Archive for September, 2008

Code Geass Concluded

Monday, September 29th, 2008

Zero's Requiem

As hoped, after fifty episodes, Code Geass is done. Lelouche vi Britannia’s struggle is over, and we have our winners and losers. There are certainly some plot threads that were left unresolved — the interaction between Lloyd and Rashata comes readily to mind — but not many, and none that were prominent to the story. The final plot twist was appropriately dramatic, if not unpredictable. Not to spoil anything, but calling his plan “Zero Requiem” was a dead giveaway.

Over all, I’d give Code Geass an A-. Very much a worthwhile investment of about twenty-four hours of viewing time, a series I’ll likely remember fondly several years from now, and one of the few multi-season shows I’ve been willing to see through to the end recently. I give them credit for maintaining animation quality over the haul and for finding such an entertaining way to mix together so many Japanese animation tropes (particularly the ones I normally avoid). Partial credit for easing off a bit (at least towards the end) from the continuous escalation of scale and power level so typical of the action genre. Deductions for the overabundance of “just as planned” hare-brained plot twists.

The very stones themselves are burning

Tuesday, September 23rd, 2008

Inkedwork, Dwarven Fortress

Why the hell aren’t you playing Dwarf Fortress? Seriously. What the hell?

“But there’s a learning curve!” you complain. Use the wiki.

“But what’s with the ASCII art?” you whine. Well, when I was a kid we didn’t have fancy bump-mapping and realistic lighting techniques. Take your ASCII art and like it, or if you just don’t have the stones, try one of the tile sets.

“What the heck is this all about?” you bleat. It’s about mining. And booze. And craftng. And fighting. And beards. And murderous elephants. Good stout-hearted Dwarf stuff.

Dwarf Fortress. What can I say about this wonderful, horrible game? Well, it’s free. That’s an important point.

It’s an economics / strategy simulation game. People have called it a RPG, but that’s because there are Dwarves and the occasional goblin siege, not because there’s any actual role-playing going on. It’s also an adventure game, but I find the fun to lie with building and managing a settlement.

It’s also ugly. Very ugly. That horrible picture atop this post is a screenshot of the first floor of my current project. I understand that some of the weaker-stomached folk out there don’t remember Rogue and NetHack and the eyestrain-inducing splendor of staying up all night playing video games on a green monochrome monitor. Such people are weak. Beneath my consideration, unworthy of even my disdain.

It’s also tremendously deep. Not deep as in “the Dwarves delved too deep and worked the accursed adamantine veins” — though that happens too — but deep as in many-layered, characterized by nuance and complexity. Dwarf Fortress is a wondrous sandbox for you to play in, unconstrained by a set scoring system or victory condition. There’s no wrong way to play Dwarf Fortress, and no right way. You can build your settlement above ground or dig deep into a mountainside. You can erect self-aggrandizing monuments to your own genius or establish a humble community of poor dirt-farmers. You can erect stout defenses and staff them with expertly-trained axedwarves and marksdwarves, or you can take a more pacifistic route. The pacifistic route can result in genocide by goblins, but that doesn’t mean it’s the wrong approach. Just because there’s no right way to play doesn’t mean the game won’t exert some pressure on your bustling little community.

If you can bear with the learning curve for, say, an hour, and you can suspend your desire for 21st-century computer graphics for the duration, Dwarf Fortress is a tremendously rewarding game. Go get it; it’s not even six megabytes, and runs on Windows and Macintosh.

This has got to end

Monday, September 22nd, 2008

Nunnaly vi Britannia

Fourty-nine episodes into Code Geass and I just can’t wait for the final episode. Not out of a great burning edge-of-my-seat anticipation of the latest cliffhanger. No. At this point I’m watching with the morbid curiosity of a driver that slows down and glances over at the upended sedan in the median. That guilty little tug that makes you need to know something you don’t really want to know. I’ve already remarked on the silly procession of shocking revelations, crosses, double-crosses, triple-, quadruple- and pentuple-crosses. It’s still going. Happily, it has been several episodes since any new loose ends have been introduced.

Code Geass has been an interesting show, very well-produced and executed despite its manifold thematic problems. Its producers took a broad array of weaknesses and forged them into strengths, but could not seem to get past its cast of over-the-top, too-clever-by-half leading characters. Here’s to hoping there won’t be a third season!

