Character list (click to close)

Thinker: An overambitious storyteller, trying to lead the other personalities with an utter lack of concern for reality.

Worker: The reliable one. He single-mindedly follows schedules, and revels in busywork.

Gamer: Cynical and bored by life, he tries to get a sense of achievement and purpose from virtual experiences.

Programmer: Always up to a good challenge.

Person: A very awkward social creature. All other characters need to defer to him when a social opportunity presents itself.

Explorer: An overgrown child, with a passion for many things: design, film, music, and random nonsense.

Addict: Absolutely obsessed, though the subject of obsession changes from day to day.

Musician: A musician.

I Am Not...

The complete life and identity of Mory Buckman, ported to HTML.

Daily performance reviews:(Rules)
I am not...
 
I see you're attempting to read my blog with Internet Explorer, a browser which is -to put it as delicately as I can- a worthless piece of crap. There are standards of web programming, standards which this blog follows, and every browser but Internet Explorer supports these standards. Microsoft deliberately does not support the standards, because they're the market leader and can therefore realistically hope to see web sites which are entirely dependent on Internet Explorer's unique quirks. But I am not willing to write each blog post twice: once for the working browsers and once for the chaos that is Microsoft Internet Explorer. So I am telling you right now: you will not be able to read this page properly from the program you're using. Even if you think it's displaying right, you're actually not seeing much of what I've written since May 2010. Please switch to one of these sensible options for exploring the web, all of which are perfectly capable of handling the experimental and interactive things I do here:
Mozilla FirefoxGoogle ChromeApple SafariOpera
To the anonymous person who's been commenting lately:
I apologize for not publishing your comments sooner. Regardless of the technical difficulties I've been having, it was rude of me, so I want you to know that it is nice to have you here. I've added your comments to the main page (and the menu), and I'll be quicker in the future.

To everyone else: Gamer Mom is coming next week. I know I've been saying things of that sort for a long time, but there's just one hurdle left - getting a credit card with which to pay for the hosting. I get that on Tuesday, God willing. I'm really excited to finally be able to share this after all this time. There may be another blog post before that, though.

2012, May 11, 14:00 and 08 seconds

1. Move2. Adjust3. Rationalize

Day 11 of living in Jerusalem, and I'm finding it hard to remember what the point of this move was. I'd been thinking about getting out of my parents' house for years, but deciding to actually do it was as impulsive as most of the big decisions in my life. I don't do things because there's sense to it, I do things because they seem like neat things to do. I try to find the sense later. And in this case, I'm not seeing it. To be clear: I'm not considering going back to Beit Shemesh. I'm going to stay here as long as I possibly can. I'd just like to find a good excuse for doing so, because right now I've got nothing.

The fact of the matter is, my life is basically the same as it was. I'm alone in the apartment for most of the day, but in my parents' house I had so little interaction with my family -and it was so usually quiet in the house- that I'm barely perceiving a difference. Sure, I can sing as loudly and as strangely as I want and I won't care about bothering anyone because I don't know or care to know the neighbors, but that's more than offset by not having a piano anymore. It's great to live in a city I love, rather than the middle of nowhere, but it's not like I'm going to be leaving the house for long most days. It's fun to be a ten-minute walk from the rehearsals, but it's a twenty minute walk to the local game night (while in Beit Shemesh it was next door).

There are only four significant things that have changed since the move. First, it is much more awkward to play videogames. There's an old TV here that Yardena was going to throw out, and when I connect my American consoles to this Israeli set they will only display in black and white. I received a helpful comment from P.A.W. right underneath this post, which told me how to switch my Wii's output to PAL and get the color back. It worked, but most of my Wii games don't actually support PAL. I will spare you the tedious details of the situation, but let's just say I can't really use my Wii the way I used to. Plus, the TV is quite broken -the only way I can even get it to turn on involves a piece of plastic placed just so with a heavy weight preventing it from escaping. I'm thinking I'll throw this TV out and get a different one. But for now, there's much awkwardness and frustration.

The second and more problematic change is that I have no working internet connection. I bought a wireless card, but as it turns out it doesn't really support Linux and now my wireless settings are so messed up from all the hours of trying to get this thing to work that I don't know if I'd be able to get any network connection set up anymore. After all of that frustration, I can sort of almost maybe connect to the internet. With enough patience, I can check my e-mail (in GMail's barebones HTML mode) and sometimes even respond. But I certainly can't download anything, or stream music, or update my blog. The only reason I'm able to upload this post here is because Yardena has been kind enough to let me use her computer.

Yardena is the third change. Everyone warned me that being a roommate isn't the same as being a friend, and that as soon as we were living together we'd be annoyed by lots of little things about each other that wouldn't otherwise have bothered us. That has not happened. Yardena and I are as close and as comfortable in our friendship as ever, and this may be a problem. I have a policy to never turn down an opportunity to socialize, even if it comes at the expense of my own activities. And now I have opportunities to socialize every single day, and for hours at a time. Whatever else I had planned gets put on hold so that we can hang out, talk about life, watch TV shows, play videogames, etc.. And I think it's really good for her to have someone to talk to regularly. She said to me at one point that she felt like I was the one part of her life that wasn't messed up. I don't need to talk to her that much because I always have my selves to keep me company, but it's nice to feel needed. Plus, I'm getting her to play videogames. How cool is that? She's like the sister I never had.

The last big difference between here and Beit Shemesh is that suddenly money means something. When I go to my data entry job, it's not primarily for the fun of it anymore. It's so that I can get to keep living here. The panic of needing to get more money quickly has not settled in yet, but I'm sure it will and I'll find a way to adapt. Hopefully a way which doesn't suck up so much of my life that between that and all the socializing there's no time for any of the things that matter.

Presumably the point of all of this is to learn to be independent. But this isn't quite the deep end of independence. My parents came to help me move, my father even assembling a computer table in the room. My mother keeps stocking me up with food, which I'm not going to say no to because it's less money I need to spend on shopping. (The only thing I've bought for myself so far is milk and cola from the minimarket across the street.) I know exactly what I'd need to do to stock up -there's a supermarket ten minutes away, a bagel store five minutes away- but I haven't needed to yet. And in the first week, my mother offered to wash all my laundry. I'm not going to have her do that again because it's a hassle to carry it all back and forth and it really isn't such a big deal to do laundry. My mother is alone in the house with her dog Fudgie now, and she wants to feel like she's doing something.

And then I've got Yardena on top of that. Before I moved in, she was talking about how she was going to try to make it really easy for me and I said to her: "I'm just going to be living there. You don't need to take care of me." She paused, considered, and replied that she'd never thought of that. She always tried to look after her previous roommates, she says. With me, that amounts to trying to give me food, which I always refuse because I don't want that kind of dynamic between us. She made some chicken last night which did smell really good, and she insisted that I should eat some but I said no. "You're taking away my motherly need to give people food!", she half-joked.

Everything is made so easy for me that there's been barely any difficulty at all in settling in. If I'm supposed to be learning some hard lessons about life that might help me later, I'm not sure what they are. Maybe it's an exercise in time management? In some ways I'm happier here, and in some ways I'm more frustrated. But for the most part, my life is pretty much what it's been for the past year. It doesn't seem like a change worth thousands of shekels a month. I could argue that it's less of an imposition on my parents, but my mother's spending so much time and money on food for me that that's barely true. I'm sparing them some electricity and water charges, I guess.

So I don't know why I'm here. But I'm going to have to figure that out, because I'm not leaving. This is home now. The day I left my parents' house, I pulled the dresser away from the door of my room. It was there to discourage people from infringing on my private space, but it's not my private space anymore. That room doesn't belong to me, it belongs to my parents. I've taken what I needed from it, and now they can do whatever they like with it. I still visit Beit Shemesh for Shabbat, because I wouldn't know how to make nice meals for myself and I'm more comfortable taking food from my parents than I am taking food from anyone here. I don't have much there. I play piano, eat with my family, hang out with friends, wait for Shabbat to end, and then return home.

I don't know why I'm here. But ask me again in a few months, and I'll have found a reason or two.


five comments, the last one being anonymous
Blogger P.A.W. said:

Is the black and white problem caused by trying to use NTSC consoles on a PAL TV? If so, you could try using AnyRegion Changer (http://wiibrew.org/wiki/AnyRegion_Changer) to change the Wii's video mode to PAL.
For your other consoles a SCART RGB cable should work, provided that the TV has a SCART socket, the console supports RGB output, and the cable is carrying a RGB signal, not composite.

 Mory said:

Thanks, I'll try that.

 Mory said:

I used AnyRegion Changer, and it worked. Unfortunately, the majority of my Wii games do not support PAL, but a few of them (including The Legend of Zelda: Skyward Sword) play in color now. And now that I see that the Wii can output PAL, I've taken to running my Gamecube games from Gecko to force PAL mode and all of them seem to work like that. Thank you so much.

I do think I'm going to get a different TV, though. This one causes way too many problems.

Anonymous Anonymous said:

Ah moving out..
I remember discovering that living in dorms was the best time of my life. Not because I had better conditions (I didn't) but because there was something beautifully mine about the tattered mattress and bare shelves.
I felt like a real person in ways I never did before.

Anonymous Anonymous said:

Re: your latest status update. well done on a productive day!

Post a Comment




2012, May 1st, 22:04 and 15 seconds

View the garbled remnants of April 2012Daily performance reviews for April 2012:(Rules)

Reflections on April 2012



2012, May 7th, 11:44 and 33 seconds

Yardena, part 2

I joined The Importance of Being Earnest, even though I didn't really have the time for it, because Yardena was the assistant director and I wanted to hang out with her more. That worked out very nicely - Yardena's apartment was only a twelve-minute walk away from the rehearsals, so even when she didn't come to rehearsal I would go to her house and talk for hours, only cutting it short because I was afraid I'd miss the last bus back to Beit Shemesh if I stayed any later. We talked about life and love and the play, and while Yardena talked more than I did, I was always happy to listen.

When Sura, the director of the play, said how many rehearsals there were going to be, I got worried and calculated an estimate of the money I'd be spending on transportation between my home in Beit Shemesh and the rehearsal space in Jerusalem. It amounted to over a thousand shekels. So Yardena offered to let me stay by her any time I wanted to avoid a trip. Her previous roommate had gotten married and moved out, and she didn't have a new roommate yet, so there was a nice room going unused. At first I was wary of the idea - the only reason I'd stayed over the first time (March 10th) was because Harel and Rachel were also there, and it seemed less inappropriate to sleep over at a woman's house if there was another man there too. But the endless bus rides were tedious, so I brought a change of clothes to rehearsal one evening and slept in Yardena's spare room. It was so convenient that I started staying over at Yardena's once or twice a week.

Any fears I had about the arrangement being awkward were quickly dispelled. Yardena was always really happy to host, and never treated my presence as an imposition. She was out working at her frustrating job all day, and she let me use her computer while she was out. At first I just watched the TV shows and movies she'd downloaded which I'd planned to watch at home, but eventually I did get some work done. And after a few times of staying over, I was comfortable enough with using her computer to install Braid (which I'd bought, but was unable to run on my own low-end computer) on it and start playing. Then I'd walk to the rehearsal.

While Sura was dealing with a wedding, Yardena took over the rehearsals and focused on characterization rather than staging (since Sura could veto any of the staging when returned). The atmosphere was a lot more laid back with Yardena in charge, which made for a very enjoyable social experience, though it wasn't ideal for the play. Being a group of people who generally like each other we were prone to going off on tangents, and Yardena was enjoying those tangents too much to pull us back to the scene. (When the rehearsal was moving forward, though, Yardena had a lot of good ideas.) At one small rehearsal, Josh mentioned a Game of Thrones season-premiere party he was attending that evening, and all of us -myself, Yardena, Lianne- were eager to join him. So we wrapped up the rehearsal a little bit early and had a good time at the party. Yardena wanted to leave before the Season 1 trivia competition, and I was staying over with her that evening (having another rehearsal the next day) so I left with her. We went home, chatted a bit, and then watched Mad Men together. From then on, any time I stayed over we ended the evening by watching TV together.

Yardena introduced me to Avatar: The Last Airbender, which I spent a week addicted to. I watched The Voice U.K. because an episode was sitting on her hard drive, and I wrote those silly little blog posts about it. The other priorities in my life were getting pushed down, but I didn't mind because they were such good shows. Not that quality was necessary - if I was over and the only shows she'd found to download that day were trashy, then we watched trashy shows. It's not like I had anything else to do there without a computer. (I hadn't been carrying my Nintendo DS much since the stylus had fallen apart, simply because it was mildly inconvenient.) I enjoyed the company.

I knew it couldn't last - it was a nice apartment right in the heart of the city, and even though Yardena kept putting off the search for a new roommate (due to a general lack of energy at this point in her life) I knew it would not be long until the empty room was taken. I asked her how much rent would cost, I knew I couldn't afford it for more than a month or two, and that was that.

We had a few bitter arguments, over these few weeks. They were my fault, of course -a result of my stubborn policy of always treating friends the way I would wish for them to treat me. If someone pointed out a problem in my life, I'd turn the idea over and over until I found a counter-argument or -failing that- agree with them. If the problem were raised in a reasonable manner, and not just used as a petty insult, I'd always appreciate the honest criticism. Yardena is more sensitive and has very low self-esteem, but I do not significantly alter my behavior for her. So I would mention problems in her life, and she would get hurt. I would then apologize profusely, ask what I could do to make it up, etc. -because I would hate to lose such a good friend. She would write a few letters, I'd write a few letters, we'd talk out the problem and come out of it with a stronger friendship.

What makes it work is that we're not pretending anything. I have been perfectly upfront about all my strange attitudes and behaviors, and she has been really open about everything that bothers her. We know that we can say anything to each other, without being dismissed as crazy.

One Shabbat at the typically-dreary dinner table, my father was prodding me to move out of the house. "Okay.", I said. This surprised him, of course -the teaser doesn't expect the tease-ee to actually do anything. But I knew I wasn't going to get another opportunity this good. After Shabbat I called Yardena and asked if the room was still available, she said yes, and here I am. It's very different, living with someone I like. It might not be good for my productivity to be this happy.

2012, May 1st, 1:37 and 58 seconds

The Cat's Away

Let's take a moment to recap the blog so far. At first I was a useless lump. Then I tried to force myself to get things done. This led to my first two games, but also much depression. Inventing a new personality for myself meant fighting the existing one, and that personality fought back. In the end there was a messy fight between versions 1.0 and 2.0 of me, and I decided that from then on I would be the type of person whose goals and nature were united. And if I wasn't that type of person, I'd fake it 'til it became true. (Why didn't I just let the "adult" version of me win, you ask? Because I don't believe he has it in him to hold on to childish dreams in the face of reality.) Then I had a profound experience in amateur theater, where I changed my personality and had one of the most meaningful months of my life because of it. I decided that the perfect version of me that I wanted to aspire to was actually lots of different personalities, which I'd switch between to achieve a kind of superhuman versatility.

But in most situations, versatility is not an obvious or easy choice. In almost every context, just getting the work done without asking questions is a perfectly effective approach. I call that side of me "The Worker", and we have been leaning on him more than anyone else. For the past few months the Worker has been taking more and more of our time and focus, because it seems like there's too much to deal with at any point and the Worker is so calm and confident and is always willing to bear the load. But we've been suffering for it. As we finish up Gamer Mom, we have absolutely no idea what we'll be doing next. Earlier that would have been unthinkable - there would be plans and dreams and excitement and the next thing would always be even more awesome than whatever it was we were doing. But we don't know what the next thing is, because in all the running around we haven't stopped to generate any interest in the future. The Musician and the Gamer, previously sources of inspiration, have been marginalized over the past few months because they just don't fit into the Worker's deadlines. The Thinker, ostensibly the leader of the group, allowed himself to become irrelevant by taking away the ambiguity from our collective identity. He hasn't had any meaningful thoughts in months. Our music has come to a standstill. Our gaming has become infrequent. Few ideas are occurring to us in any context. A decade ago I liked to say that I shouldn't grow up because adults are dead inside. Who knew?- I was right!

To the Thinker's credit, when the Worker demanded all of March, the Thinker offered him only half, and required the concession that the Worker would only be allowed on one or two days of April. We could not let the Worker control our future. The Worker, being an agreeable person, agreed. He did what he could in March (which was a lot), and then he left.

There were no real characters played after that. In the first week, I watched the entire series of Avatar: The Last Airbender. I also watched a dozen other shows, and when I wasn't watching I was waiting for more shows to become available. You see, the Worker was always Mory 2.0. And when he's gone, I'm just a useless lump again. It would be easy, and maybe even obvious, to say that this entire multiple-personality system is a sham, and that everything on this blog after March 2010 is an increasingly flimsy attempt to deny Mory 2.0 the unambiguous victory he deserves.

But I've been dreaming again. Not to the extent that I used to, I'll admit. But I've come up with some radical ideas for revamping the blog, which are so awesome in concept that chances are we're just going to ignore them until they go away. And I came up with a crazy idea for turning one of my Five Games into a potentially massive phenomenon with young girls without sacrificing one iota of artistic integrity. I used to come up with outlandish ideas for reinventing my other ideas every day, and somewhere along the way I just got comfortable with where my mind was sitting. That's the point where ideas die, sapped of all momentum and emotional investment.

Here I am, in a room in Jerusalem that is now mine, writing words that are flowing freely out of my fingers like they've been dying to come out all this time, even managing to work in a self-reference like the good old days without it being purely gimmicky, and I am here simply because I'm not working. There was no blog post at the end of March because there was no time in the schedule for it. Projects needed to be continued, deadlines needed to be met, perfection needed to be pursued. If the Worker had any say at all right now, I would be unpacking my things instead of following the Rules and being addicted to the creation of this delightful little post. If the Worker had had any presence at all in April, I would have responded to the idea of moving out with dismissal ("Eventually, when it works into my plans.") rather than saying "Okay.".

We've gotten too comfortable, fellas. And the blog, as always, puts us back on track. I am not the Worker. And I am proud of that.





After writing "The Cat's Away", the Addict started a conference looking for some drama.
(character list)

The blog is essential. I hope you all see that now.

I do.

Excuse me? Is there something I'm missing?

Yes. Reflecting tells us where we're going, what's wrong. You, for instance.

Excuse me?

You just say the same thing over and over again. This is exactly what I'm talking about.

Let's please not do this.

I don't understand.

You wouldn't.

If you have something to say to me, say it.

Okay, I think I will. There has been no real progress on the blog in months, and it's your fault.

Mine?

Yes. You are just like Shoshana. You drag us all down with you. We repress ourselves to the point where we have nothing to offer, all because you are so certain of what it is that you know.

I think the Worker's certainty in his orders is extremely beneficial...

Ouch.

