I made a mod for Sky Rogue!
You can get the Albatross on Steam here.
Go check it out!
I feel modern Germany gets less media-representation than WWII-era Germany. Whenever that does happen though it is often done in a rushed manner, where you can tell it isn’t really German but rather an existing setting that has been lazily decorated.
I want to look at media (TV-shows, films, games, etc) that feature modern Germany, how right they get it, and how much work they put in it, so that we can distinguish a good representation from a lazy one.
Realistically speaking it is not feasibly to do a fully authentic representation when only say a 1-minute scene in a movie is supposed to take place there. A little care will greatly improve results though and make it much more believable.
This happens for other countries too! A bad example of this is this promo-art for PayDay 2, which is supposed to reference the Dublin police.
Only there is no Dublin Police Debt. There is the Garda, which one minute of research would have revealed.
XCOM: Enemy Unknown (2012, Firaxis Games) is a turn-based strategy-game in which you control special-ops soldiers against an alien invasion. The XCOM organization is made up from international soldiers and operates all over the world.
The introductory scene of the game is set in an unspecified location in Germany.
There are a few lines of German spoken, phonetically. This means the voice-actors didn’t necessarily actually understand what was being said, and just read out the phonetic sounds. The pronounciation is on the better side and almost passes for natural speaking.
The types of pavement, buildings, statues and streetlights look fitting for Germany. There are no elements that would not appear here (e.g. a giant red barn)
The cars look like generic European models, and would occur often in Germany. The number-plates are authentic, with the correct arrangement of city-codes, unique identifier, and blue EU-bar at the left.
The city-code “SB” is for “Solingen”, which would place this town in North Rhine-Westphalia, the most densely populated area in Germany. I cannot tell if Solingen looks like this, but it could very well be the case that the town represented would rather be any town, and not necessarily an identifiable area.
The police-cars are green-white, as calssic police-vehicles in Germany are (at the moment they are being phased out and replaced with blue ones, but the green police-cars remain a regular sight). The lettering of “Polizei” is correct. The flashing lights on top have the correct color (blue). There even appears to be a small coat of arms on one of the vehicles.
The texts shown in the ads is correct and plausible.
When encountering the unknown threat a team of soldiers was sent it to investigate. The Bundeswehr does not operate with force within the borders of Germany, and even in humanitarian causes like floods and evacuations its usage is a big issue. Seeing that the alien incusion is a rather unique case I can accept a team of soldiers would be present.
The camouflage of the German soldiers is not quite flecktarn, the German unique camo, but a good approximation, and not just generic “woodland camouflage”.
The last surviving soldier carries a grenade. A swat-mission in a civilian area would not carry grenades. Even among soldiers grenades are highly restricted and not given out lightly. Seeing as this is a unique sitation the presence of grenades is passable enough.
The briefing-screen shows that a German helicopter crashed. The model of the helicopter given is the NH90, which is a vehicle which operates in Germany, and the diagram is close enough to its actual looks. The name given of the model is “Falke” (falcon), which would be a plausible name for a German helicopter-model.
XCOM manages to represent modern Germany very well in its short introductory mission. The majority of elements used are correct or plausible enough, and there is barely anything which would distract someone with false details.
Also posted on Gamasutra
The Circle is an important book, and I totally recommend reading it. It handles the topics of data-security and surveillance, and presents those in an accessible fashion to non-tech-people, and there are only very few of those (Little Brother also falls into this “genre”, which I recommend too, but goes into a different direction).
The problem about The Circle is that is, in parts, really dumb and frustrating.
The characters act illogically. There is an openly symbolistic subplot about a shark that goes nowhere. Everyone in this universe just goes along with what massively changing technology comes along without any regard for other human beings.
The frustrating thing is there are nuggets of truth in here, and they are important. They show how blind adherence to brogrammer mentality can displace people and effectively cast them out from society. It shows ways how adding innocently-appearing ideas into current processes without any second thoughts will have devastating results years later. It shows how our current society could end up being a dystopia without anyone noticing. Every step in this is story is conceivable, and it ends up being 1984.
