Otherwise, who is to say where the line is drawn? Saying &lt;span style="font-style: italic;"&gt;some&lt;/span&gt; movies are art begs the question of how you draw the line, and also who are you that you are qualified to do so? &lt;span style="font-style: italic;"&gt;Citing a single example that &lt;span style="font-weight: bold;"&gt;does&lt;/span&gt; qualify as art validates the entire art form.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So then, the question is not "Are games art?" but rather, "Are games capable of being art?" How hard can this be, right? A single example can prove the entire medium!&lt;br /&gt;&lt;br /&gt;Gamers will have all sorts of answers. "Look at the cutscenes of this Final Fantasy!" "Check out the graphics on Gears of War!" "You can't deny the storytelling of Metal Gear Solid!" "The music of Soul Calibur 2 is unmatched!"&lt;br /&gt;&lt;br /&gt;This is the gist of most of the games-as-art argument, but it really just goes to show the infancy of the medium. Every new, young art form finds itself constrained to previous mediums. For example, early films were done with a single wide camera angle-- the same way people were accustomed to watching plays on stage. As stories became more complex, they began to use title cards with text on them, relying on the written word to move their stories along.&lt;br /&gt;&lt;br /&gt;So when games rely on cutscenes (short films) or their visuals (done by painters and sculptors) or their sound to convey the emotion the artist is trying to invoke, the game is using other art forms as a crutch. Analyzing a game with incredible cutscenes does not prove games are art-- it just reiterates the fact that film and animation is art.&lt;br /&gt;&lt;br /&gt;This also informs the stigma that games are perverse, violent, and evil. The two most recent big-name art forms, film and photography, both started as pornographic in nature. It's simply the easiest way to gain attention. Even subsets of old art forms carry that burden: consider that a century ago, ragtime music was the music of the devil. Just the same way MMOs, the newest genre of games, are demonized by gamers and non-gamers alike.&lt;br /&gt;&lt;br /&gt;At the end of the day, I know games are a new art form. Plain and simple: the emotions I feel while playing games have never been triggered by watching a film, listening to music, looking at paintings or drawings, or any other art form. There's no need to consider the arts and sciences behind their creation, their content, their audience, or their role in society. I mean, they're just games.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-8758951809010695874?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/8758951809010695874/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=8758951809010695874&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8758951809010695874'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/8758951809010695874'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/10/thinking-about-art-is-boring.html' title='Thinking About Art is Boring'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-6031236583393316686</id><published>2008-10-04T22:27:00.004-04:00</published><updated>2008-11-11T22:10:53.728-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='life'/><title type='text'>A/S/L?</title><content type='html'>&lt;blockquote&gt;Just be yourself.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Conventional Wisdom&lt;/div&gt;&lt;/blockquote&gt;Everyone who says this says it like it's the easiest thing in the world, but everyone that gets this advice knows it's the hardest. Why? Because no one really knows who they are-- just like no one can understand the smell of his own skin.&lt;br /&gt;&lt;br /&gt;When little Timmy's dad tells him to "just be himself" on his first date, he's telling Timmy how to &lt;span style="font-style: italic;"&gt;act.&lt;/span&gt; Is a person defined, then, by his actions? If Timmy decided to act like his older brother Tommy, changing from nerdy and awkward to cool and confident, does his new persona make him a new person? Could he willingly transform into someone new?&lt;br /&gt;&lt;br /&gt;Well, it worked for me. But my easier smile and my better posture only changed how other people saw me. External actions only change the view from the outside in-- what's really important to someone is the internal decisions that makes those actions.&lt;br /&gt;&lt;blockquote&gt;What is a man? A miserable little pile of secrets!&lt;br /&gt;&lt;div style="text-align: right;"&gt;Dracula&lt;/div&gt;&lt;/blockquote&gt;So then a person is the culmination of the decisions he has made until that point. People decide who they are. And since life isn't easy, they will need to make more decisions every day, modifying who they are in the process. They are not a product of their environment, but of their own design. Some will use this to their advantage to be proud of who they become.&lt;br /&gt;&lt;blockquote&gt;To exist is to change; to change is to mature; to mature is to create oneself endlessly.&lt;br /&gt;&lt;div style="text-align: right;"&gt;Henri Bergson&lt;/div&gt;&lt;/blockquote&gt;What makes a good person or a bad person? The same things that make good decisions and bad decisions: education and motivation. Smart people try to make informed decisions, and well-meaning people try to do the right thing. Sure, they sometimes fail-- but again, people are defined by their decisions, not their actions.&lt;br /&gt;&lt;br /&gt;Lots of people don't like themselves. Their friends always try to get them to like themselves the way they are-- but that's treating the symptom, not the disease. People need to love themselves before being able to effectively love others, and before they can love themselves, they need to become someone worth loving.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-6031236583393316686?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/6031236583393316686/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=6031236583393316686&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6031236583393316686'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6031236583393316686'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/10/asl.html' title='A/S/L?'