I have no idea what you are talking about. Have I done something?!

No, I have. I gave you too much power.

No more than you gave the Programmer in this past month. Not my fault he didn't deal with it properly.

I don't like ordering people around.

I was telling you how to be efficient!

Worker...

No, you listen to me. I have been the only one of this group to do anything at all. I have been pushing forward while all the rest of you wait for me to do the work. I got things done because no one else would step up and get them done. I was the only one who you knew would be reliable. And then you gang up on me, when all I did was what all of you should have been doing and what you were relying on me to do! How many times did all of you promise to do things and not do them? Well, I set goals and deadlines and for the most part I met them. I'm not perfect. I'm not good enough. But I am trying, and that's a damn sight more than any of you!

Worker, calm down. You still have a place in the group.

Damn your place in the group! None of you have ever respected me and what I bring to the table.

You were the only one who was ever respected. You "got things done", as you say. The rest of us are just ourselves.

What have I ever done to deserve this kind of treatment? Are you going to force me out of the group?

Or I suppose I should say "force me out of existence". That's what this is, let's not beat around the bush.

No. We are going to rely on you, but you are one of eight. You will not have preferential treatment. And in this month, I think we should resolve to find how we can manage without necessarily expecting you to do all the heavy lifting.

Man, go easy on him. Look, I'm sorry, Worker. You're right, this is all ridiculous.

Oh my god, you really are going to get rid of me.

No one's getting rid of you.

Are you hearing any of this?!

Do I even get a say in all this?

I am enjoying this.

I think there's a misunderstanding here. All we're talking about is shifting priorities around a bit.

It really isn't. The Worker gave us everything he had, and you're all acting like he's some kind of criminal.

Don't exaggerate. There was no hostility intended.

Oh no, go on. The hostility was good. Time it goes the other way for once.

What is your problem?

When's the last time I had a day? And recently I explained to the Thinker why according to the Rules I should get a day, and how I'd make more of it than anyone else, and he agreed and then proceeded to not give me the day. But you? You always get the day, even when your heart's not in it. What makes you so special?

I did nothing wrong.

And maybe if something makes me "special", it's that I don't sit around doing nothing all day.

Or I try not to, at least. Can't say I always pull it off.

I have some sense of a goal.

I always have some goal in mind. Always. Maybe it's the end of a level, maybe it's a high score, maybe it's saving the world. There's always something.

What? This is an okay attitude, but when I try to live in the real world suddenly I'm the crazy person?!

You are living in fiction. You run around in circles and pretend you're going places. When things are actually happening and require attention, I'm going to give that attention.

So could the Explorer, or the Addict, or the Programmer, or even the Musician possibly.

The musician?!

Why not? Maybe I wouldn't be so literal, maybe I would bring a more abstract touch to whatever it is that I'd be called on for.

What... does that even mean?

Yes, what does it mean, Musician?

Well, I for one look forward to finding out.

This is ridiculous. What, is he going to sing at problems?

Maybe I will. It might be effective.

The terrible thing is, I can't tell if you're serious. That's how crazy you all are, all the time.

You are not better than us. This sense of superiority you have is exactly why it's so nice to see you not being worshipped for a change.

I have never been given anything more than I earned through honest work.

I'm bored. Is anyone else here bored? I think we have a nice, long blog post and let's call it a day. Worker, love you.

I have no idea what is wrong with you people.

Then maybe we should try to explain ourselves better.

No! Gah. It's always talking with you. Enough talking! The talking just forces me to deal with all your annoying personalities. I don't want to talk, I just want to be allowed to show you that I am capable and reliable and I would like it if my work could be appreciated instead of spit on. That's all.

Oh, blog, how I've missed you. These are the glory days, after all.

And this is the sort of annoying talking I am referring to. Leave me alone, all of you.


This is where I'll put any posts related to the TV show "The Voice".
It's not one of my favorite shows, but it's a curious little thing and I enjoy talking about it.

Click a link on the left to read a post.

2012, April 1st, 02:56 and 55 seconds

View the Worker's month: March 2012Daily performance reviews for March 2012:(Rules)
I don't have time now to reflect on what happened this month. Maybe it was good, maybe it was bad; either way I'm stuck with the consequences. April will be interesting, and it's starting now whether I'm ready for it or not.

2012, March 16th, 0:27 and 19 seconds

The Dialogues

The Rules

As a way to make the most of the various facets of my personality, I have a system by which I daily choose one of eight characters to play, each one being some positive aspect of myself. We continually add new rules to this system, but we recognize that rules are not enough. Our personalities must be regularly sharpened through conversation between ourselves, to remind us of the differences between our world views and the particular skills that each of us brings to the table.

Character list (for reference)


Click a date to read the Dialogue.
  1. 2012, March 15th, 17:24 and 58 seconds
    Conclusion: To stay in character, actively reframe all activities to fit.


The initial subject of this discussion is the eleventh of March, 2012. It is my hope that studying the events of this day will lead us to many fruitful topics, but we will start with the literal. Worker, would you like to describe what happened?

Not particularly, no. I prefer doing things to talking about them.

Very well. I will begin the story myself by noting that this month was intended as "The Worker's month", in that there are a lot of things that need to get done and in past months the Worker has always been the model of discipline and productivity. I hesitated in the monthly self-meeting to allow him such a prominent position, given that the character of the Worker has been a fixture of the past few months at the expense of other worthy characters such as the Gamer and the Musician. But I was persuaded by the sheer number of things that need doing -our adventure game Gamer Mom (with Kyler Kelly), two plays, a Megillah reading, assorted writing and website work- to offer the Worker every other day of the month, which is a position of great authority though not complete focus. I further stipulated that should the Worker accept this role for the month of March, April would belong to the other characters; it was and is my goal to keep all the aspects of my personality in play in the long-term. The Worker accepted.

I've been making a mess of it, I know. There is so much to do and the month's half over and I've done almost nothing. And then next month it's too late. You know what I need? I need to set deadlines. I don't know why I haven't set deadlines already.

That is a very good idea, and I think we should certainly do that tomorrow morning before you start your next day. For now, I'd like to focus on yesterday, and if there are other tangents that we find along the way, we will certainly follow them. Though, I don't think the matter of deadlines is necessarily important enough to be put on the blog.

If it's on the blog, it's set in stone.

True, true. Okay, we'll have a conversation about the deadlines and connect it here.

To get back to the story: the Worker was making some slight incremental progress on Gamer Mom, when the planned direction of the month was interrupted by a social opportunity. Person, would you like to elaborate on the events of 08-10 March?

Sure, why not.

The eighth was Purim. I woke up early, read the Megillah, which was a little bit worse than usual due to a sore throat but in terms of storytelling it was fine, I took a nap, and then the rest of the day I spent hanging out with Moshe. The next morning I woke up early and joined Harel and Rachel, and the three of us drove to Yardena's apartment in Jerusalem (where they were holding Shushan Purim), where I stayed for the following two days. For that entire time, I was almost never not socializing. It was utterly fantastic. It was like the little bits of hanging out that I'm allowed to do on ordinary Shabbats, but without all the boring non-social stuff surrounding it and without having to ever stop.

You know, when I suggested we do The Dialogues, I didn't mean for it to be like an interrogation. Lighten up, guys.

What are you suggesting?

I'm suggesting you pull the stick out of your butt.

What are you suggesting, specifically?

I give up.

No, tell me what you'd like from this post.

I'd like more drama, and less courtroom procedure.

I'm getting to it. I think we can sum up the relevance of Friday and Shabbat on the events of Sunday (the 11th) by saying that the weekend felt like a major shake-up from our life. And of course when we got back both the Worker and myself were eager to resume the plan for the month, because three days is a major interruption.

The Worker started out well, but he started to get tired already an hour into the Gamer Mom work, and since the work needs to be done from Firefox, there was no barrier between the Worker and distractions.

I think it's worth pointing out how this usually works.

There are some limits in place on how the computer can be used, so that it is easy to lock ourselves out of specific activities. It is not that these locks can't be bypassed - it's that in the few seconds that it takes to bypass the locks we tend to rethink what we're doing and decide to leave the barriers in place. The trouble is, once Firefox has been opened there are no more limits to what can be done on the internet, because anything can be done from a web browser.

We may need an extension that prevents certain web sites from being opened.

We would only want that extension (if such an extension exists) on the copy of Firefox we work on Gamer Mom from. Currently that copy is connected to the buggy Ubuntu release which we use for everything else - it's a separate program file, but it uses the same extensions. So we may want to switch to the portable version of Firefox, if there still is one these days. We haven't used a portable Firefox since version 5.

I'm not entirely sure that will do the trick, though - it may still share the default extensions. We'll have to see.

Sounds like a plan. Anyway, the Worker spent the entirety of the day watching videos: mainly the Yu-Gi-Oh! Abridged Series that Shoshana introduced us to.

Shoshana has good taste.

I expect part of the reason for this interruption of the Worker's usual patterns was the lingering feelings from Friday which had not been dealt with.

It doesn't help to bottle feelings up. You need to let them out.

But not in the middle of a schedule! A worker is supposed to be repressed!

I messed up, plain and simple.

Yes, you did. Are there some kind of repression exercises we could come up with for the Worker?

Interesting challenge.

Perhaps a program with some very simple task, like typing whichever letter appears on the screen.

The question I have is whether it should be increasing in difficulty, decreasing in difficulty, unchanging in difficulty, or entirely random.

The idea is to distract the Worker from whatever the rest of us are doing, right?

Yes. So there would be some sort of scoring system based on reaction times.

The more distracted the Worker is, the lower his reaction time. I'm leaning toward a decreasing difficulty level, since we're trying to maintain the focus through tasks which may or may not be complicated to carry out. This of course should not replace the playing of music during work, which helps repress the creative mind in any event.

If we're talking about making programs to get into character, should we be doing that for all characters?

It could possibly be connected to the conference room program.

What, it's not enough of a burden to have to get the Thinker sign off on a day? I need to play a game too? Shouldn't I just be getting to work?

Not if you're not in the right mindset. You clearly were not in the right mindset yesterday.

The Musician's first activity could be to write some little witty saying that we haven't said before. Just to get in a mindset where he's looking for originality.

I'd rather avoid the words and just get to the piano.

We really don't have time this month for any of this.

It's still worth discussing, for future months.

We need to figure out what went wrong yesterday, and how to avoid it in the future.

I messed up. I'm only human. I'll try to do better.

That's not really going to help. You feel what you feel.

I'll avoid feeling, then.

Right. Sure.

I am a machine.

The sentiment is admirable, but it is not backed up by your actions.

My sleep schedule had been interrupted a few times. I was still recovering.

I'm not comfortable with the idea that some tiny little change to our sleep schedule will make you utterly useless and unreliable. That is not a situation I am willing to accept.

I should have taken a nap in the middle of the day. I used to do that, but nowadays I avoid it because there's just so much to do.

There's something to that, but I don't think that explains why you didn't at least make an effort.

At the point where I saw the TV was going to exceed the work, I didn't see the point in trying anymore because the Rules say it's a zero-point day automatically at that point.

The Rules also say that I can give you a point for effort. 1/10 is better than 0/10.

Not really.

If I may step in here, I think there's a problem with the sharp transition between reality and virtuality. After spending all that time with real people, it might be difficult to see imaginary people as equals.

So you admit they're not equals!

No, virtual experiences are every bit as real as physical experiences. But there's a shift there that needs to be made. If my hunch is right, it really didn't matter which character took the lead on Sunday. It could have been the Worker, or the Explorer, or the Programmer, and the end result would always have been a zero-point day because we didn't make the clear shift from physical to virtual that's necessary for this whole multiple-personality game to work.

So what you're saying is that this "shift" as you call it takes place whenever we spend too much time in one place?

Exactly.

So it could just as easily be a problem the other way around, not being able to deal with real people after talking to ourselves for too long.

Absolutely.

Gamer, I have to ask: is this all just a lead-in to a pitch for you to have more days?

Certainly.

How shocking.

I'm just talking about a rule saying that if we go for longer than, say, 48 hours without talking to ourselves, you should let me take charge and get us back in a fictional mindset.

I could do that too!

Or you could just waste time like the Worker did. Passivity is not what we're looking for. You'd just watch movies all day.

I might not!

But you might.

Well, sure, movies are awesome.

Gamer, you already have a silly Rule that says you get a day if we haven't played games in a while. How many different Rules do you want that say you get a day?

This is an extension of the same idea. If we get too trapped in one world, everything falls apart. We get pulled along in the currents of one emotion or another, following the path of least resistance, and the end result is the most reliable of us producing a zero-point day.

I'm not talking about a full fourteen-hours deal. Just six or seven hours of playing Zelda and whatever else, and then I yield to whoever is next. And then, since we're already in the mindset of fictional situations, any character we choose will have more weight.

It's an interesting concept. Programmer, what do you think?

I think 48 hours is not very long. After every two-day holiday, we immediately follow with the Gamer? What if there are things that need to be done, because we've just lost two days?

I'm looking through two-day holidays in the past few months, to see if there's a problem in the days after.

01-02 October 2011 was right after a long holiday, and the Worker watched TV all day.

Actually, that's the only one I can find. Two-day holidays aren't so common.

There might be a simpler solution than giving the Gamer a day automatically. Right now we're locked out of using the computer until we have a conversation between ourselves for five minutes.

What if we change that to a variable length, based on how long it's been since we were last on the computer?

That assumes that every in-character day will be spent on the computer.

Usually it is.

You know what, we could even give you the control. When we enter the conference room, we ask how long it's been since we were in a comfortable rhythm, or something like that.

There's no guarantee that I'll be the one writing that in. I think the Person would likely just say "zero" and get straight into the computer.

Aaaw, you don't trust us?

No.

Not remotely.

I still think my idea is better.

You would.

I think it's worth checking whether the characters who follow the Gamer tend to do well.

If the Gamer is right about being so helpful to the integrity of the characters, then we should find that pattern.

No, I don't see it. Look at 21-23 November 2011.

Right after a solid Gamer, we have three days in a row with no character declared, and nothing of value done.

And the two days before me were zero-pointers, too. This was the month with your disastrous "Panic Mode" experiment, it's not on me. And anyway, I'm not claiming that whoever follows me will necessarily do well. I'm just saying that from either an extended Person or an extended break in the game, you need me to get us back into fantasy land.

You'd have the same thing in the other direction, where an extended day from me would need to be followed by the Person.

And it's not so different from what you already said to the Worker, that if he gets half the days this month he doesn't get a presence next month.

It's not entirely convincing, but next time we have a "shake-up" of some sort I'll keep in mind that I need to overcompensate in the other direction before getting back to normal.

There's still the other problem, that I gave the Worker this month and he's been acting un-Worker-like.

It might be a problem with giving assurances, in general.

If I can't give assurances, then what can I negotiate with?

I just mean that if you think you're getting the days no matter what, there's less pressure.

Lovely. If I can't give assurances, then what can I negotiate with?

It's just that I didn't have deadlines. That's all. I didn't think of it.

I don't know why we're doing this whole song and dance. I messed up, I've apologized, I'll do better. Not everything needs to be analyzed to death.

Hrmph. Without analysis, there's no progress.

With overanalysis there's no progress. There can be plenty of progress without thinking too much.

Close

At the end of every week, I want to be comfortable and off-book with whichever Importance of Being Earnest scenes I've learned.

By this Monday, we'll have two new blog posts up, including this one.

By next Thursday, I will have started on the shul website. By the following week (29) I will have a basic framework I can use.

Gamer Mom is the most important thing. Why are you forgetting about Gamer Mom?

I haven't forgotten about anything, I'm just getting the simple things out of the way first.

I'll find some date this month to work with Coren on Dungeon Master, making slight changes to episode 1 and starting to write episode 10.

Now - Gamer Mom.

My next node is 451. I want to get all the way to the end by the end of this month.

That's a hundred nodes, in roughly 16 days, only half of which are mine.

You're going to need to let me have a day or two to manage that.

Probably, yeah.

But ultimately it's the Thinker's call.

Hey, it's your month. If you feel the Addict is needed, the Addict will get his days.

I appreciate that.

By this Shabbat, I want to be finished (not counting art) with node 480. By Monday morning, node 494. By the 20th, node 508. By that Shabbat, 525. By the 26th, 540. By the 28th, 555. And by the 30th, 559.

That is not evenly distributed.

So?

Never mind.

In addition to all those deadlines, I have to work with Kyler at every possible opportunity. I can't set deadlines for that because I don't know when he's available, but the art will progress on a separate track and I hope to have most of it done this month.

That's the month.

I really should have done this from the start.

Close

This past weekend was a really unique experience in my life. First off, obviously I rarely sleep away from home. The last time I've slept somewhere that wasn't either home or in the same place as the rest of my family (direct or extended) was... um...

Sleepovers in elementary school?

You know, I really think I'd have to go back that far, yes. Probably the last time I slept away from my family and/or my family's house was when I was 8 or 9. Oh, no, there was that horrible trip with my 12th grade class. That's true. And there were a few nights that I stayed in the dorms in the Yeshiva in ninth and tenth grade. So really it's only been seven years. Still. Not something I tend to do.

Because it always sucked!

It always did.

In elementary school I'd be friends with one or two people there, and I'd be really scared of everyone else and worried that if I fell asleep there'd be some prank played on me because I irritated everyone. Not that that ever happened to me, but I never knew what to expect from my peers.

I remember one time I was at a sleepover birthday party for my then-friend Jordan, when we were very young, and I was thrilled when someone was willing to even play Backgammon with me because I was so bored and isolated otherwise. Or was it Checkers?... doesn't matter.

And then in high school I wasn't friends with anyone, and I didn't mistrust them per se because they all seemed like nice enough people, but I also knew that the more I talked to them the more likely they'd be to hate me. Which didn't stop me from talking to them, I must say, but it was more because there was nothing else to do and less because I thought they wanted to hear me.

Wow my world has changed since then.

I'm friends with Yardena. I don't know why she puts up with me, even though obviously my behavior is frustrating her all the time and I have never indicated (nor had) any intention of changing my behavior toward her. She's not normal, but she's normal compared to me. So she shouldn't want to hear me saying the truth all the time, and she's always acting like it offends her, and yet she keeps acting like she wants to spend time with me. It doesn't add up, and I know I'm there to listen to her moreso than she's going to listen to me, but it's never boring to have a conversation with her and I am thankful that she puts up with me for whatever bizarre reason.

So there was Yardena, and there were Harel and Rachel, each of which I could talk to for hours on end, because they're almost as abnormal as I am.

Then there was Josh, a huge geek who loves to talk about things that interest me, who I'm already friendly with because he's occasionally stayed at Avri's house. And there was Benny, who I was at the bottom of the cast of 1776 with, and was always friendly with even though we were never friends. Shoshana came to the party on Friday, and kicked butt at Apples to Apples (which I was terrible at)...