IK4e

Sunday, September 14th, 2008

The Gobbernomicon rises again

It remains true that Privateer Press has no intention of publishing Iron Kingdoms: Full Metal Fantasy roleplaying game material in the 4th edition Dungeons & Dragons rule set. It also true that I have no intention of doing the work necessary to convert the existing IKRPG material over to 4th edition. That does not mean that I won’t do some of the grunt work making Mediawiki templates that may be of use to those that are willing to do the heavy lifting. The Gobbernomicon seemed like a reasonable place to do the work.

The 4e Power Template had to cover a lot of variability. Some are usable at-will, some once per encounter, some only once a day. Some are attacks, some are utilities, some have side-effects, some have multiple targets, and so on. Happily, Mediawiki’s markup language allows for “if” statements and switches and such, through the addition of the Parser Functions extension.

Though I consider the power template to be a work in progress, I have also undertaken to create a creature/NPC stat-block template. A lot of the same things recur in the game-mechanics of each monster. Everything has an Armor Class and the three secondary defenses (Fortitude, Reflexes, Willpower), they all have hit points, etc. By comparison, the monsters seem easier than the player character abilities. I guess that’s appropriate.

Please feel free to hammer at them a bit, tinker under the hood if you like, or give feedback about the functionality or documentation. Otherwise it’s likely to suffer the ravages of interest drift and laziness. Don’t make me sic /tg/ on it.

Common Sense vs. Reality

Sunday, September 7th, 2008

Taxes vs. GDP

Logtar recently stirred up the pot a little on his blog by commenting on the evils of recent Republicans. That’s all well and good. There’s plenty of stuff for everybody to point fingers at. What got me riled up enough to participate repeatedly in the conversation that followed in his comments section was the notion that increasing taxes removes the incentive for people to do well, to outperform, to excel in their fields.

At first blush, this certainly makes sense: why should I try harder if I won’t get rewarded extra for it? Ah, but that isn’t what actually happens. If I bust my tail to make an extra $10,000 this year, the government will take away a portion of it. Let’s assume I am in the highest possible tax bracket already (because that is the strongest the tax deterrent gets, the deterrent is less pronounced at lower brackets). That means of the additional $10,000 I worked my keister off for, I have to give $3,500 of it to Uncle Sam. Those bastards. How dare they? Why did I waste my time? Oh yeah, because now I’m $6,500 richer for my efforts, have improved my standing with my coworkers and employer, elevated my reputation in my industry, made my kid proud of how awesome his dad is, and the thousand other reasons (including income) that I try to do well at my work.

The chart at the top of this post shows the top marginal income tax rate in the United States from 1930 to 2005 (in red, the aggressive color of the evil government stealing your money) compared to the year-to-year percentage change in gross domestic product (in blue, the serene and peaceful color of economic progress and the production of wealth). Due to the sharp differences in scale, I put the GDP on a logarithmic scale. Forgive me. I put it together to see whether the common-sense argument really holds up. During my entire politically-aware life (from the later Reagan years onward) I’ve heard the same thing over and over again: the economy is being strangled by the tax system. High taxes are stifling our economy, preventing investors from doing their part, preventing businesses from expanding and innovating, and preventing small start-ups from hiring new employees and keeping our economy healthy.

The numbers don’t seem to support this. We see that when taxes are at or above 70% for the top income-earners, we see similar growth as when those taxes are are or below 45%, with wild variations that make it difficult to draw any causal correlation here at all. We know that when the tax rate on top-performers is 100% plus a trip to the GULAG (the old Soviet system) things don’t pan out that well, but when it’s 91% and the accolades and respect of the community, it seems to go pretty well.

Standing on soapboxes claiming that the nasty liberals are going to take away your cheese is, at best, bullshit. The problem isn’t how much the government takes from your paycheck, it’s what it turns around and spends the money on and whether we’re getting a good return on our investment. When Eisenhower used tax funds to build the highway system, private enterprise was able to take advantage of new infrastructure to build, expand, and optimize their private endeavors. When vocational training and after-school programs help kids stay out of trouble and get jobs, we don’t need to spend as much money policing and jailing. When billions of dollars just up and disappear because some government contractor isn’t keeping track of anything and nobody’s minding the shop in Washington, we just plain lose out.