So here are a few pointers:
Approach this like an episode of Black Mirror, where a world is presented that went horribly wrong and everyone just goes along with it and it ends in a very depressing manner.
If you go in with this expectations it will be a much more enjoyable read.
I uploaded the sourcecode for my vocabulary-learning app!
You can enter word-pairs and test yourself on them. I made it to run on Android-devices, but there it run on desktops, iDevices and the web too.
I made this in a few days for fun, and there never was a release planned. But now you can check it out ;)
My new two-part articles & tutorial-series is out! It’s about making good countdowns.
Here is part 1:
The Metal Gear Solid series does this wonderful trick where they say “you only have 500 seconds left!” and then display a number that reads as “5:00”.
When I played it for the first time, my mind auto-completed this to read as “5 minutes”, but it was tricked. “500 seconds” is an uncommon yet correct format for time, and people in general are not trained to correctly pick up on this.
The effect is that players will think they only have 5 minutes, while in actuality it is 8 minutes and 20 seconds.
And here is part 2:
This also works better if time units are not mentioned and the player is just given a rough idea of “until this happens”.
If you have a series of panels that light up to show timer progress, you do not need to activate them at the same rate. In fact, it will become more intense if the first few light up quickly, and the latter ones have more time between them. In the heat of action-packed gameplay, the player will not realize this and will have a much more intense experience.
This should not be employed with actual time units, as players might feel cheated and lied to. Do not break the player’s trust in your system.
This can be seen in one level of Starfox 64, where the player has to defend a position against an approaching giant ship.
Go check them out!
A long time ago I found this article about the (for a lack of a better term) complexity of videogame genres. It offered a unique take on how to view videogames, which I have never seen mentioned anywhere else. And as I’ve since lost it and cannot find it I’ll try to sum it up here, with the disclaimer that I did not originate this idea, that it is probably incomplete, and that the placement of these can of course be debated.
The article I mentioned categorizes what exists in game-genres into ~10 groups, with the complexity going upwards.
Here are the take-aways from this:
Most people cluster their preferences around a few entries. Someone who spends all of their time with low-complexity-games will not like a turn-based strategy-game.
Preferences change over time, as people become more “adept” at certain genres
Non-Fiction-Games have a huge range, and are a very common entry-point for non-gamers wanting to play.
There is a divide between consoles and computers around level 5-6. Computers lend themselves to more varied inputs and thus allow certain genres to be easier spread (among other things)
In practice this means when designing a game it makes sense to figure out where on this spectrum it belongs to, and to not over/underwhelm your target audience.
Brütal Legend, for example, is marketed as and appears to be an action-game. 1 hour it turns into a real-time-strategy game though, which confused a lot of people.
Also posted on Gamasutra
Lately a lot of people have shown interests in my notes and todo-lists I always carry with me, so I thought I’d explain them here :)
These are my lists, folded from regular A4-sheet paper. The left is for my general notes and task, and the right is for tasks that have to happen on a certain day, which each line representing a single day. I’ve figured this out over the decade I have been using todo-lists, and I really like how writing and scheduling this all down frees my mind to do other things.
And after explaining this to my friends some have started their own lists too :D
Everything I write down is an actual task that can be accomplished, otherwise ideas just pile up. Everything also needs to be removed from the list at some point (i.e. crossed out)
Whenever I have an idea (“Buy Cauliflower”, “look up this song on Youtube”, “Pay Rent”) I write it down on the general list. Anything that has to happen on a certain date, like paying rent, gets assigned to a day.
Well, it’s really small. Also in my handwriting. And just for me, so nobody else really needs to read this
Well why don’t you just use paper?
Here are some benefits of paper notes:
I tried this. It was a lot of work setting up and it didn’t work. Also for the days it is more important to know that they are “next tuesday” instead of “the 25th of Mai”
To the contrary, it gives me the freedom to do much more things than before! Having a full schedule means I get to enjoy going to events, seeing friends and meeting partners without having to worry if something will happen “spontaneously” in an evening or not.
Yes, those do happen. Those are not from illegible handwriting, but mostly from unclear instructions, which could also happen on an electronically typed note.