Ah, Shoshana.

Please don't get carried away, now. We've seen how this works. You start pining after her, the Thinker starts validating every random thought you have about her, Shoshana doesn't actually talk much so the hype keeps building and building, and the end result is that I can't get any work done because you loonies keep teetering on the edge of mental breakdown.

Shoshana is awesome.

Shoshana is trouble. Tell you what, why don't you wait until the end of this month and then start obsessing about her again. At least let me have this month to get some work done in. Or better yet, don't obsess about her.

You have no heart.

You have no brain.

Anyway, my point is that there were all these people, any one of whom I could have a long and satisfying conversation with without feeling guilty about it afterward.

Normally you'd feel guilty? About what?

About not noticing a lack of interest. I've gotten better about holding myself back, a little bit, because even with really tolerant people like Yardena we can't exactly relate to each other unless you pick a specific topic where we're on the same page.

But basically, there's guilt whenever I didn't play the scene correctly.

Ah. It's what you noted in Little Social Games.

Sure. Generally I feel guilty for going too far with a perceived opportunity. There was some little opportunity, I saw it as a big opportunity, and the person I was talking to never wants to speak to me again. Or at least I feel that way. With Shoshana on Friday I went to the other extreme, and I felt guilty for the rest of the night that I had pretended I wasn't particularly aware of her presence because I think that's what she wants from me right now.

If you're acting the way she wants you to act, what's to feel guilty about?

About acting how people want, rather than how I want to act. I wish the two were always on the same page, so that I could avoid making other people unhappy without being unhappy myself.

I don't think any of us will fault you for bending a little bit for others. It's sort of part of socializing. Not everyone will accept us exactly how we are at every given moment.

I guess. And it's not like it was so important to talk with Shoshana, I'd just been hoping... I don't know. Never mind.

Anyway, I had a good time even after she left. Though immediately afterward there was the whole drinking game - they were playing "I never" and it was just really pathetic because I've never done anything they'd use in that game (nor do I particularly want to) and they've never done the things I'm most proud of doing. And really what I wanted then was to feel like I wasn't just totally unwanted, but they were harping on all the ways I'm not like them. (Including my policy of not drinking alcohol.)

But then by the time we got into the meal I was just one of the group. I was accepted. I spent 48 hours around other people, and I don't think they wanted to get rid of me. I am a very lucky man to have been invited to this weekend, and to be allowed these friends.



My god, I'm ugly. Every time someone talks to me and doesn't cringe, they must be ignoring the way I look and just seeing the idea of me. Maybe people can only be friends with me if they don't judge people entirely by how they look, because I am going to look revoltingly un-me for the next three months thanks to The Importance of Being Earnest and its director's insistence that everyone look like their characters in all rehearsals. I swear, every time I look in the mirror it's a new shock at how ugly I am. And everyone says I look better like this. Why the hell does everyone not see that this isn't me? I don't look right moving around like this, I don't look right speaking like this, I don't look right existing like this. Without the beard, it's like I'm someone trying to be normal and failing. I'm not trying to be normal. I don't want to be normal. I want to be me. Yardena says I look much better like this. She told me that I look distinctive, which is nice of her to say but I can't agree with that. My only distinctiveness is in how utterly I fail to pull off this look. I'm just a cheap pretender.

We are pretty ugly.

Look, people like me better this way. So why complain? Does it matter what we think of how we look? No, it doesn't.

Do you think I actually get more social opportunities like this?

Oh, absolutely. With the beard people didn't want to talk to us in the first place.

There's quite a bit of fallacious reasoning in what you've said, Person.

If everyone says I look better like this, then how are we relying on people ignoring how we look?

Have you seen how we look?

To me, we'll always be the IMX symbol. That's what we really look like. The face, the body, none of that is real.

The face and the body is all anyone is seeing.

If we looked the way we want to look, Shoshana probably wouldn't have spoken to us in the first place.

You make a good point. Let's grow the hair out! Fewer distractions that way.

You're impossible.

Close

The Thinker didn't know what to respond to this, so he left, considered, and decided to set up a separate user on the computer for the Worker which would be free of distractions. But he quickly realized that this wasn't a good idea.

That's weird. Why did I think the Worker needed his own user?

Oh, right, it was because of the music on the bus.

I saw that not having my usual interface (the piano, in that case) made me unable to move forward. Which really just goes to show that my head is not a flexible place. I need tools to enhance it.

But the tool doesn't need to be a whole different user, and if it were then the Worker would be unable to continue what anyone else had started. We don't want our personalities to be separated from each other.

So let's think about other tools. The Worker needs to be constantly writing his progress.

No, progress is the Gamer's thing. Not progress. But he needs to be constantly writing something that tells him he's working.

It could be as simple as an OK!.

That's a very good idea.

Gamer Mom: OK!

Blog: Partial

Just write my progress as I go.

I'm not using that little notepad for anything.

Wait, I actually could use the little notepad. That's brilliant.

Even check marks could be enough.

Ah! I need new rules for each of us, regarding what we do on the little pad.

Hey, Person, what would you like to write down?

Excuse me? You think I need to be writing on some little pad while people are talking to me?

Yes.

Maybe you could make notes of what people are telling you about.

That would be interesting...

But I think that could freak people out.

Give it a try, see how it goes.

Let's see, the Explorer should be sketching things and jotting down ideas.

Naturally.

The Musician... well, I don't think he'll write out much there. Actually - he could write out any ideas that occur to him.

Structure, and things like that. And if there's a theme, he can add a line in the middle of two lines and he's got a musical bar.

The Worker obviously will be writing down how well he followed the schedule.

I'll write down my ideas.

It's the same thing for you, the musician and the Explorer.

Different sorts of ideas.

The Gamer might write down things to remember in the game.

The Addict will write down love notes to whatever he's working on.

That's creepy.

And then there's the Programmer. He jots things down anyway, on a different pad usually. That's fine, or he can make his notes and analyses on the same pad as the rest of us. Either way.

We're actually going to be going everywhere with two pads now?

Damn straight.

Isn't that, I don't know, cumbersome?

We'll try it out and see.

Okay, new idea. The Worker's already playing along, and I think it'll work nicely. The idea is to keep two pads with us at all times, instead of one.

The big pad is for keeping track of time allocation. The second pad is for staying in character.

I'm not using it for staying in character, I'm using it for keeping track of deadlines.

And for you, that's staying in character. We'll go through everyone and see what they want to do with it, but first I'll explain what the Worker and I have come up with for him, so that it'll maybe give you some ideas.

First off, the Worker is going to copy all the items from his daily schedule into the little pad, and when he finishes a task he set out he'll draw a checkmark. If he didn't deal with the activity the way he'd promised to in the performance review, he'll write an X. Or he'll write "1/2" if he did it, but not precisely how he was supposed to.

I haven't done this yet, but we've gone over it and I think it's a good idea.

The other thing the Worker will do with the pad this month, which he has started already, is to write out the deadlines to follow and writing checkmarks if he meets them properly. Now, I don't know if I'd want him to do this when he has a less prominent role in a month, but I imagine other characters could come up with similar planning methods.

What would I do with this little pad?

Well, you're always saying how you need paper to jot down all your ideas. Jot them down on the paper.

It's a bit small, really. And most of my ideas are more visual. The lines will get in the way.

Ah, I didn't think of that. Well, see what you can do with it.

You know what, maybe it would be cool if I wrote on it but not in order. Can I jump around?

Sure.

That will make it harder for the rest of us.

Not significantly.

Yeah, Explorer, you can use as much of the notepad as you like. If you use it up, we'll just get a new one.

Yay! This will be just like the notepads I had as a kid, where I was scribbling all over the place and I thought of it like a whole world to explore.

Oh dear lord.

Musician, do you think you could write notes on it? You can draw a line in the middle of two consecutive lines, and you can write sheet music.

It would be very awkward.

Then you can write out structure ideas, so that you don't forget them.

Generally when I come up with ideas, my fingers are on the piano. And I want to try them out immediately, I don't want to start writing.

Okay. Well, you don't have to use the pad if it's too awkward to, but you should carry it around with you anyway, just in case.

I just realized something. If we have the little pad, we don't need to bring the big pad with us while we're out. Generally we count it all as one activity anyway.

Okay. Well, try it out one way and the other and see how it works.

I'm fine with the notepad I have. I don't need another one.

Okay, fine. This is all basically what I thought you guys would say. Look, the pad's there, use it or don't. But I think it'll help us stay in character, in a better way than just making new games for first activities.

Hasn't that been the goal of every hare-brained idea you've had in the past year? To stay in character better? You'd think by now we'd be able to stay in character.

Being someone is not a passive state, it is a constant effort.

I'm not in the mood to talk about philosophy. Yardena gave us a nice little pad, it's a good tool, I'm going to use it.

That's all I ask.


2012, March 1st, 22:55 and 16 seconds

View the eventfulness of my February 2012Daily performance reviews for February 2012:(Rules)

Self-meeting for February 2012

Each day, I pick a character to play, follow the Rules for that character, and score myself on how I did. After the month, all my personalities get together to figure out where we stand and where we're going.
Character list

The plan for February was ambitious. For the first half of the month, a succession of under-eight-hour days covering a wide range of attitudes and interests. And for the second half of the month, the Addict would work on Gamer Mom, write about adventure games, and in general live and breathe Gamer Mom until the game was done. It was a fine plan; however, life took some unexpected turns which we chose to play along with rather than following the plan too rigidly. Whether this was a good idea in the long run is a matter of opinion. My opinion is that experiences such as our first date, and the joy of doing Trial By Jury yesterday in friendly company, do not come along every day and will be remembered for the rest of our life.

During the first half of the month, we did follow the plan and jumped from character to character with consistent exuberance. The eight-hour rule had its pros and cons. On the one hand, the energy was high and we gave equal passion to such diverse activities as the cake awareness conference, finishing the first Sly Cooper game, and working on Gamer Mom. On the other hand, we were unable to go beyond the surface of the characters we played, to write blog posts or find opportunities which weren't spelled out. I think limiting a day to eight hours makes a lot of sense when there is not enough time and when a character is merely a pause between two other characters, rather than something we want to develop into a distraction. Expect me to be playing around with the idea on specific days from here on.

Halfway through the month we met Shoshana, and while it turned out she was not interested in me I feel like my world has gotten a little bit more exciting for having met her. We have not contacted her this week because Yardena said it would be a bad idea, but I expect the statute of limitations on required silence will pass soon and then we can just chat casually as friends. During the second half of the month, Shoshana temporarily became an obsession, and I will take the brunt of the blame myself. I was telling stories, as I do, and ignoring realities, and you can see that at the end of my day I was considerably more attached to the idea of a relationship with her than the Person had been after the date itself. It was always the idea of Shoshana that I was interested in, moreso than Shoshana herself, and I fear I drove the Person to the reckless behavior he did, taking over a day that was intended for the Addict and getting himself banned in so doing.

Am I allowed to be at this meeting?

That's a good question.

I don't know how he thinks he can show his face here, after what he did.

Addict, you yourself once stole a day from the Addict.

I would expect some more tolerance.

That wasn't me. Different Addict. I would never do that.

No, I get it. My being here is awkward. I'll go.

There were way too many distractions this month. It was supposed to be the crunch time for Gamer Mom, where we'd be working on it so consistently that we'd get it out on the internet by March 5th. But it's March 1st now and we've still got around 150 nodes to go, plus more when you count the art.

We should wrap up this meeting as soon as possible. The callbacks for The Importance of Being Earnest are tonight, and then we need to keep working on Gamer Mom. We also need to practice for the Megillah reading next week -it shouldn't take too long, because we've done this many times before, but without practice it'll be a subpar performance.

We must not rush this meeting. I'd like to go over rule proposals, come up with plans for the next month, etc.

Well, do all that in the next few minutes. In an hour and a half Kyler may be free to work on Gamer Mom, and we don't want to waste the opportunity.

Fine, let's just wrap up the summary first. The average score was 6.56/10, which is quite respectable.

About that. I do not like the lax attitude toward the Rules. No good can come of it. I understand that you want to seem like a benevolent leader and not punish people too much, but you've got to cut it out. It's gone way too far.

What are you talking about?

I'm talking about people sneaking in TV as a "mundane activity". I'm talking about people wasting time for two hours, then starting the day and calling it a first activity. I'm talking about the fact that all month long no one exercised, and while you were entitled to take a point off each time that happened you opted not to. Another few months of this "nice parent" approach, and we won't be following any of the Rules at all!

 

What do you suggest?

You have the power, through the conference room, to deny any of us the privilege of a day, for any reason you choose. Do not allow anyone to begin a day if they are not going to follow the Rules down the letter. Do not let people off the hook if you know they've transgressed. And if someone has messed up, don't let it go the next day. Keep guilting them about it until they learn to stop cheating.

I don't think the hard-ass approach will work. We tried that, remember?

No one was doing anything. It was a complete break-down.

We thrive on arguing and challenging. If I set strict rules, they're just going to get broken.

We have strict rules, and they're good rules. If you want to use a positive tone when talking to us, that's fine, but privately you've still got to be a hard-ass.

It's not like I can practice deception when you all know my inner-most thoughts.

Have you tried it?

I understand what you're saying about the Rules needing to be followed. I'm not sure, at this moment, what I can do about it.

What if I enforced the rules? Have a little masculine/feminine thing going.

Don't ever use those words, please.

Call it what you like. Two leaders: one looking at the story, one looking at the rules. What do you say?

I will need at least a full day to consider your proposal. It is a fascinating one, to be sure.

Don't take too long.

We don't have unlimited time to discuss the nuances of management. We have a lot of commitments this month. First, there's Gamer Mom. We should be spending several hours a day on that, or it won't get done. Then there's the Megillah reading on Purim, which is in one week. Then there are all sorts of social gatherings which I expect the Person will want to attend around then, since he'll be back by then. There's D&D this Saturday night. There's The Tenth Man, where we're apparently going to be throwing out the entire performance we've worked on and starting over. And that all needs to be done on my own time, because there are only three rehearsals between now and the show. The next one is on Tuesday, and preferably we should work out a lot of the details before then. Then there will also be The Importance of Being Earnest, hopefully, and that will be a lot of work as well. We need to get back to Dungeon Master, because it is a project worth doing. And months ago we promised to make a fairly ambitious website for the shul. On top of that, we've been talking about continuing the old sections of the blog, and the Explorer's been talking about redesigns for the self-meetings. Bottom line: if ever there was a month that called for me to be in charge almost all of the time, this is it.

Should I even bother speaking up, at this point?

No, I don't think you should.

Worker, we have been over this. You are not taking over full-time. You need to accept the idea that the rest of us are not going anywhere.

Fine, you can back me up! I'll come to you guys when I have problems, as I always do. But if we don't approach this aiming for maximum productivity, it can't be done.

I agree.

We're talking about ten different projects, all of them complicated, in one month.

And don't forget Skyward Sword. I just opened a new part of the surface!

We don't have enough time.

No, we don't.

I'll give you every other day. That's as far as I'm going.

I'll take it.

And understand me: next month, we call you only for the data entry work. Otherwise, you sit out all of April.

Understood.

Okay. Well, as the Worker points out we really don't have much time, so let's not break this into sections.

Ummm... it's way too late to break this into sections. We've just gone through the plans for March.

Whatever. Does anyone have any rule proposals?

No rule proposals per se, just some advice for you. First off, don't go easy on us.

As I said, I'll think about that.

You don't have time for that, not this month. For now, just take my word for it that you need to be harsher.

What else?

Don't give the Addict a day when his heart isn't in it. During the Shoshana situation, we needed the Gamer to distract us, not Gamer Mom work. You tried to kill two birds with one stone, but I think you need to understand that really difficult, high-energy days like the Addict can't be used as distraction. It's hard enough to do a good Addict under normal circumstances; add emotional distress to that and it's hopeless.

I should really write this all into a post.

You should, but maybe not now.

Those are the only suggestions which come to mind at the moment.

Okay then. Let's get started on the month.

Not yet! First we need to make this into a post!

Ah, yes. Okay. Let's make March a good one.


2012, February 26th, 14:57 and 53 seconds

(15) Days of Shoshana

February 12th

February 23rd

1:38:15 Mory: Hello.

1:38:24 Deirdra: Hi. What's up?

1:38:43 Mory: I'm feeling kind of melancholy.

1:38:53 Deirdra: That sucks. :(

1:39:32 Mory: Yeah. It's about a woman, which is probably common for most people but this is a new feeling for me.

1:39:59 Mory: It's the first time I've met a female person (in person) who I believe to have Asperger's Syndrome.

1:40:34 Mory: I just met her a few days ago, but everything she does reminds me of my own personality traits, just sort of transposed a few scales over.

1:40:40 Deirdra: It happens. :)

14:37:57 Aviella: oy

14:38:00 Aviella: just got your email

14:38:03 Mory: Hello!

14:38:26 Aviella: Im at work so I might be on and off from time to time

14:38:28 Mory: After writing it, I realized that I couldn't leave things like that with her and I wrote a seventh letter begging her to please write me.

14:38:34 Mory: Okay.

14:38:46 Mory: I'm working too.

1:41:25 Mory: Well, not to me it doesn't. That's what I'm saying. And I want to just write her and say that I think she's awesome even though I barely know her, but I think that would just come off as stalker-ish.

14:39:56 Aviella: Mory - STOP writing her

1:42:13 Deirdra: Well, generally, the best way to go about it is to get to know the person as soon as possible so you don't spend too much time building a fantasy image in your head.

1:42:24 Mory: Probably a good idea.

1:42:41 Mory: It is certainly a fantasy that I'm chasing.

1:42:49 Deirdra: I think an innocuous "you're awesome" thing can be appreciated by everyone. As long as it's casual and not too intense.

1:43:07 Mory: There's a casual way to say people are awesome?

1:43:14 Mory: That is not a casual sentiment.

14:40:01 Mory: Sorry.

14:40:03 Mory: I will try.

14:40:10 Mory: It's not easy! :(

14:40:11 Aviella: you are coming off as desperate and annoying

14:40:17 Mory: Okay.

14:40:32 Mory: Thank you.

14:40:37 Aviella: she probably thinks you are quite nuts by now

14:40:41 Aviella: so stop writing her

1:44:12 Mory: The trouble is, it's possible I'm only ever going to see this woman at social events.

1:44:20 Mory: And I am terrible with crowded social events.

1:45:03 Deirdra: Hmm... that's a tough one. How do you know each other, and what do you have in common besides Asperger's?

14:41:11 Aviella: and probably resign yourself to the idea that you will never hear from her again

14:41:29 Aviella: I am being painfully blunt...

14:41:37 Mory: Thank you for that.