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-6951200405829873609</id><published>2008-09-28T22:41:00.006-04:00</published><updated>2008-11-11T22:11:14.201-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='gaming'/><title type='text'>Fightin' Words</title><content type='html'>Games come in two flavors: adversarial and non-adversarial. The former is for players that play to win-- which leaves me to assume the latter is for players that play to lose. This is why players of that type are widely known as "losers" (though the terms "carebear," "fast techer," or "Vagina"  are also popular).&lt;br /&gt;&lt;br /&gt;The actual interactions between two adversaries in a game vary:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Boxing, Wrestling&lt;br /&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Absolute competition-- the opponent &lt;span style="font-style: italic;"&gt;is&lt;/span&gt; the game's presented obstacle.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;Football, Basketball, Soccer&lt;br /&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Direct competition-- a player's performance can be impeded by another player's.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;Tennis, Volleyball, Billiards&lt;br /&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Indirect competition-- one player cannot directly affect his opponent's performance.&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;Track and Field, Swimming, Bowling&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Artificial competition-- the game is playable without an opponent.&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;So what about video games? In Soul Calibur, the two players press buttons until some condition is met and one player is declared the winner. Their act of playing (pressing buttons) are completely separated, so it must be artificial competition.&lt;br /&gt;&lt;br /&gt;One step further. In Soul Calibur, players control avatars that execute attacks in order to kill each other. Play from one player can be directly defended against (blocked, dodged, interrupted) by play from the opponent, so this must be direct competition.&lt;br /&gt;&lt;br /&gt;Little bit deeper. In Soul Calibur, Taki blocks Amy's 66A, leaving Amy with 5 frames of advantage. Since Taki's fastest attack (A) would impact in 10+5 frames and Amy's fastest attack (6B) impacts in 11, it is now Amy's turn to attack. Amy attacks with 3BA, which Taki blocks, leaving Taki with 11 frames of advantage. It is then Taki's initiative. Since these players are taking turns playing, this must be indirect competition.&lt;br /&gt;&lt;br /&gt;The main difference between video games and sports is the physical barrier of entry-- there are very few people in the world that can serve a tennis ball at 140 miles per hour, but anyone with fingers will be able to press the buttons to score Taki's A+K, B+G air throw. But since the difference between the elite and the newbies is so relatively small, it is curious that the game play of video games changes so drastically based solely on the level of competition.&lt;br /&gt;&lt;br /&gt;And this is not even considering the advent of artificial intelligence...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-6951200405829873609?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/6951200405829873609/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=6951200405829873609&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6951200405829873609'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/6951200405829873609'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/09/fightin-words.html' title='Fightin&apos; Words'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3261229688634057760.post-3608995077390797858</id><published>2008-09-23T23:39:00.006-04:00</published><updated>2008-11-11T22:11:31.738-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bodybuilding'/><title type='text'>Kimchi Squat</title><content type='html'>&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;blockquote&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;"Physical strength is the most important thing in life. This is true whether we want it to be or not... A weak man is not as happy as that same man would be if he were strong. This reality is offensive to some people who would like the intellectual or spiritual to take precedence. It is instructive to see what happens to these very people as their squat strength goes up."&lt;br /&gt;&lt;div style="text-align: right;"&gt;Mark Rippetoe (&lt;span style="font-style: italic;"&gt;Starting Strength&lt;/span&gt;)&lt;br /&gt;&lt;/div&gt;&lt;/blockquote&gt;Speaking as a man who recently doubled his squat strength, I think Mark might be on to something here. He sounds like a bit of an extremist, but any person whose name includes "Ripped" is allowed to be passionate about weight training as far as I'm concerned.&lt;br /&gt;&lt;blockquote&gt;7:37:46 PM gogogogogogoseb: i bought a weightlifting book&lt;br /&gt;7:37:56 PM batoutofhell6: haha thats silly&lt;br /&gt;7:38:01 PM batoutofhell6: yet awesome&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3261229688634057760-3608995077390797858?l=sebielrhee.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://sebielrhee.blogspot.com/feeds/3608995077390797858/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3261229688634057760&amp;postID=3608995077390797858&amp;isPopup=true' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3608995077390797858'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3261229688634057760/posts/default/3608995077390797858'/><link rel='alternate' type='text/html' href='http://sebielrhee.blogspot.com/2008/09/kimchi-squat.html' title='Kimchi Squat'/><author><name>love is not single player</name><uri>http://www.blogger.com/profile/08997125074095370293</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='30' height='32' src='http://2.bp.blogspot.com/_sSms7_DQenU/SNnGdH1iY3I/AAAAAAAAAAM/ZanICD6ulGU/S220/Picture+9.png'/></author><thr:total>2</thr:total></entry></feed>