1:47:22 Mory: How do we know each other... I have a friend, who lives on my street. He got married to someone I really like talking to in her own right, so we're all friends. And then she has a friend who plays Dungeon & Dragons with us, who's also now a friend as of a few months ago. And she introduced me to this young woman I'm interested in because we were at the same social gathering, though she had mentioned her earlier because she said we were similar.

1:48:52 Mory: We're both actors. We both enjoy musicals, though she knows a lot more about that than I do. Beyond that (and beyond the Asperger's Syndrome which amounts for everything) I don't know of anything we have in common because we just met.

14:41:40 Aviella: I dont mean to hurt your feelings

14:41:48 Aviella: but just stop

14:42:10 Mory: Well, of course you are hurting my feelings, but maybe my feelings need to be hurt. Because you're right, I am acting nuts.

14:42:57 Mory: But seriously, I can't stop thinking about her.

14:43:01 Mory: I've tried.

1:49:04 Mory: But it's mainly the Asperger's Syndrome.

1:49:16 Mory: She'd probably be offended if I even brought that up.

1:49:20 Mory: But maybe not.

1:49:25 Mory: I have no idea.

1:49:41 Deirdra: Well, acting and musicals are both good starting points, I guess.

1:49:53 Deirdra: Is there a way you could both be at a less crowded social event?

1:50:15 Mory: Not likely.

14:45:38 Aviella: Im sorry, I hate that I have upset you

14:45:53 Aviella: but she seems to have made it pretty clear that she isnt interested

14:46:08 Mory: I don't know that for sure.

14:46:13 Mory: She doesn't communicate much.

14:46:24 Aviella: thats a HUGE sign, Mory

14:46:28 Mory: All it would take is a little e-mail, saying "I'm not interested, go away.".

14:46:37 Mory: Or it could mean she's busy.

14:46:55 Mory: She is getting a surgery today, after all.

1:51:10 Mory: That is, unless I actually make the first move. We don't exactly hang out in the same circles - like I said we live in different cities. She lives in Jerusalem and though I regularly commute to Jerusalem I don't spend much time there unless I have something to be doing there.

1:51:29 Mory: I'm just totally lost.

1:52:01 Mory: Like, maybe she isn't right for me. I don't know. But I think the alternative is to just go back to the idea of always being alone.

14:47:00 Aviella: "she gave me this lukewarm goodbye and said that there were a lot of fundamental things we clashed on"

14:47:15 Mory: Yes, she did.

14:47:22 Aviella: female translator: not happening, but thanks

1:52:28 Mory: You have to understand: this is the first person I have ever been romantically interested in ever.

1:52:42 Deirdra: *nods*

1:52:49 Mory: Because I simply have never met a Jewish English-speaking Asperger woman who isn't already taken.

1:53:23 Mory: I've been told that I shouldn't care whether she's Asperger. But it means everything to me.

14:47:44 Mory: She could have just said that, then. But she didn't.

14:47:53 Mory: If she had said that, I would have just moved on.

14:48:05 Aviella: because in "social norms" it is inpolite to be that blunt

1:53:42 Mory: Everyone else, I might enjoy hanging out with them and talking, but I always feel like we're different species.

1:54:03 Deirdra: Do you have any friends with Asperger's in relationships who could help you?

1:54:12 Mory: They won't really "get" me, I won't really "get" them, the most we can aim for is amusement and maybe some respect.

1:54:26 Deirdra: Right.

1:54:28 Mory: I don't understand your question.

1:55:15 Deirdra: Like, you've met "taken" Jewish English-speaking Asperger women? Are you friends with any of them?

1:55:38 Mory: Not sure.

14:48:10 Mory: If she were to say that now, I would just move on.

14:48:13 Aviella: so she tried to say it nicely

14:48:19 Mory: But she's not saying anything, and it's driving me crazy.

14:48:27 Mory: This is nicer?!

14:48:35 Mory: This is just cruel.

1:57:11 Mory: The wife of my friend, whose friend's friend is this Asperger woman, may be mildly Aspergery but I don't know. She's certainly never been diagnosed. But she and her husband are the cutest couple ever, so I don't really care one way or the other.

1:58:08 Deirdra: Could you talk to her or her husband and maybe get some ideas as to what kinds of things you can do to get to know this woman better?

1:59:12 Mory: I could, and if I thought they had anything to tell me I certainly would have no shame in asking, but I don't see why they'd be able to help.

2:00:02 Deirdra: Well, they're in the same social circles, so I figured there'd be more specific ideas there.

2:00:02 Mory: This doesn't have anything to do with them.

2:00:10 Mory: They're not in the same circles.

2:00:17 Deirdra: Okay.

14:48:51 Aviella: "In all this time, she wrote back only once, to say very briefly that she'd hoped I'd enjoy the YouTube series."

14:48:53 Mory: I'm giving her the benefit of the doubt and saying she's just too busy.

14:49:03 Aviella: there lies your answer, sweety

14:49:21 Mory: Because if she really does want me to go away, she's being really nasty not telling me so.

14:50:06 Aviella: Mory, you want her to behave in a manner which you can relate to and are refusing to take what she is giving you as her refusal

14:50:20 Aviella: but it is unfair of you to expect her to react the way you think she should

14:50:39 Aviella: she is her own person and will interact in her way

2:01:18 Mory: I don't know, I could talk to the woman who introduced me to her, I guess. But I don't want to dump this on her. She doesn't understand why I care that I think she's Asperger.

2:01:46 Mory: Maybe I should, though.

2:02:09 Mory: Its not a terrible idea.

2:02:10 Deirdra: Well, you don't really have to explain why you like someone; most people understand you just do, and don't care about the reasons.

2:02:21 Mory: Right.

14:51:00 Mory: Her way is mean, then.

14:51:02 Aviella: that is one of your fundamental differences

14:51:11 Mory: I would never do that to someone.

14:51:13 Aviella: no, her way is the "normal" way

14:51:33 Mory: Doesn't contradict what I just said.

2:02:41 Deirdra: You don't even need to mention Asperger's, except maybe in relation to yourself.

2:02:59 Mory: Sure, it makes sense to not speak of a "disorder".

14:51:36 Aviella: no, but your telling her that she has aspergers is also not normal and quite offensive

14:51:50 Mory: Why? It's the truth, and it's beautiful.

2:05:44 Mory: The trouble is I'm torn between all these different impulses. Mainly I just want to write the girl and say... I don't know what. Tell her I've never met any woman who's as much like me as she seems to be, which is true but doesn't seem very romantic. So I think maybe I should leave her alone, finish my game or be in a play I invite her to or something like that so that I'm not just some loser who wants to hang out with her for some strange reason. But then I think, no, if she really is like me then she'll understand bluntness and not want the silly mind games. And then I think, maybe she's not like me at all and I'm just seeing what I want to see.

14:51:59 Aviella: and she was clearly hurt by it - she told Moshe so

14:52:17 Aviella: its beautiful to you, but it is hurtful and offensive to her

14:52:26 Aviella: you are simply not willing to see things from her point of view

14:52:37 Aviella: that is a huge fundamental difference

14:53:00 Aviella: you have the right to your thoughts and needs, as does she

14:53:21 Mory: I don't know for certain what her point of view is. I understand your interpretation, and it makes sense, but I don't believe she's normal. If she's not normal, she might not be acting for the reasons you say.

14:54:11 Aviella: Mory, you know what her point of view is because you wrote about it in your email - I think you dont want to really see/understand it

2:07:04 Deirdra: Hmm, that's a good point. If she really is who you hope she is, a direct approach might be best.

2:07:20 Deirdra: And if she's put off, then you can remove all doubt.

14:54:44 Mory: Bleh. I need a hug.

14:54:51 Mory: :(

14:55:08 Aviella: sending lots of HUGS

14:55:16 Aviella: :(

2:07:42 Mory: http://xkcd.com/55/

2:08:23 Deirdra: :)

2:08:42 Mory: Thanks for talking to me. It helped me put a lot of thoughts in order.

2:08:51 Deirdra: Anytime. Glad I can help.

2:09:05 Mory: I have to write some letters. Bye.

2:09:12 Deirdra: Ta.

14:55:17 Mory: Thank you. This is just too much for me.

14:55:54 Aviella: its hard to allow someone to enter and see our close, emotional side

14:56:09 Aviella: we feel vulnerable and dissapointed when it doesnt work out as we had hoped

14:56:36 Aviella: and it hurts...

14:56:48 Mory: It's not hard for me to allow people to see my personal side. I let everyone see who I really am.

14:57:05 Mory: I just thought there was a chance here.

14:57:07 Mory: I really did.

14:57:24 Mory: Okay, thank you.

From: Mory
To: Shoshana

Hello. This will be a very awkward letter. I state that as a certainty, but I do not apologize for it because if I'm right about you, you may understand where I'm coming from and why I need to write this. And if you don't understand where I'm coming from, then chances are I've misread you (A very likely scenario, I must logically admit.) and I'll know to leave you alone in the future.

I will get straight to the point. I have been obsessed with the thought of you since Wednesday. I know this is not the sort of thing one is supposed to blurt out after two brief and unexceptional chance meetings. So I wish I could back up this sentiment with a long list of things about you which are awesome, as if what I'm saying is some sort of rational argument ("All I am doing is establishing clear facts about your indisputable greatness."), but I can't do that because the fact is I don't know you at all. All I have seen from you in fields where a concept of objective awesomeness would apply is that you have a lovely voice, you participated in a clumsy improvisation, and you seem to take great pride in your clothes, which is a subject I tend to neither notice nor appreciate. So I have no idea what your objective qualities might be, to praise or otherwise comment on them. All I know is what little I've seen of how you talk and how you act. More specifically, you talk with great passion of very particular things, and you act as if what is expected of you is not even a consideration. These are qualities which are not common, especially among women where (I believe) there is greater pressure than that placed on men to stamp out qualities which are not social in nature. Most people simply do not care as much about anything as you care about musical theater or geography. That level of energy is generally reserved for mimicking others, pleasing others, dominating others, etc. Most of the people I've met in my life bore me - I can understand why it's useful in society to have the priorities they have, but I can't relate to it any more than I could relate to the behaviors of some (albeit intelligent) alien species. My impression of you -and I may be totally wrong on this count, I don't know you at all- is that you're more like me.

I will elaborate on how I reached this conclusion, to minimize the risk of any misunderstandings. After all, I may simply be seeing what I want to see, and reading too much into little details which don't signify anything. On Wednesday, I noticed a number of times you responded to me or others very directly, without acknowledging the tone of what they'd said. For instance, I said (and I believe these were my exact words): "So what is it you do, and other generic forms of conversation.". And you simply told me what it is you do, straightforwardly but not brusquely. I think most people would have either accepted or rejected the bored tone of the question, in any event making that second half of the sentence the part they reacted to most, but you moved right past it. My hypothesis is that it did not concern you: you had an opportunity to talk about something you like to talk about, and the details of how you reached that opportunity were trivial. That is not the way most people think, but it is the way I think. If a casual acquaintance says to me "How are you?", only intending to be polite, but I have something interesting to say on the subject of my current well-being, I will damned well say it. If someone won't accept my disregard for social protocol, that's not a person I want to interact with.

For another thing, when you volunteered topics of conversation they were not fluffy ideas to be batted around but well-considered monologues. And you did this often, as though there were a tremendous number of things you wished you could be talking about instead of sitting quietly with minimal social opportunities... but here again I may be overzealous in assuming your motivation is similar to mine. All I know is that when you spoke I got the sense that these were things you had already analyzed and considered in depth privately, and that you could probably keep talking on the subjects for a long time if you believed we would let you. They were also often not topics which would have otherwise come up. This is where I get the idea that you are unusually passionate about unusual things, and that is something I relate to. For instance, I spend a lot of time privately going over the idea of videogames as a continuum of separate-but-linked art forms each with their own qualities and rules rather than a single medium, and when someone actually permits me to speak on the subject I never want to stop because I know it may be months before I am granted such an opportunity again.

There were many other little things you did that jumped out at me, but let's just say I got the sense that you're a lot like me, just transposed a few scales over. I don't know whether we share any interests, but maybe we've got similar personalities. I've met a few men who are like me, but never a woman (or at least, never in person) and I have to admit I never thought I would meet someone like you. That you exist changes things.

..or at least, it does if I'm right about what sort of person you are. I can only know for sure if you tell me, and this is why I am asking so directly. I have explained exactly why I am interested in you. And if you need to know more about me before responding to such a personal e-mail, you can find out everything there is to know about me by doing a simple Google search of my name. (I don't believe in privacy.) If you find my bluntness offensive, you can respond with a simple "Piss off." and I won't ever bother you again. I would understand in that case that you're not anything like me, and it's all in my head, because the idea of total honesty ever being worse than the alternative is not natural to me. The usual tactfulness is a frustrating attitude which I put up with only because the world is so overrun with people I can't relate to. And if you're one of those people who I can get to know but never really understand, then this is all simply a misunderstanding and I won't take any more of your time. But if you are like me, then I really want to get to know you better.

-Mory

14:58:04 Mory: I don't know how I'm going to continue my work now.

14:58:19 Mory: I just want to curl up in a little ball and stop existing.

14:58:29 Aviella: take a deep breath and eat some ice creams

14:58:37 Aviella: and watch something that makes you laugh

14:59:07 Mory: I had some ice cream already. I am full from ice cream. This goes beyond ice cream. And I'm not in the mood for something funny, except for the YouTube series Shoshana introduced me to. :(

14:59:46 Mory: Is it strange that I actually feel physically ill?

14:59:56 Mory: Maybe it's just too much ice cream.

15:00:24 Aviella: its not strange, its perfectly normal

15:00:32 Mory: Argh!

15:00:38 Mory: I don't want to be normal. :)

15:01:24 Aviella: ... too late

15:01:46 Aviella: you are experiencing shock and grief

15:02:06 Aviella: your digestive track is adjusting to the news and is still transitioning

15:02:32 Aviella: dont underestimate good, deep breaths.

15:03:26 Mory: Thank you.

15:04:58 Mory: I'm never going to meet anyone. Shoshana was one in a million, and she didn't like me.

15:06:19 Aviella: I know it feels that way now

15:06:29 Aviella: but I promise you, it gets better :)

15:07:25 Mory: You don't understand. I always assumed I was never going to meet anyone, because the odds of someone I'm compatible with both existing and meeting me are infinitesimally small.

15:07:40 Mory: It's not that it just feels that way now.

15:08:07 Mory: Now it feels like... I don't know what it feels like, certainly worse than the idea of being alone.

15:09:03 Mory: It's just that this feels so bad because even this wasn't supposed to happen. It didn't make sense that I'd meet an English-speaking Jewish Asperger woman who isn't totally repressed.

15:09:12 Mory: There can't be many of them

15:09:47 Mory: There are probably just hundreds in the entire world.

15:11:47 Mory: And I can live with the idea of always being alone, I've felt that way my entire life, it's just that I thought I didn't have to be. And that's why I've been holding on so desperately.

15:12:28 Mory: You're right, I don't want to believe there's no hope here. But you're also right that there's no hope here.

15:13:57 Mory: If you'll excuse me, I need to play my most depressing piece on the piano.




15:21:38 Mory: I think that helped.

15:23:00 Mory: You're not there. Okay.


15:36:56 Mory: Okay. I think I'll be okay. And in a few minutes when I have the urge to write her again I'll resist it, and in a few hours I'll leave her alone again, and tomorrow I'll hold myself back, and eventually maybe I'll be able to live my life. But this would be so much easier if she'd just be honest with me.

15:37:19 Mory: Are you friends with her, or just a casual acquaintance?

16:08:45 Aviella: casual acquaintance

16:08:52 Aviella: sorry, just returned to my computer

16:09:12 Mory: Right. I figured. I was getting some work done, so evidently the piano helped.

16:09:23 Aviella: good, get back to work :)

16:09:34 Mory: Yes sir.

16:09:36 Aviella: I am leaving the office in a few and have gotta finish up some stuff before I leave

16:09:53 Mory: Okay. Thank you again for being straight with me.

16:09:54 Aviella: hang in there, darling :)

16:10:01 Aviella: speak soon~

From: Mory
To: Shoshana

Thank you for writing. I'm fine now, after talking to a lot of people who explained to me (without my biased view) what was going on. I misunderstood your intent, and it is a huge relief to finally hear what it was that you were thinking.

What happened was this: when you said your problem with me was our differing philosophies as evidenced by our different attitudes toward popular culture (The two specific examples you used were Spike in Buffy, and the music on your iPhone.), I thought that made a lot of sense and explained your lack of interest. With all our pop culture-related disagreements, it was about either cliché or following plot convenience. You were okay with entertainment that followed simple patterns, while I wanted entertainment which was different and unexpected. And I observed that that disagreement applied to a lot of other things we "clashed" on, as you put it, since you try to follow social conventions and I reject them as a matter of philosophy. So I was thinking along these lines and I was absolutely ready to move on and hopefully be friends but not any more than that. But then I watched Yu-Gi-Oh! Abridged, and I so thoroughly enjoyed it (even though it predictably repeats many gags and techniques) that the argument you had made no longer made sense in my mind. And suddenly I started noticing a lot of similarities between a lot of the things you like and some of the things I write, which I hadn't thought of previously. I started getting invested in the idea of a relationship again, and since you hadn't outright said that you weren't interested in me as a romantic partner, but had only used a tone which you explained as being because of our differences in regards to pop culture (which I no longer saw as relevant), I thought that was still on the table. So I was planning out how I could change my personality in order to make you happier, and stuff like that. It was all overboard, because since I've never dated I don't have any baseline for what's expected behavior.

It was all based on a misunderstanding, and while I have been going crazy ever since Monday I don't blame you for any of it. This was just me making a fool of myself as usual. You know what? The crazy thing is, even though a few hours ago I wanted to curl up into a ball and stop existing, and even though after each letter I wrote I wished I could "load the game" and undo it, I don't regret it. I never knew I could be so invested in the idea of a relationship, so it's an eye-opener if nothing else.

And I agree, now that it's clearer what was going on, that we'd be better off as friends, if you're not too embarrassed by this incident to see that as an impossibility.

-Mory

P.S. Have you been watching the TV show Smash? I'm really enjoying it; one of the songs from it has been stuck in my head for a week or two.

three comments, the last one being from myself
Anonymous Rel, Of course said:

Ah - The "What if there is nobody else" trap is one to avoid. First of all, its not being fair to yourself or her if you give added weight to a relationship only because you think it might be your only chance.

also, what girl (or guy) would appreciate knowing that they were a last resort?
bad thoughts, bad.. :-p

It's both kinda cool and weird to see all the cards on the table the way you do yours. Not many girls could handle it, but the advantage of being out there and honest is that you should have a pretty great relationship when you do find the right person (her or otherwise)

Anonymous Rel the Rambunctious Rasin said:

I think you are too hard on the worker and/or he is too hard on himself.

No matter how you try to slice up your psyche, you are still human - and that's a good thing.

being able to fully successfully divide your mind would greatly affect your ability to be creative and empathetic.

 Mory said:

We neither require nor tolerate creativity or empathy in the Worker. Both attributes get in the way of the work. Empathy, of course, is less of an issue because whenever other people get involved the Worker lets the Person take over. But in a work environment, the quality of the work should take precedence over how people feel, up to the point where the work suffers.

That we push the Worker as hard as we do is quite deliberate: I look at the people I know who exemplify all the qualities I need in a reliable worker, and the one element they all have in common is low self-esteem and the resulting need to prove themselves. Hence the Worker's catchphrase: "I'm not good enough, but today is going to be perfect.".

I'm not worried about what these attitudes will do to me, because we don't allow the Worker to take over full-time. (You will note in the self-meeting that any time the Worker suggests the idea, the Thinker unhesitatingly shoots him down.) We offset the Worker's productivity with other characters, so that no positive aspect of my personality is lost in the shuffle.

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2012, February 22nd, 13:49 and 36 seconds

Obsessed

It is not pleasant to be in a story and not know what kind of story it is.
Is it a romance?
A farce?
One of those independent films that takes itself very seriously even though it's nonsense?

It is new to me to not be the one writing the story.
Will she develop the story further?
Write me out?
Write me in?
There might not be a story here.
I might be imagining all of it.
Wouldn't be the first time.

I've been making a complete fool of myself.
My intention was to just be myself.
But maybe it was too much of myself, too quickly.
"Self" is a complicated concept.
Maybe it didn't need to all be spelled out at once.
If I were in her position, how would I react to this behavior?
I have no idea - no one's shown me anything like this behavior.
By which I mean, interest.
Except for you, you reading this.
You're cool.
You don't talk much, though.

My e-mail notification just went off and I jumped.
It was spam.
Of course it was just spam.
She's a busy person.
I can't expect her to keep up with someone who's just thinking about her all day.
But I can't not be thinking, and I can't not be waiting.
What if there's some bad impression I made that I can do something to fix?
What if there's some way I can start a relationship?
What if bugging her more is going to make her fed up with me?
She's a busy person, after all.
And I am wasting her time with my existence.
But she said I wasn't annoying her.
But she said that she likes to "reciprocate" feelings, even when it's not honest.
She doesn't have any feelings for me.
Or she might have only negative feelings.
Or she might be completely apathetic about me.
But if she does, it doesn't make her less awesome.
If she hates me, I still want to spend more time with her.
But if I think she's awesome and she thinks I'm a creep, then I need to get away from her.
But I need to see her again.
But if I see her again, she might tear my heart out.
But I enjoyed spending time with her.
But I don't think she enjoyed spending time with me.
I'm too bloody weird.
Why did I have to put all that weirdness on full display?
Because this is me.
But maybe she'll never like me.
Maybe she does like me and just hasn't said it.
Maybe I'm a deluded idiot.
No, not maybe.
One way or another, I am a deluded idiot.

We're not dating.
We had one date.
"Dating" implies that there will be more.
I have no idea if there will be more.
She doesn't talk much.
I hate this silence, but I have no right to.
She's never promised me anything.
She has no obligations.

This isn't going to work, is it.
A one-way relationship can't work.
Maybe it'll go the other way, if I give it time.
Maybe if I shut up about myself for a few minutes, this can be a relationship with her.
Not a relationship with the version of her in my head.
I've done the imaginary girlfriend thing.
Doesn't work.

I need to step back, give her some room.
I need to text her, right now.
I need to let her live her life without constant interruptions.
I need to talk to her.
What would I say?
I don't want to say anything.
I want her to say something.
I need to wait.
What if she never writes back?
She wouldn't do that.
I have no idea what she would or wouldn't do.

I just want to show her my music and my games and my screenplays and my comic book edits and my experimental blogging.
Is that so much to ask?
I've asked too much already.
I've asked her to care.
She has no reason to do that at this stage.
And because I asked, there might not be a next stage.
There probably won't be a next stage.
I'm an irritating person.
She's not going to accept who I am.
She certainly doesn't like who I am.
I need to stop thinking about her.

What if there's no one else?


2012, February 20th, 02:05 and 26 seconds

Waiting for the next big blog post

This is a transcript of a conversation on February 17th between the various characters I play.

I need to know where I stand with Shoshana. It's driving me crazy.

You know exactly where you stand with Shoshana.

That's not the point!

I can't... move forward.

This is a lot like Gamer Mom, isn't it.

Oh, spare me.

The 17th was the middle of the Addict's extended day, a marathon of Gamer Mom work which was unfortunately continually interrupted by TV shows and other distractions. The Addict put on a good show of enthusiasm, but there's only so much enthusiasm one can muster while in the mindset of nervous waiting.

It seems like there are massive opportunities within reach, opportunities which I've been dreaming about for years, and I can't shake the feeling that it's all in my head. There's precedent in this blog for imagined opportunities.

You know what, I thought I'd be subtle here and just stick the phrase "imagined opportunities" in bold and leave it at that, but to heck with subtlety. You should search the page (Ctrl-F in most browsers) for "imagined opportunities". Seriously, do that right now. Nothing particularly interesting is said in this dialogue here anyway. Looking back, I particularly like how the 74 post right above Imagined Opportunities totally backed up the argument Tamir was making in the comments, and I didn't even notice.

No, really, it is. Wanting to move forward, but trapped in a strange space where there is no way forward, or at least not yet. Gamer Mom traps the player in a few moments, and maybe life will get better shortly afterward but in those moments it seems like nothing's ever going to change.

This should be a blog post.

It should be called "Trapped in the Present".

There's a word for that - impatience.

You sucked the fun out of it. Good going.

And then there's Kyler, who I am completely reliant on, but he's a world away and there are so many images left.

This is exactly like Gamer Mom.

It's nothing like Gamer Mom. Kyler's on our side. So is Shoshana, apparently.

But I am so scared that I'll meet Shoshana and it will be just this long awkward silence where I have absolutely nothing to say.

So talk about Gamer Mom. Talk about how we're inventing a new genre of adventure game, and how the rest of the adventure games out there all suck by comparison.

That just sounds arrogant, when you put it like that.

It happens to be true.

We are putting a formidable amount of craftsmanship into this baby.

And there's the problem with Kyler, in a nutshell. What we are asking of him is ridiculous. Why is he sticking around? Doesn't he understand how much work there is for him? I keep trying to make life simpler for him, but then I keep running into problems I didn't anticipate, which I should have anticipated.

So let's sit down and figure out exactly what we want of Kyler for the next time we work together, which God willing will be Saturday night. (I hope no D&D session is scheduled for then.)

Let's go through node by node, and figure out how we'd act it out if we were acting it out. That way we can come to Kyler on Saturday night with a clearer idea of what he needs. Maybe write it out in stages - first a general sense of the emotion, and then if he's having trouble a more detailed description. We don't want to impose our own ideas in every single node, sometimes he can come up with something better. And if we don't give him room to have fun, he'll burn out for sure.

I am so not good at this whole "anticipating other people's needs" thing.

I think your attitude needs adjustment. Why shouldn't you be good at anticipating other people's needs?

No, let me rephrase that. From now on, you're going to be good at anticipating other people's needs. We've been going back and forth on what your personality is like, so there you go. You're welcome.

Okay, I'll do that then.

Thanks.



No, sorry, I'm getting nothing.

What, you expect this to be a superpower or something? You just sit there, and radio signals enter your head telling you what the people around you need?

If only.

Just figure it out.

Right. Figure it out. I can do this.

It might help if you analyze the chat transcripts from working with Kyler. See when he burns out, what frustrates him.

I doubt that'd help at all. When he's drawing, he's off drawing. He's not chatting. So if he's having trouble, the only indication I have is that he takes longer. But then sometimes he comes back after all the trouble with a brilliant image, and sometimes he comes back with something unusable. But most often I cause the problems myself, because he gives me an image and I say "That's great!", and then we see how it works in practice and it does not work in practice. Maybe I should just not react to things until I've considered all the angles.

"It is an image. Now wait there ten minutes so that I can decide whether it is a good image. Just sit there, don't move a muscle, I'll be right back with you."

I was serious about the note-taking thing. We should seriously do that.

Sounds better than what I was about to say. Okay, we'll try it and see how it goes.

And what about Shoshana?

Again, this is your job. We're supposed to come to you to figure out how to deal with other people, not the other way around.

But I don't know how to deal with other people!

You take that back.

Oh, okay.

I know how to deal with other people.

Now say it like you mean it.

I'm sorry, I didn't realize how boring this conversation was. It seemed kind of eventful when I was having it. But talking to yourself does magnify everything in your mind, doesn't it? I wish I had some fascinating story to tell you, instead of this. Why don't you go look at the post "Purveyor of Silliness". That's a fun one, I always like revisiting it. Or you can just keep clicking the "I Am Not..." logo on the top right, and chances are you'll get to something interesting. But don't keep reading this dialogue -just copying and pasting transcripts is the bottom of the barrel. This blog used to have ambition and class. Now it's just tired - I can't even do self-reference well anymore. Now, I vs. I - that was the high point. No self-referential post I'm ever going to write will be able to compete with that. It's sad, to have peaked so young. 24 in two days, and already I've said everything I have to say. A year ago, I still thought this blog was going to amount to something. Remember Sequential Motion Pictures? What a terrible post, but at least I had a vision of nonlinear self-expression; that was something interesting. And yeah, it was a failure, but what's come after that hasn't even been trying. I mean, it's all about the fake multiple personalities now. Just a total rehash. I wrapped up the character arcs for the other fonts for a reason. I'd brought it as far as it needed to go. Now I'm just doing it again, with more banal characters.

Is this necessary?

You know, restricting a player's options to just a handful of possibilities is instrumental in creating a clear character in interactive fiction. If the player can do anything, the character has no shape.

Would you please shut the hell up about Gamer Mom for a moment.

I was talking about you.

I know you were. Thank you.

It seems like it's pretty simple, really. The needs of other people (if I care about those people) go before my own needs.

And the game is more important than the people. Never forget that.

Don't be stupid, now.

This is of course a disagreement between the two of you, based on your characters' priorities. But for now the Addict is running the Gamer Mom progress, and the Person is called whenever other people are present. The Addict prioritizes the game over other people, and the Person prioritizes people over the game. So whenever we deal with one or the other, that one is greater than the other. And the priorities swap whenever we swap activities. To put it more simply: whatever we are engaging in in a given moment should be the most important thing in the world at that moment.

I'm sorry, was that supposed to be helpful?

We can't worry about Kyler's feelings if it means harming Gamer Mom.

If we don't worry about Kyler's feelings, there is no Gamer Mom.

That is also true.

Not that I'd want to hurt his feelings in any event. We are, after all, on the same side. I don't want to be the sort of director that I've had to work with in amateur theater, who makes ridiculous demands.

You said yourself a few minutes ago that Gamer Mom was a ridiculous demand on an artist.

Especially if we're not paying him. But hopefully there will be donations, and 50% of that (past what little it costs to keep the game on the internet on its own domain) will go to Kyler.

Maybe it should all go to Kyler. I don't need money.

We need money.

Okay, maybe we need a little money.

We need money.

You're a broken record.

Fine, we need money. I get it. Not that there will be much money coming in from this. Maybe a few dollars. Not enough to justify all the different kinds of hell I'm putting Kyler through.

I'm sure this isn't nearly as much work as some of the animation projects he's worked on.

I'm not sure about that. But also - those are his projects, or projects he's paid to do.

This is his too. Can you picture Gamer Mom without Kyler's designs?

Not now, I can't. They are great designs.

Look, maybe I can rewrite parts of the script so that we'll need less drawings.

Don't you dare change the script.

We just deviated from the script earlier today, when we added in a node to smoothen a transition.

The mundanity of it all! There is as much drama here as in a casual discussion on the intricacies of plumbing. I don't know why I'm continuing this blog, I really don't. There's no point to it anymore, it's become a formless mush. I'll have to ask the Thinker to come up with something new.

Yeah. I feel kind of guilty about that. It shouldn't have been necessary.

And that node there is purely following animation logic, there's not an ounce of gamism logic to it.

It's a problem, and I don't want to ever do anything like that again.

What, you mean a compromise?

I mean compromising the value of the game.

A certain amount of compromise may be necessary, in the name of getting the game released. The deadline is March 5th. We are not progressing at a corresponding pace.

I'm spending all my time on Gamer Mom!

No, you're spending half your time on TV shows which you hide under the title of "mundane activities". Cut the bullshit.

Is that actually how the Rules are being used? TV shows which just aren't getting specified? Something needs to be done about this. Perhaps disqualifying certain activities from not being specifically spelled out in the time allocation table?

No drastic measures are called for. The Addict has this under control, don't you, Addict?

Of course. There is nothing in the world that I care about as much as getting Gamer Mom completed.

Perfect. And Person, where do you stand with Shoshana?

See, here's the thing I really don't understand: why are you reading this? You can't possibly think any of this is interesting. Even I don't think it's interesting, and I love to hear myself talk. You're probably just waiting, same as me. Waiting for something interesting to show up in this silly post. So am I.

Heh. Tell you what. This next year of blogging is going to be awesome. It's going to build on everything I've written these past seven years, and it's going to go in new directions and do things you've never seen on a blog before. My eighth year of blogging is going to knock your socks off, and if (like me) you don't wear socks, the blog will first put socks on your feet, and then knock them off. That is how brilliant what I am going to write will be. Sincerely.

I'm going to be patient. I've gone about ten or eleven moves past what one might consider socially acceptable at this point in a relationship, and while I don't think I was wrong to do so I do think that the next move is hers. But I shouldn't think of it like that. I don't want to create any more pressure than I've already done.

I'm not waiting for her to do anything. We'll meet up, I'll just listen and get to know her better, and if there's something I can do that'll make her happy, rather than vice versa, that's what I'm going to pursue.

Likewise, we'll go over all the upcoming nodes of Gamer Mom so that we have what to say to Kyler if he gets stuck, but once he's pointed in the right direction we need to accept whatever he gives, whether or not it's what we expected. And that means that if there's an image he draws that could possibly be slightly better with an extra half hour of work, but it's decent already, we move on and we don't get Kyler burnt out. If he wants to fix it later, he can do that.

I should talk to him and confirm this way of working. Just keep moving forward, problems get fixed only if Kyler says there's a problem.

I think this attitude does a disservice to Gamer Mom.

Any other attitude would be doing a disservice to Kyler.

Excellent. See, you can handle this. Go on, off with you. Everyone with their jobs.


2012, February 1st, 20:41 and 02 seconds

View my reasonably productive streak in January 2012Daily performance reviews for January 2012:(Rules)

Self-meeting for January 2012

Each day, I pick a character to play, follow the Rules for that character, and score myself on how I did. After the month, all my personalities get together to figure out where we stand and where we're going.
Character list

The goal in January was balance between the play and the game. It is difficult to gauge whether we were successful, given that we did not mark down the time spent on the play that was not mandatory.

I counted up the times. It was 36 hours precisely on Gamer Mom, and 82:33 on The Tenth Man, with an extra 10:48 (not an exact figure) spent on the blog post about The Tenth Man.

Not remotely close to "balance".

Hard to say. Those figures ignore the time spent on Gamer Mom in between days, which was valid because the rehearsals and performances were "previously-scheduled social events". So that's another few dozen hours, possibly. And we estimated at the beginning of the month that over 100 hours would be mandatory for the play, none of which would be counted in the balance against the game. So really, it looks like the game has the lead. There was not all that much time spent on the play in our own time.

What is the point of keeping track of times, if we're not going to record the most relevant statistics?

The statistics don't matter.

We worked on the play and did a decent job, we worked on the game and made progress.

Most of all, I'd like to emphasize that the underlying attitude we were going for -"no time wasted"- was upheld religiously.

And it worked well, like I always said it would. We don't need the fluff, we just need to keep moving.

Music is not fluff. Worker, I thought you understood this.

Music can get us places. So can the game, and to a lesser extent the acting.

This wasn't nearly as clean a month as you're all suggesting. There was lots of time wasted on passive activities such as TV and comics.

That is my right. After a hard day's work, it is my right to relax.

And what's the Person's excuse?

I was... bored?

We may need to rewrite the Person's rules.

You can't rewrite something that's never been written in the first place. The Person has been vaguely characterized from day one.

No, I'm the one who steps up when other people are around!

Like how you blew off the cast party. Good going.

That wasn't me, that was the Addict!

You could have stepped up.

Okay, fine, I admit it. I didn't really want to be there.

How does a party compare to Gamer Mom, on our list of priorities? One activity is a new kind of story, which will be played over the world and needs to be done in this coming month. The other is a party. Kyler isn't always available, we need to pounce at the opportunity.

I just didn't want to go. I didn't think it would be worthwhile.

I have to agree with the Worker that the Person's behavior does not make sense. Person, you wrote the blog post "Yardena", which had no tact whatsoever and would have permanently destroyed our friendship with Yardena if she were even slightly less tolerant than she is.

She gets it. No harm done.

You can't act like that. You're supposed to be the ambassador here. You're not supposed to court alienation.

Can we please talk about my second-class status here?

One thing at a time. First, we will figure out what to do about the Person.

The Person

Summary

It seems to me that the Person should be required to be more sociable.

What, even with people I don't like?

Especially with people we don't like. If we don't like the other person, we get our Person to deal with him/her. It seems sensible.

It's a waste of time, is what it is.

I'm afraid I'm on the Person's side here. Some people, we're just incompatible with.

And for the record, if I had gone to that party I would have been perfectly sociable. But no one was requiring me to be at that party, so I didn't volunteer.

You do not post private things like the blog post "Yardena". That was a blog post about really personal thoughts about someone who did not know those thoughts previously. And then you sent an e-mail to her about the post. I could understand if it were a love letter or about how much you esteem someone, but this was a really messy letter

-post-

whatever, and there was no need for anyone to ever find out about these feelings.

I do think that is the whole idea behind a blog: letting the internet witness interesting aspects of your life. This plays off of Multiplayer in interesting ways, so much so that it could have been called "Multiplayer, Part 4".

And why wasn't it? Because I wasn't consulted. Oh man, what I could have done with this post. And it's just a white page. For shame.

Is there anything in particular I did wrong, or are you guys just ranting for the sake of ranting?

You spent a lot of time watching TV and comics. Don't do that without other people.

It is perfectly legitimate to watch TV and read comics. It gives me what to talk to other people about.

When was the last time you talked with someone about either of those things?

Even if I don't, I share the comics with Avri. So there's a social component to it, that won't be there if I don't read the comics in the first place.

Here's an idea for a rule: "If the Person has been in control for an hour and no social interaction (or direct preparation for social interaction) has taken place, the day must be scored immediately. The one-hour timer is not counting for any character but the Person, and is reset upon switching to the Person. (This rule applies even when the Person did not start the day.)"

Do comics count as "direct preparation for social interaction"?

No, they do not.

They might.

No, they do not.

We do share comics with other people. Avri, and now Yaakov, and whoever else agrees to read them....

Thank you.

Let's put it this way: if the main intent of reading the comics was to prepare for social interaction, for instance if the comics are being read only so that they can be burned onto a disc, then it's okay. But if these are new comics, or comics which are not going to be shared any time soon, then no.

I'll rephrase "direct preparation for social interaction" as "an activity whose main intent is preparation for social interaction". It's longer, but the meaning is clearer.

I think this will do fine. It'll keep the Person focused on other people, rather than using the Person as an excuse to do whatever we feel like doing.

What if the day hasn't been the minimum length yet?

Do we still score then, or does this rule not count yet?

Good question, and whatever we decide will apply to other rules as well, like the Addict's rule to stop when he can't think of anything to do.

I dearly hope that does not ever happen. If the Addict has a day with nothing to do for his addiction, you messed up giving him the day.

Not necessarily. It could be that we thought there would be a lot to do, and then after an hour or two it turns out there's nothing to do after all. What happens then? Do we score? Do we just ignore what we did?

Difficult questions.

I think the ideal would be to transition what's been done into a different character -say, the Worker. Give the Worker credit for what's been done, even though that was not the intent, and let the Worker write an opening statement late.

I don't know, it's a messy solution.

Do you have a better idea?

No. Okay, let's word the rule.

"If a rule requires that the day be immediately ended, but the day has not yet reached its minimum length of three hours, then a conference will immediately take place. During this conference, the Thinker will decide on a different character (or a different version of the same character) for whom the activities engaged in so far would not be out of character, but who would not (unlike the replaced character) be required (for whatever reason) to end the day yet. After the conference, this character will immediately write a new opening statement, which will overwrite the previous statement, and that character will take full responsibility for the entire day including the other character's actions. Use of this (rather obscure) rule must be listed in the notes for the day."

Perfect.

I should note that we have never encountered such a situation yet.

We may have. We may have forgotten about these situations because the default behavior up until now was to ignore activities that didn't neatly fit into the Rules. I'm not saying we did that, I'm just saying that if we did there would be no record and I for one wouldn't remember it.

Very well.

Can I go now?

Plans for February

Summary
The Person
Plans for February

The Person

Now that that's settled, the big question: what are we doing in February?

What's the question? January was excellent at getting things done, and we should have the same attitude going forward. Myself, the Programmer, and the Addict. We can throw out the Person, he wasn't adding anything. And then the Explorer giving some support when called for in the conference room. That's all we need.

Unacceptable.

I'm afraid I'm on the Musician's side here. We limited ourselves to just the four of you (Person, Programmer, Worker, Addict) for January.

For the record, I didn't do much. There weren't any significant challenges.

It was for one month. Now that month is over, and we need to go in the opposite direction. "I Am Not...", as we say.

The direction we were going in made sense. And it makes even more sense with the deadline for Gamer Mom being just one month away. The productive lifestyle is what we need here.

No.

What happens to our creativity, to our restless spirit, when we're stuck in a little cage for month after month?

It's really not so bad.

Worker, you are not going to pull us into yet another argument about productivity. We've been over this ad infinitum. You know the rest of us will never agree with how you see things, so just do your work and don't try to push your values onto the rest of us.

We have one month. One. That's not a lot of time. We need to average around six hours a day on Gamer Mom, at least.

And then what happens next month? What happens the month after that? There will always be important things to be doing; the question is whether we can maintain a complex personality despite that.

The purpose of a "complex personality", as you call it, is to get these things done. Or was that all a lie? You said we needed to be a bunch of different personalities, because no one personality could do everything you've planned. You've said this many times, in fact. So either cut the bullshit and admit this is for no good reason at all, or let us get things done which you've claimed is the entire point of this silly little game.

There's something beautiful about the multiple personality system. It's so different, and interesting.

And occasionally helpful, but let's not get so carried away that the multiple personalities become an end unto themselves.

 

 

I hear what you're saying.

And of course you'll have yet another month where the Worker gets most of the time, and I am left behind as though I'm not an important part of the character.

No. Whatever happens this month, you will have a place in it. The Gamer as well - I'm not going to ignore him just because he doesn't complain as often as you do.

Thank you.

One. Month.

I can work on the game. So can the Explorer.

Not nearly as efficiently as myself and the Addict.

Don't forget the rule that you're not to expect things which go out of character, like telling the Explorer that he must get such and such work done or else.

But I want to work on the game.

This minute, maybe that's true.

Well, maybe not this minute. It's raining outside.

That's exactly what I was going to say - you don't necessarily hold on to interests. You're like the anti-Addict.

Maybe the Explorer can be left out.

What? You told me I could have the first day of the month, and write comments into the Gamer Mom script!

I did tell you that.

We can certainly get more done without him. Same goes for the Gamer.

See if I help you again.

Gentlemen, let's not argue.

I'm no gentleman.

Be that as it may, it's not helping to get angry at each other. Explorer, the Worker has a point. This month may need to be almost as hectic as last month.

Almost? Try a lot more. Last month we didn't care about deadlines. This month, deadlines are everything and that's my time to shine.

Okay. I've been thinking about what you said -"cut the bullshit or let us get things done"- and I have a possible answer for you. Let's say we spend all month on Gamer Mom, at the expense of everything else.

As we should.

Let's say we spend all month on Gamer Mom, at the expense of everything else. Then what?

Then we work on the next thing.

Which is what?

I have no idea. Isn't it your job to figure that out?

It is. And I don't want to reach March 5th with no new opportunities, no ideas, no energy, and just a lingering obsession with this one game.

There are worse things to be obsessed with.

This is your argument? You can figure out what's going on in a week or two after that. There's no problem there. But you know what would be a lot worse? Reaching March 5th and not being finished with Gamer Mom. On March 5th, Kyler is no longer available. If there are nodes which haven't been drawn, those nodes will need to be cut out.

Oh my god no! You can't cut nodes out! The script is so elegant, it won't work if you cut anything out.

But what's better, sacrificing some pride and chopping it down, or not having it come out at all?

Not having it come out at all. Maybe in a year or two, Kyler will be available again, and then we'll release it and it'll be as good as it's supposed to be.

Stop! Stop.

We are not cutting anything, and the game will be ready for release on March 5th.

I propose a compromise.

 

The second half of the month -that is to say the 14th and later- will all be the Addict.

The Addict isn't allowed to have full-time control.

He is if he doesn't mess up. The day can just continue.

Not for two weeks, it can't. One week is the maximum.

We've done it before, with Ruddigore.

That wasn't a clearly defined character.

It was an Addict, pretty clearly.

Sure, but that was before the Rules. Now the Addict isn't allowed to have two days in a row. There need to be two other characters in between.

What is the reason for that rule, anyway?

To avoid situations like January 2011, where a project is over and we don't know what to do with ourselves.

That doesn't make any sense. If we're going to keep extending a day, how is that any different from having a lot of separately counted days?

We'll still have the burn-out next month.

(Which, just to remind you, is exactly what you were warning the Worker about a few minutes ago.)

Yeah. How does that work, exactly, that when I say the Addict should be in control most of the time you say it's stupid, but when you say the same thing suddenly it makes sense?

Because there will be more going on this month than just Gamer Mom!

Not for the second half, there won't. Not if the Addict wants to be able to look at himself in the mirror and not feel repulsed.

I am perfectly committed to Gamer Mom. Don't you worry about me.

The rule limiting the Addict is sensible. It prevents us from losing sight of what matters. Let's not ignore the spirit of the law, just because we've found a convenient little loophole.

The Addict is not guaranteed anything.

You just said he'd have the second half of the month!

Yes, but he still needs to earn it. There is that lovely little rule, which we brought up in the last section, saying that if the Addict can't continue doing what he's obsessed with he needs to end the day.

And then what? You let the Gamer and the Musician run loose, and to hell with Gamer Mom?

To hell with Gamer Mom.

No. No.

If the Addict can't continue, for whatever reason, we see whether a different character can take over.

If there's some other reason the Addict can't continue, like maybe there's something missing in our life and we need to fill that before we can continue, then we'll get whichever character it is that we need. Maybe the Musician, maybe the Gamer, maybe the Person, maybe myself.

No more than one day away from Gamer Mom, and then we give the day to someone who will be interested in continuing. Like you, Worker, or like the Explorer or myself or even the Person if Kyler is involved.

And that's two days, meaning we can resume the Addict. If he's up to it.

And if he's not?

Please. This is Gamer Mom we're talking about, I'll be up to it. This is all academic anyway, since I won't lose interest ever.

Of course not. But we need to plan for all possibilities.

We're not going to go past the one-week limit, are we?

No. After a week, we'll need to find some other outlet. I know the Programmer has a bunch of projects he's wanted to get to, as does the Musician and the Explorer.

I am in the middle of a lot of games.

Or the Gamer. You could even write a new Living In Hyrule post, it's been way too long since the last one.

Yeah, what are we planning for the blog, anyway?

None. Of. This. Matters.

Not your call, Worker. Not your call.

We can have the first official Dialogue, plus I'd like to write a new section of Rules for myself.

I'd like to write another post or two to "I Am Not Myself Today". Maybe one about structure.

Any other ideas?

Not yet. I'll think about it.

Good, tell me what you come up with.

Or I could just write it.

Or you could just write it, sure.

We have one month.

You have made that perfectly clear. Would you like to repeat a few more times? What's that, one month? One month? Just this month, and not next month as well? Maybe we can go until February of next year?

Don't mock me.

Then don't be so mockable. Yes, it's one month. Thank you, now stop annoying everyone.

Thank you for shutting him up.

Bleugh. For the first half of the month... I can't believe all that arguing was just about the second half... for the first half we'll do everything we weren't doing last month. But there's a twist: any day which is not the Addict (and this goes for the whole month) will be limited to eight hours.

What?!

Eight hours. You can do plenty in eight hours. This is how we're going to keep the energy high. Get on stage, do your bit, get off stage.

Okay. I can work with that.

Please, don't think you're obligated to use the full eight hours just because you can. If you're getting tired, stop. Score, take a nap, give it to the next guy.

Are the eight hours to be treated like a hard Rule, or is it just a suggestion?

Rule. Iron-clad Rule.

If you try to go over eight hours, I will kick you off. Just try me.

What if I'm in the middle of something?

Then you'll stop in the middle of something, and continue some other time. Maybe in March.

I don't like it.

Okay, but the next character will like that he'll have more time to work with. Dem's de breaks. If you're worried about going over, then aim for six hours instead of eight hours and you'll have plenty of time.

Time doesn't work like that.

Well, this month it will.

Ah, if only time were so malleable.

It is. Eight hours, strict limit. You start the day at 12:00, it'll be over by 20:00. Though really, be done earlier. It's just considerate.

I take it first activities do not fit into this counting?

No, they don't. But please try to keep the First Activities under an hour. Or if not, end the day that little bit earlier.

Or you can even continue your first activity into the time allocation table, if you like.

But not right away. You should continue the first activity only at the end of your day. Programmer, this is addressed specifically to you.

I have no idea why.

Yes you do.

Now then. Any questions about our grand vision for February 2012?

 

 

No? Excellent. Let's play!


2012, January 29th, 19:38 and 5 seconds

Yardena

I first met Yardena one Shabbat when she was staying by the Feldmans. (She's a good friend of Rachel's.) I enjoyed talking to her, because we have some shared interests -like acting, and the movie Singin' in the Rain. She joined our Dungeons & Dragons game, first taking over Tamir's character while he was away and later making a very complicated new character that she hasn't quite gotten a handle on yet. So I see her every few weeks.

During some D&D-related e-mails months ago, she asked (in Hebrew) what we were up to other than the game. I responded:
Well, right now I'm interrupting the first monthly meeting of my personalities to join this conversation. The others are going to be pissed at me, I'm always treating them like they're not real people. Last time I'm invited to run it, that's for sure.

Or were you asking more generally?
She clarified (Again in Hebrew, which she seems to be more comfortable with than English) that she was.
Adorable smilies, Yardena.

I make computer games, I write, I make music, I do web design, I entertain myself. I don't have any steady job, but I'm usually busy. I only have time to write all these e-mails today because of the meeting I mentioned. We didn't organize it very well.
Her response began with two smilies with hearts in their eyes:
thanks
bay the way... YOU SO COOL!
As I said, she's more comfortable with Hebrew. I try not to hold her writing against her. But how does one respond to something like that? I simply said:
Ummm.. okay. If you say so.
you do all that stuff - you know how to do all that stuff
and
YES IT IS SO BECAUSE I SAY SO
I think that pretty much sums up our relationship. She's very weird, in very different ways to how I'm weird, and she seems to not just respect oddness in its many forms but even admire it. With most people my unrepentant oddness is a liability. Even with some people who I consider to be good friends, I have the sense that my strange life choices are something they tolerate and are mildly amused by, rather than something they totally accept. So it's nice to talk to someone like Yardena, or Moshe, who sees me in a more positive light, even though it's sometimes embarrassing too because from my perspective I haven't accomplished any of what I'm aiming for yet.

I have to admit, I did wonder at first whether I should put aside my time-travel dreams (or the hope of getting as close as I realistically can to that) and figure on dating someone like her - someone who's not like me. I've never dated, partially because I'm too shy around women but mostly because I've never met anyone I consider to be worth dating. (I figure if I ever met someone worth dating, I'd push myself to get past the shyness.) I have yet to meet a person who meets these six criteria:
  • Asperger's Syndrome
  • Jewish
  • English-speaking
  • Accepting of my strange behaviors, like the multiple-personality system
  • Interested in men
  • Not already married or otherwise unavailable
If the person isn't interested in men, there's obviously nothing to discuss. Without English, it would be too hard for me to ever have a conversation. If I dated someone who wasn't Jewish, I'd be running into all sorts of social problems that I'd rather avoid. And if the person doesn't have Asperger's Syndrome, they're not like me and I'll always have the question in the back of my mind whether there was someone better.

My expectations are somewhat more specific than what most people are looking for. There probably aren't all that many Jewish English-speaking Asperger women with a tolerance for experimental identities out there. So I've resolved myself to remaining alone. I can talk to myself, which is rewarding and keeps me focused. But I'm not planning for anyone else to figure in my life too prominently. The more I listened to Yardena talk about herself, and understood how completely different her personality is to mine, the less the idea of dating someone like that seemed appealing. How long-term can a relationship be with someone who's not like me? I barely understand people who aren't like me. But I do enjoy talking to her, which may be all she had in mind anyway. I'm not used to being around people as shamelessly extroverted as Yardena, so I'm not sure whether the little things she says under her breath like "I love you." are totally serious, or (more likely, I think) exaggerations of casual fondness. She does have a marked tendency for drama.

The last Dungeons & Dragons session was at Yardena's apartment in Jerusalem. I had minimal contact with Yardena during the game: her character Lillia wasn't playing a prominent role in the story, and I had my hands full trying to maintain my character Len's diplomacy and leadership in a difficult situation involving impetuous teammates who dislike her, an opposing army she'd formed an uneasy alliance with, and a disapproving god she worships. Diplomacy does not come naturally to me, and it takes my complete and continuous concentration during the sessions to play Len at all competently. That it was in Yardena's apartment was not a particularly relevant part of the experience for me. After the game, Yardena said that as far as she remembered I don't have a religious problem with touching the opposite gender, so could she hug me? I said "Sure.", still bewildered by the question, so she hugged me fondly while I stood stiffly trying to decide whether it made sense to reciprocate or not. Then I pondered my stance on hugs, and Yardena was apparently watching me at that time because she asked me if something was wrong. "No, I'm just waiting to leave.", I said. And so I was, because Harel and Rachel were about to take me back to Beit Shemesh with them. But before I left, Yardena told me she'd come to see The Tenth Man, which Harel and Rachel had told her good things about. I was not willing to confirm that it was a good show (especially knowing that the tickets were too expensive), but she was very insistent that she would be coming anyway.

That night, I sent her an e-mail:
I hope this sounds like an odd question, but was I rude to you earlier? If so, I apologize. If not, never mind.
If I didn’t know you it would have been perceived as rude. But since I do know you [...] I wasn't offended. I generally hug people I consider my friends.
Okay, just checking. I'm not used to affection from other people, and I didn't know what the proper response was.

I was expecting to see her in the audience of the Wednesday show, a mess of a play which I think I gave a particularly strong performance in. When she didn't show up, I figured she'd decided quite sensibly that 80 shekels was too much to pay for a show that might be awful. But the next day, as I was standing around by the stage I heard "Mory!" and there was Yardena waving at me. I didn't recognize her for a few seconds because she was in the lighting booth and I didn't expect to see her there. I went up to talk to her, and she explained that when she'd asked Rafi if she could get a cheaper ticket, he'd told her she could be in charge of the sound for closing night and watch the show while she did that. We chatted for a bit, she wished me luck ("-I mean, break a leg!"), and I went backstage to get ready.

As we were waiting for the show to begin, my mother stormed into the backstage area angrily demanding that I tell whoever was in charge of the sound to play my piano improvisation, instead of whatever songs they were playing. This shocked me: I rarely think of her as being so similar to her nasty mother, who thinks she is morally entitled to infinite amounts of pride from her family and lashes out when anyone denies her that even in tiny measures. (My mother is going to America soon for my non-religious cousin's bar mitzvah a few Shabbats from now, and you can bet her mother is going to make the day a living hell for her because "it would make her happier" if her daughter didn't follow the Shabbat restrictions.) Yardena apparently had nothing to do with the music not playing - it was far back in the playlist, so that it would only play if we started late. Anyway, the play went fine, and Yardena came back stage to congratulate me. She hugged me, and I hugged back because I'd decided that all things considered, hugs are nice. We started talking about the play, and my mother snappily interrupted that we were getting a ride and couldn't let the driver wait. (This, despite the fact that the driver was in the middle of praying in the hall.) So Yardena and I agreed to talk later by phone, and I got ready to leave.

At home, my mother asked me quietly: "Who was that woman you were talking to? Is she... your girlfriend?". (She must have seen the hug.) Embarrased by the question, I began babbling like an idiot: "Girlfriend? Me? Pfft! You think I would have a girlfriend? She's a friend. You don't need to get your hopes up, she's not my type." All I meant by "not my type" was that she doesn't have Asperger's Syndrome, so my mother's reply surprised and intimidated me: "I don't have my hopes up, she's really not your type at all. For a lot of reasons.". "What does that mean?", I demanded, "What sort of person do you think she is?!". "I don't think she's any kind of person", she answered, "She seemed like just a person.".

Yardena called me later, so I went outside (to not wake up my parents) and talked to her for two hours at which point her cell phone battery died and we both agreed it was too late to keep talking. It was a good conversation. She told me what was wrong with my performance, gave me really good ideas about what I could improve, gave me some compliments which frankly I haven't earned yet, etc.. I don't have a girlfriend, but I do have people I enjoy talking to.


2012, January 17th, 15:35 and 41 seconds

The Tenth Man

After two and a half months of rehearsals, Paddy Chayefsky's The Tenth Man is going on stage at Ramat Rachel in Jerusalem. I am playing Arthur Brooks, a troubled agnostic Jew who's pulled off the street by a bunch of strange old men who want a minyan in their dinky little shul in 1950s New York. It's a darn good script, letting some profound ideas emerge from within the banal details of everyday Jewish existence. The question is whether we can do it justice. There will be just four performances in this venue, and after each one I will post how it went. If you're looking for a diplomatic "It was nice." bit of fluff, there's an insubstantial interview Harel did with our assistant director Jeremy that may be more up your alley. I'm going to tell you what I actually think of how we're doing. (Click a date to see its post.)

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April 9

Performance


2012, January 21st, 18:40 and 19 seconds


When I left the house to get to the show, my father said to me: "Enjoy yourself! That's the most important thing.". And I responded "It doesn't matter if I enjoy myself. The important thing is that I give a good performance.", which should give you some sense of where my head was at. It's not that I was nervous -I knew exactly what I'd be doing, in broad strokes and in tiny detail- it's that the play was an obligation and little more. Since I have put myself into this play, after making a small name for myself in other shows (The Matchmaker and Ruddigore), I need to give a performance on the level I've set for myself. I have the utmost confidence in my ability to entertain the usual audience for Jerusalem amateur theater, who are generally surprised and delighted when they encounter even the tiniest hint of competency. (They have seen too many shows which lacked this.) I have less confidence in my fellow actors. My preparation in the day before opening night involved going over the play in abstract enough terms that if they should mess up every line, I'd still be able to convey Arthur Brooks' character arc to the audience and give the play some emotional weight. In this sort of situation, there's not much hope of enjoying the process. But when I participate in amateur theater, I suppose I shouldn't be surprised at having to work with amateurs.

When Lulu showed up, I chastised her for her quote in the Jerusalem Post article: "It’s not a very easy role to relate to.". When she defended herself, saying that she'd said lots of things and the journalist had for some strange reason picked that statement, I explained that I was jealous she got to be quoted, when I would have had something more interesting to say. I like to think my quote would have been: "It's a portrait of Judaism in galut which is as relevant today as it was in the 1950s. I don't think Paddy Chayefsky was a very religious man, but he saw something sad in the deterioration of Jewish spirituality. The generation that still remembers the traditions is dying out, and all their experiences have been reduced to silly anecdotes. Meanwhile the new generation is not interested at all, because they see all of Judaism as a bunch of archaic superstitions. The leadership is entirely disconnected from the people, and aren't doing anything to right the course. What the play is saying, I think, is that underneath all the tedious little details of Jewish life there's something that's worth preserving.". But the chance has gone, and all because I didn't make conversation with the pretty young woman at the dress rehearsal. I tell you, my lack of social initiative is going to get me in trouble some day.

My costume consists of my father's shirt, my father's shoes, my father's socks, my father's watch, my one pair of black dress pants which I bought at a store my father brought me to (and which I only wear because my father likes to see me in "Shabbat clothes" on Shabbat), and a black necktie Rafi gave me which neither he nor Jeremy (the director and assistant director, respectively) actually like but which is apparently the only black necktie they could find. To me it just looks like a necktie - what do I know about clothes? I tied it five times (I read the Wikipedia page for "Windsor knot" to prepare -it's really not as complicated as I thought, it's just a sequence of hand motions like solving a Rubik's cube.), and each time it was either slightly too long or slightly too short. Finally I got it right and Jeremy said it looked better than it had in the past. Good. Jeremy is overly diplomatic, being a politician, but he does have opinions on everything and I respect that.

Somehow the topic came up of the April performance, and Jeremy started explaining that when Rafi left and he took over things would be a little different. He told me I'd get a line put back in which shouldn't have been taken out in the first place, knowing that would make me happy. I said he was like a parent trying to gain his kids' favor to make sure he was the "preferred parent" in advance of the divorce. He didn't care for that comparison. I still maintain that it is a wonderful analogy. Right now, he is winning that competition for me. He missed a bunch of rehearsals, but when he showed up his directing was solid. Rafi's been doing all the work for the play and always keeps his cool, but he's made a lot of missteps. In retrospect, I wish that rather than starting his rehearsals with demoralizing improv games, he had instead challenged the actors to be faster and more comfortable with their lines.

As I got into costume in the bathroom, I heard Neil going over one of his monologues in the next stall. "It needs to be faster.", I called over. "Even here, I can't get quiet?", he said, and I simply reiterated: "I hear how you're doing it, and it's too slow.". Ten seconds later, Neil started over more quietly but at the same speed.

From backstage before many people had started arriving, I heard Harel in the lobby and came out to say hi. "You look like an adult.", he said, with me dressed in the coat and hat I enter with. I attempted a few different "little kid" reactions to this sad statement, and Harel interrupted: "There's only so much you can do, dressed like that.". I turn 24 next month. How did I get so ridiculously old?

On stage after the warm-ups, Rafi continued a tradition of his by giving each of us lottery tickets. It has something to do with having good luck, or something. One person won five shekels, and another won twenty. I refused my ticket: I do not care one bit for gambles. Gerry handed me my kippah: "Is this yours?". "Why do you have that? That was with my stuff!", I demanded. "I've been stealing your things.", he said, and I wasn't sure whether he was joking. At a different point, Lulu joked that she was going to change some of her lines and I should just run with it. Again, I didn't know whether she was serious or not until she reassured me. There are things which one does not joke about!

Lulu told me she heard my musical improvisation from a few days earlier (which I basically sent out because with so much frustration during the dress rehearsal, I wanted to feel like I had something I could actually make good. It wasn't very good, though.) being played as part of the music when the audience came in. I hoped Rafi had used the second improvisation I'd sent him (recorded after he expressed an interest in using the music) rather than the first. The first (fifteen minutes long) was a bit of a mess, and the second (nearly twelve minutes long) incorporated a lot of tunes from the davening, to set the mood. I put my ear to the door, but I couldn't hear the music.

I stayed in that position by the door when the show started. While everyone else was either on stage or having whispered conversations in the lobby (which becomes an extension of our backstage once the audience is inside), I stayed on my own with my ear to the door, listening in for anything I could use as material for this blog post. I heard how the first few lines were delivered, and I ran to Jeremy to say that it was too slow. "When they were just speeding through lines in the last rehearsal, it was really entertaining. They need to be going faster.". The impression the script is supposed to create is that all these lines are very lightweight and trivial, all just forming an atmosphere of mundane realism which gradually reveals the complex truths underneath it. Of course, Rafi had gone in entirely the other direction with the... um, direction, pushing us toward more theatricality. (I went along with this direction by running with his oft-repeated mantra of engaging the audience directly, and making that character/audience dynamic a major part of my performance.) But even Rafi had agreed with me that the beginning of the play works much better when it's fast. Jeremy listened to my criticism and nodded diplomatically.

I ran back to the door and heard the audience laughing hysterically. Even though in my opinion the beginning of the play doesn't work at all if it's paced wrong (and my family, who were in the audience, had a similar impression), the audience was eating it up. They loved all the little bits of banter between the old men. Marvin, who has a tendency toward hammy performances, was having a blast performing for them. One line which he slightly reworded to make it funnier got a huge burst of laughter, and when the laughter died down he gave the second half of his reworded line and got just a chuckle because the audience had already gotten the joke and didn't need it explained to them. (I just sent him an e-mail asking if he could cut out the second half. He probably won't, if only because it's a cue-line for someone else. It should really be the directors telling him, rather than me.)

Some lines were missed, some lines were said twice, some lines were said out of order, but basically the play held together and the audience enjoyed it. Meanwhile I stood outside staring at my reflection to get my not-quite-smile face right, a nuance which I've spent a lot of time practicing at home but which I wasn't sure if I was doing right with the make-up covering my face slightly changing the way it felt. I've never done "subtle" before, and it's trickier than it looks. I wish I could see a video of my performance, so that I'd know whether I took it too far during Act I (which I've decided needs to be much more restrained than the rest of the play). I know I have a tendency to go broad, afraid that the audience won't "get it" otherwise, but I think I was okay here. I hope. I'll try to do less next time.

As I'm on stage I'm kind of lost in my character's own little world, so it's hard for me to know how anyone else was doing. I do know, however, that Marvin ad-libbed at one point "Well, first of all, Foreman's gone alreaady. My name's Zitorsky. Second...", because (as Marvin explained later) Avraham had been using the wrong name so many times when talking to him. That was kind of jarring. Avraham apparently also called Foreman's son Foreman's father several times, which is a mistake he'd been making in rehearsals a lot. "It's always the same problems!", he lamented after the show when it was pointed out to him.

But I think I was fine. I got in all the little nuances I'd planned out, including one bit where I pull my neck backwards as I'm talking which feels really awkward, but doing it to a mirror told me that it's what I need to be doing there and I'm not one to argue with a mirror. Actually, no, I am exactly one to argue with a mirror, so it's good that I listened to my notes instead of trying to act naturally. My Act I monologue was the best it's been, with the presence of the audience pushing me to find new levels of energy. But there were a few points, during the show, where I needed to change the staging slightly, on the fly, to less than ideal situations because the other actors weren't standing where they were supposed to.

I will always remember Gerry as the waiter in The Matchmaker who on one performance forgot his cue to come on stage and left a thirty-second silence. Here he is well-cast as a confused old man. He has few lines, which he usually says wrong, and he's always complaining that his role is too small. My only interaction with him is a bit of goofy staging which Rafi threw in to keep the audience amused, which goes very much against the tone of the play. (When I asked him why he did that, he said: "Something you should know about me is that I always add some craziness into the plays I direct.".) This time Gerry forgot the second half of the little wordless scene between us, and started uncertainly heading back toward his seat early. It's just as well- the gag goes a bit too far for my liking.

There's one sequence toward the end of Act I which has caused so much confusion that on the 17th and 18th we spent hours running through the lines on those pages repeatedly. I'd asked Rafi if we could spend three hours straight just on those pages, but after going through several times Rafi was getting restless and wanted to move on. Now, I know what is necessary for memorizing things, and I know that just because you're able to get through it once or twice it doesn't mean you're ready to perform it. We needed to go through short sections over and over again, because if you do five pages of script together it is too much to process. This is also why I was frustrated that Rafi insisted on doing full runthroughs of the play for all of January, instead of focusing on the scenes that desperately needed focusing on. The issue with the specific sequence at the end of Act I is that it's chaos on stage. By design there is no rhyme or reason to the sequence of lines- everyone is talking at the same time, following fractured trains of thought, and the sense the audience is supposed to get is that everything is moving too fast for anyone to keep under control. In retrospect, we should have seen that there would be a problem there, though I for one did not anticipate it. The actors weren't slacking - they were trying to learn their lines, and they just barely almost knew them. So when we reached that section, rather than trying to maintain the energy on stage I tried to help the other actors get through the scene. This was probably a mistake. I should have barreled through, running over everyone hesitating to remember their lines, and creating the kind of chaos that the scene demands. But instead I played nice, and while almost every line was in there the scene was completely dead on an emotional level, and certainly did not serve as the climax of Act I it's meant to be. I waited seconds (which might not sound like a lot, but it's a lot) for actors to remember their lines, and I overplayed certain emotions because I knew they would remind Joel what his next line was supposed to be and I didn't want him to miss them. I did get every little nuance of my intended performance in there, because it's a lot easier to hit all the beats when you're going in slow motion. But I don't think the audience got much out of watching some old men try and eventally succeed to remember their lines.

My scenes with Lulu went well. Due to the awkward staging, I was never able to actually look at her when I was talking to her, or the audience wouldn't see my face. So I didn't notice that (as she pointed out later) her eyes were literally pink and tearing up the whole time, either because of the make-up or the lights or something. She covered for it well, and if I didn't notice anything was wrong I doubt the audience did.

Later in Act II, there was an awkward pause when Joel forgot a cue. I didn't know whether I should skip to my next line, because I didn't know how much exactly that would be skipping. But after what felt like ten seconds of nobody doing anything at all on stage, I just went for it and the play continued. Apparently I only skipped three or four lines, thank God. I don't actually know every other actor's lines in the script to know when it's okay to do something like that.

Zusha left out a few lines, including my favorite line in the play: "Distribute the macaroons, that all may share this exalted day!". But that's understandable, under the circumstances. The excellent actor who was cast in the part quit two weeks ago because his mother in America was sick. The directors couldn't find anyone to replace him, so Zusha, who has little experience and had been given a tiny part, took over and Jeremy took Zusha's old part. What Zusha did in a week and a half was astonishing. Not only did he remember the vast majority of his lines, but he did a very good performance with it, which (together with a lot of make-up) almost made up for the fact that he's 50 years too young for the part. Word is going to get out of how much he was able to do with so little time, and he is deservedly going to be getting much bigger parts from now on.

During a particularly sentimental scene for my character, I heard a loud snort from the audience. I recognized that snort instantly: it was my father. I think I was doing a fine job with the character in that moment; he just doesn't like sentimentality. Maybe I should do that part better.

The rest of the play was pretty solid. Still too slow, but people remembered their lines and the emotion was carried by my big scene with Lulu which went quite well indeed. The one problem, which Rafi informed me of after the show, was that I wasn't pausing for the audience to laugh. I guess I got carried away. I'll have to be careful of that. At the end of the show, a coat I was supposed to get wasn't where it was supposed to be, so I awkwardly ad-libbed that I couldn't find it. It slowed down the play a bit, but I don't know what else I could have done. Regardless, the play ended on a fairly strong note, I think.

After the play, I asked what people thought of the show. I didn't hear anything particularly negative, which tells me nothing. I was happy that Harel and Rachel said they liked it, even though Rachel must have already known what was going to happen: when I told her the basic synopsis of the play months ago, she immediately guessed exactly what the ending was. Harel said there were moments during my monologues where it seemed like I was talking about myself, rather than the character I was playing. I don't know which parts he was referring to, but he may be right - there's a lot of Arthur Brooks in me, and there's a lot of me in my Arthur Brooks. The pad and pen I use as a prop in the show are the pad and pen I use to record all the details of my life for my performance reviews. And I've caught myself using certain Arthur Brooks mannerisms in my own life. Plus, there's the fact that I normally speak in pompous monologues. So no question, I understand what I'm doing here. I will be glad to be done with this character, though. He is depressing.

Minutes after the show, my father took the initiative to put together a minyan in the lobby for Maariv. Normally I'd avoid davening, since I don't see the point in speaking to an abstract entity, but I'm a sucker for symbolism. The meaning inherent to putting on this particularly play -about not being able to get a minyan together- in Jerusalem is not complete until we see that we're not like that here. In our production we expect that everyone in the audience knows a lot about Judaism, and so it's a lot more heart-warming than cynical in this group.

2012, January 25th, 01:54 and 22 seconds

I can't take it any more. I just want out of this stupid, stupid play.

Excuse me? The script is excellent.

For all that's worth.

It doesn't matter whether it's good or not. You need to do your job regardless.

Right. So maybe I'd feel considerably better about this if I hadn't botched "the job", as you put it.

Did you not remember to keep your expressions restrained?

I didn't remember much of anything.

Please don't say you forgot your lines.

I didn't forget my lines, I just... agh.

Talking will help.

I have no motivation.

That should work for the character, shouldn't it? He has no motivation either, at the start. Just be yourself, and see what happens.

Maybe. It certainly felt forced today.

Let's get some semblance of order to this conversation. Now, we need to build up motivation for the next performance. So the way I see it, putting ourselves into a grouchy mood is counterproductive. We need to be happy about what's going on, so that tomorrow evening we can get out there and do a good job, like we did on opening night.

People are coming to see tomorrow's show. People I know, I mean.

I'm sorry, I don't exactly understand what went wrong tonight. Did you take my advice of aiming for naturalism?

Who can do naturalism, when I'm not getting anything from the other actors?

Please, don't blame them. This is between me and myselves.

No, it's not. We can't just ignore everyone else, we need to react to what they're doing.

And if they're not doing anything we can work with?

Please don't blame them.

Oh, fine! I admit it! I suck. I've always sucked, and it comes out now.

We don't suck.

I do. I suck. We suck. I obsessed about the particular positioning of my face-

Oh no.

Yeah. Maybe naturalism is a good idea.

Maybe, maybe not. I don't know if losing control is necessarily the right approach.

Let me ask, since no one else is, are we actually going to be posting this conversation? I ask because there's really not much time until tomorrow, and I don't see anyone taking charge and writing up some post. So that must be the plan.

Shh. We need this to be authentic. Stop being meta.

I'm just saying, maybe we should spell out what happened.

I suck, is what happened.

Oh fine. This is something I do, talking to myself because no one else cares quite so obsessively, yadda yadda yadda. There are a bunch of personalities - Explorer, you're just going to put a character list up, right?

The same one from the last post.

Fine, so there's no point talking about it.

I meant we should say what happened tonight.

I suck! I suck I suck I suck! How many times do you want me to say it?

That's not true. You did a good performance on Thursday. Or rather, the Addict did a good performance. Where is he?

We should get to work on the game right away. The play's a loss, but at least we can use these hours at home for something. We're halfway through the game, and we just need to keep working at it.

Yes. This makes sense. Enough time on the Person's moping, let's get something done. Either that, or just go over the lines of the play, but the game would fit the whole "balance" idea for the month.

Forget balance. And Addict, you're not who we need. I know I told you we might be able to work on the game this week, but that was when I assumed we'd be able to crank out good performances without trying. Maybe that attitude was to blame. We're not a good actor naturally. We need to work at it.

Our instincts are fine.

We should go with those.

I don't know, we'll need to figure that out. But we'll need the Addict in here, because I don't want a negative attitude. Tomorrow is going to be great, the final performance is going to be great. We need someone to take over those days who understands that.

I think it's a mistake to neglect the game. The play is not one tenth as important as the game.

My god, you're just like Shai! He didn't cut off my line, leaving me to do a solid thirty seconds of adlibbing apparently without him noticing that he was not saying his line which he was supposed to say, and when I confronted him about it backstage he simply didn't care. He said to me "In the grand scheme of things...", and I said he should take it more seriously, and he told me to get a life.

This story does not matter.

What? He treats the play like that, and it doesn't matter? That is exactly what is wrong with the play- people who are just not determined enough to do anything with it.

Like you, today, from the sound of it. What a hypocrite.

You take it back. I was doing my best.

It was an overly controlled performance. Be real.

That's not what we practiced!

Okay, okay. We need the Addict here.

Yes.

The other Addict.

Hey.

Nice color.

Here is the problem. How do we give a performance-

I've already answered this question. Don't act so much. You can work in little bits of theatricality here and there, but for the most part you need to just trust that we're similar enough to Arthur Brooks at this moment to make it work. The aggravation doesn't hurt.

It does hurt if it decreases energy on stage. Let's go through this beat by beat. We came in with too controlled a half-smile. Don't get it just right, just act polite while you're actually miserable.

This is actually going to be you, tomorrow. That's why I'm calling you in here.

Okay, I'll act polite while actually being miserable.

It won't help. Don't you understand, they're recording tomorrow! And my friends will be there, and we can't risk it all on some artsy experimentation!

The logic is sound. Naturalism will make Arthur more relatable.

Oh my that's interesting. This can go together with what Rafi said about talking to the audience.

Let's just go through the problems. First we came in, thinking we knew what we were doing. We never want to do that. Then we ran through the lines because we had this idea of "fast=good", which isn't right at all. Yes, everyone else is slower than molasses. But we need to feel it out.

Again, it'll be you.

Please don't bother me with pronouns, who cares.

So we just sped through the lines, not feeling the meaning behind them. If I see that I'm not feeling the lines, I will slow down and figure out what I am doing.

What, while the audience is watching?

Yes, while the audience is watching. Arthur Brooks is figuring out what his next move is, while the audience is watching. It's not a race.

It should be, the other actors would be more entertaining.

It's not a race. So that's already two fundamental problems in the first few minutes.

Then we exaggerated the smiles. We never want to do that. Keep the smile steady.

You said it needs to be naturalistic!

I don't know. Maybe.

Okay, this isn't helping. We need to figure out which part of the performance was the problem, and which should be kept.

I told you-

I know what you told me. And you're not an expert on acting, you just posed a theory.

The logic, as I say, is sound. If you didn't want to hear it, you didn't need to give me the day where I came up with it.

I don't think I'm going to go for really exaggerated facial expressions naturally.

That just comes of not being confident enough. I am a professional -by "I" I mean Arthur Brooks- and I don't care what anyone thinks. I mean, sure, I care what everyone thinks. But I want everyone to think I don't care what they think.

Is this really the personality you want controlling the Wednesday show?

Let's keep going through what happened. Came in too forced, sped through lines we didn't feel. Then we went too fast inside the rabbi's office, again with the speed issue. It's not speed so much as just phoning it in and not taking the time to care about the performance. That's the real issue.

And why should I care? It's not a good show!

But it can be.

No it can't! Even with all my mistakes, I was still...

 

Okay, I wasn't better than anyone else on stage, I admit it.

Arthur Brooks is a central character. He has a compelling arc, from not caring to getting slowly pulled in to rejecting all of it to being set free. Bring the audience on that journey, and no one else on stage matters. We can carry this fucking show all by ourselves.

Did you not hear me when I said how much we sucked?

Which is why we're going through, and figuring out what went wrong.

We were going through the motions of the phone conversation, rather than imagining someone on the other line. The audience can feel the other character through the phone, and when that character isn't there in my head it looks amateurish. Here there is naturalism, of a sort, but what I'm reacting to is someone who's only in my mind. That shouldn't be too much of a stretch for me. But today, it was a one-sided telephone call. We can't have that.

I think the end of Act I was perfectly adequate. No complaints there.

Wait, so is the idea that the Addict knows everything that happened with the Person? Because earlier, we were pretending we didn't know what happened at the play, so that the Person would have to tell us...

Shhh.

I mean, everyone else messed up their lines, but we covered for it as well as we could have.

So it's "we" now.

I don't care about pronouns! Shut up, we.

In Act 2 the staging was absolutely awful. We started leaning against the wall, and then very awkwardly moved to the front, drawing all the audience's attention and all so that Lulu could move to our right.

And we moved through the invisible wall at blackout! Rafi said not to do that.

Fine, I won't do that. The bigger problem was the improvised staging, and you know what? It is not my fucking problem where Lulu stands. If she's been practicing it a way that doesn't fit how we're doing it, then she'll have to figure out something else. I am going to stay by the door.

Not quite reassuring enough on "I'm sure he will be back soon.", the meaning of that's been lost. Then in the scene in the rabbi's office, I didn't care about what Lulu was saying, and that's a problem.

You know, you keep acting like it's so easy to pretend we're getting energy from the other actors that's just not there. Not once has Lulu spoken those lines there with any sort of passion, even though our next line is "It's nice to hear someone talk with passion about anything". And I get the desire for passion. It's why I don't have any healthy human relationships. But the passion was not there.

Yes it was.

What are you going on about?

The passion was there. And the lines were all there, and it was an excellent play.

What planet are you living on?!

Exactly the planet I need to live on, to make sure that tomorrow isn't like today.

Those poor people, who paid 80 shekels for this...

The people who come tomorrow will get their money's worth. That is my promise to them as an actor, and in order to do that I need to not be reliant on anything at all. This is going to be a great play because I fucking say it will.

Is it necessary to keep swearing?

No.

So we didn't listen to the analyst on the phone, and we didn't pay attention to the astonishing amount of passion in what Lulu was saying.

You can't even remember what she was talking about.

She was talking about her entire life, as one does. Moving on.

The monologue was bad.

What was bad, specifically?

We didn't feel it. Same problem.

Not easily fixed.

Very easily fixed. These are wonderful words we're saying, I plan to internalize them. And to hell with the pauses complaint. Let there be pauses, if I feel like there should be pauses. This is one of the best parts of the entire play, and I am going to give the audience every last drop of resonance from it.

So that was a problem. And then when Avraham cut my line off, I continued saying the line instead of running with it.

It's a very controlled line.

Avraham does not exist, to mess up that line. And the second half of that line does not exist, if it is interrupted. I'm going to flow with whatever happens, and find a way to make it a great performance instead of beating up both myself and the other actors if I miss some little detail we planned. The details don't matter. The broad strokes of the character gradually learning to enjoy life despite himself, that matters.

That's not what's happening in the play.

It's happening deep down.

Again, are we sure we want this guy controlling the day? I think I could do a competent job.

We don't want competent. Today was competent. It sucked.

Thank you.

It was good enough.

Thinker, do I have permission to kick Worker out of here?

No. But Worker, please keep your opinions to yourself.

Then there was the debacle with Shai.

Should we end the line there, or just keep talking endlessly until he deigns to cut us off?

What a ridiculous question. Shai, you see, does not exist.

Of course he doesn't.

No. Him not knowing his cue is not a problem in this show. If the line is not interrupted, it continued and ends: "anything like this nonsense. I mean, for heaven's sake, an eighteen year old girl. There should be laws against being like that, with such an innocent thing..." - ooh, you're right - it is fun to ad-lib! I'll have to do that.

That's just showing off. It could backfire.

It's me having fun.

A good idea. Anything that will make this fun is a good idea.

So yes, I'll give him a moment's pause at the end of the sentence but then I'm continuing and I'm never going to stop. An hour later, they'll still be watching me ad-lib, having the time of my life.

So you're not angry at Shai.

Furious. That'll be the fun of it.

This does not sound healthy.

Oh fine, I won't adlib anymore. It is awfully risky. And also unnecessary.

Come to think of it, it could also spark retalitation, where Shai just cuts me off at the beginning of my line.

Fine, I've already agreed I'm not doing that again.

Then there's the end of the scene, where I entered a bit too late. So just keep that in mind, while I'm running around.

The running was a bit lackluster, too. It doesn't matter if anyone's watching, I need to go back in out of breath.

After the intermission it was a bit of a mess - Zusha had read my blog post, and was so careful to get in the wonderful line "Distribute the macaroons, that all may share this exalted day!" -which did get one laugh, actually- that he threw off a bunch of other people... come to think of it, I don't know what that was all about. Was it him that forgot a line, or someone else messing up cues, or what? But I was fine there. Which begs the question, where did I go wrong?

Ah, yes.

Straightening.

It's so controlled, and all the real emotion which had been there was lost. It needs to be more real, while also being spoken to the audience.

That'll be tricky, but I'll work at it.

And if that line doesn't work, for whatever reason, I'll get right back into it with the line to Joel. Why didn't I do that today?

What went wrong?

Timing.

Yes, you're exactly right. Timing. That's it precisely. I've been afraid of giving that line too slowly. I'm going to take my time, it's a meaty line. That was the problem. And it was all downhill from there, because the emotion that was supposed to be underneath all the rest of the play was missing.

Do we really need to go through this entire thing? It would probably be better to let the Addict start a day, or even better to go to sleep early and start promptly tomorrow.

Let me just keep going for a bit.

The bit with Zusha was fine, the rest of the scene was okay, though I don't know about the ending position and the smile should not be brought back there.

But it's like a leitmotif, throughout the show!

I'm pretty sure you're misusing that word.

What, leitmotif?

Never mind.

I didn't get upset enough at Lulu.

I should have been really upset with her for not letting go of her silly little idea. Instead I forced the energy without the emotion, and the result was some annoying shrieking. Ouch.

Then the little face-off with the Cabalist was a little bit off, but really I think the rest of the play was okay, for my part. Get Act I right, and the rest will follow.

2012, January 26th, 02:50 and 1 second

Backstage during the intermission, I couldn't contain my excitement at what I'd just accomplished. I said to Rafi: "What do you think of how I improvised all of Act I?". He seemed unimpressed. "It was just a few lines.", he said. "No, it was all out of order so I needed to redo all of the staging and add in lines!". "Well, that's why we trained you in improv!".

I have to admit, he had a point. I was so annoyed at all those little improv games, when we could have been focusing on all the fun little details and gotten the play under control. But here I am, after a show which went spectacularly off the rails in Act I (if proximity to the script is your measure), and I had an absolute blast. And so did the audience, all of whom seemed shocked when I said that what we were doing was not what Paddy Chayefsky wrote and what we practiced. This morning, I spent hours going over little details: refreshing the little details I'd come up with before, adding in new details. And on stage, all those details went out the window in a few moments of actors saying the wrong lines. And yet, it was a very good show. The energy was there. The characters, for the most part, were there. The humor was there. All we lost was all the details, and really, who cares about those?

When the show started, I had my ear up to the door listening to my music playing (which I am very proud of), so I heard how the play began. I ran over to Jeremy, who was still having his make-up done. And I said to him: "They're going faster! And it's especially going to be quicker because they're skipping half their lines!". He responded bitterly: "You should not be telling me this before the play's over.". "No, but the audience loves it! It's just inessential lines they're missing, it still makes sense.". He did not seem entirely reassured, but he should have. The play was working. And then of course Neil came in and slowed down the show, as he does. But the pace had been set. I tell you, when we reached the final scene the audience was totally engrossed in the story, you could feel the anticipation. Not bad for a bunch of guys who don't know their lines. I take credit for holding the thing together.

Here's what happened in Act I. I walked in, so happy to be on stage that I may have forgotten to do the little polite smile I'd practiced. But I was acting fairly naturally, so I had complete confidence that whatever I was doing (and I wasn't quite sure what I was doing) would work. I went off to the corner, and found that the door to the rabbi's office hadn't been closed. There was an insane girl on the other side of the door who I wasn't supposed to know about yet, and I was standing right in front of the door as it was open. And I figured, okay, this will be kind of funny for the audience. All I'd have to do to notice her (and send the plot off the rails) is glance to my right, but I'm so absorbed in my writing that I don't see it. Good, let them hold their breath for a bit. But then I remembered that Gerry was going to come over and try to get past me, and I had no faith in him to come up with some clever reason why he can't get past me even though the door was wide open. So I absent-mindedly closed the door without looking through - sure, it was awkward, but better some slight awkwardness than the entire show getting derailed.

So I was standing there, Gerry came in, forgot all the details of what he was supposed to be doing (a very simple bit of staging where he tries to get past me, and ends up silently fighting with me), but bothered me enough that I figured, okay, the audience is seeing Gerry's character being an ass so he's served his purpose here. And then the scene was supposed to move on with Joel coming in to get Gerry out of trouble, and starting to talk to me. Then I sit down (I'd arranged with the directors today that I'd sit in the back row because the other actors were always standing right in front of the seat I was supposed to sit in.), they talk about me for a bit, I ask to make a phone call, they direct me toward the rabbi's office, and then there's a whole bit I'd planned out where I reveal to the audience for a moment how miserable I am, before noticing the girl and recomposing myself, then slowly deciding what to do about her before sitting down and making a phone call. During this whole silent bit in the office, the audience is listening to Avraham give a monologue occasionally broken up by other characters reacting to him.

That's what's supposed to happen. What actually happened after Gerry's botched confrontation with me was an awkward pause, followed by Avraham giving that monologue that was a few pages too early. Don't ask me how it happened, I was writing away and couldn't tell you. But it happened, and I started writing in my pad (without changing my facial expression): "How the heck are we going to get out of this?". Thank God when Joel reached the end of the section, instead of reacting in horror to the realization that I was in the rabbi's office (which would have been horrific, because I was not in fact in the rabbi's office, but was still just wasting time by the door), he segued into his dialogue with me. I took my time with the lines, enjoying what I was saying. And then I was supposed to sit down, but all the seats were taken because everyone was in the staging for later. So I simply stood on the side, and continued the scene as though I wasn't meant to be sitting down. When I went into the rabbi's office, I skipped all the waiting and just jumped straight from beat to beat to beat without waiting for a cue. (The cue lines had already come and gone during the monologue.)

I perhaps took longer than I should have - it takes entirely too long to call a number on a rotary phone, when the entire audience is watching you and nothing else is happening on stage. But without relying on anyone else (because I understood what they'd done, and why they couldn't join in without making everything worse), I kept the play moving forward. I gave my phone-conversation monologue as I'd practiced, and it went well. Then I left the room to rejoin the other actors.

The play kept moving -don't ask me if it was on script, I was in my own little world- and then we reached the problem pages where no one ever remembers what they're supposed to be saying. I moved around the stage more (in patterns I had not planned out), to create a sense of movement despite the long pauses which I anticipated between the lines. I looked in at the girl, came out, and gave my line: "What have you been doing to this girl?", to which the response is supposed to be "The girl is possessed by a dybbuk.". But instead the reply I got from Avraham was "Nothing.". Ah, but I was ready for him! This is not the first time he's made this mistake, so earlier that day I decided what I'd do if he messed it up again. Without missing a beat, I responded: "What sort of nothing are we talking about, specifically?", which got him back on track and we continued. ...until Joel's line, which he confused with another line, so I cut him off with a line that related to what he was saying, and we kept moving from there.

Then I tried out a little bit of staging I'd come up with where I'm about to leave, and it didn't go quite so well because Joel, following me, had his back to the audience. I wasn't able to go as far upstage as I'd intended, for fear that his positioning would get even worse. Still, I think I gave the audience the impression that I wanted to get out of there, so as far as I'm concerned it was fine.

Then in Act II scene 1, in the part I have with Shai, he cut me off too soon (overcompensating for not cutting me off yesterday), and then tried to combine his two lines, so that I needed to cut him off, but it almost worked. Then Joel didn't come in on cue, and when I left the room he started saying his line while forgetting to enter the theater, before deciding to say the rest of his line inside to whoever happened to be there.

So this is the class of problem we're having. And yet, I legitimately think this was an entertaining show, if only because of what a strong reaction we got from the audience. Because the energy was there. If I'd waited for Joel to remember to come in, the show would have died a little there. But I didn't wait, I just kept the show moving and whatever happens happens. And yes, I am going to take credit for the show being at all watchable. If I hadn't planned on everyone else failing, if I didn't know and accept that that was an option, the show would not have been watchable even if I got in every nuance of what I'd prepared. I got in maybe 75% of what I'd worked on. And it was enough.

Here was my opening statement for the day, which will appear in the performance reviews at the top-right of the page as soon as this extended day is officially over:
"Paddy Chayefsky wrote a wonderful play. People are paying good money to see that play. And I have the capability and determination to deliver as much of the brilliance of the play as I can manage. The other actors do not exist. The directors do not exist. All there is is Arthur Brooks and the audience, and they will enjoy the show."
This is what happened. I totally ignored Rafi's instruction of speaking toward the audience. I cut off other actors when I needed to, I covered for them totally messing up Act I, I rearranged all my staging around whatever nonsense they were doing. Arthur Brooks was Arthur Brooks, minus a few tiny nuances which weren't critical, and the audience enjoyed the show.

(There were no horror stories from the second half of the show, which is mostly driven by myself, Lulu and Zusha. We know what we're doing.)

And you know what? I enjoyed it as well. I am proud of this show we put on tonight. I am not proud of my fellow actors, with the exceptions of Zusha and to a lesser extent Lulu (Her crazy stuff is great, but I think there's a lot more she could be doing with the lucid parts.), and I suppose Kalman as well because Kalman's always reliable. But I am proud of my own contribution. And even though Rafi wasn't able to pull the play together exactly, he did at least show me how to have a good time in it.

2012, January 27th, 15:06 and 53 seconds

The last performance was very good. Not a masterpiece by any stretch of the imagination, though in retrospect it could never have been a masterpiece with this direction, but it was actually close to script and there was energy and the sizeable audience was very responsive. My performance was a bit weaker than the third -the problem with extended days is that my enthusiasm gets diminished as they continue- and my first monologue with Evelyn was a little bit off. Plus, I got a bit confused at times and put my hands in the wrong direction or little things like that. But it was a pretty good performance, and everyone else was as good as they've been, except for Kalman who I think wasn't having quite as much fun with it as he'd had previously... you know what, none of this matters. It came together, most of the audience was satisfied, and now everyone's talking about the cast party which I'll probably blow off. I've got more important things to be doing now.

Now that I'm looking back, the play looks very different. It all looks poorly-conceived, even the parts that I thought made sense. When Rafi said he wanted me to have a prop, I pulled the pad and pen out of my pocket that I never leave home without, and he said that was great. It didn't strike me as odd to be writing things all the time, because this is what I do and I don't even think about it any more. All eight of my regular characters write down everything they're doing -even the Person who we really had to force into it. But apparently the way it came off was that I was a journalist of some sort, writing down notes about the people around me. This was completely at odds with the impression I wanted to give, that I was disinterested in everything around me. And I'm finding out now. Why am I only finding out now?

I'm remembering a lot of reservations I had about the show a month ago, which I pushed out of my mind because there was nothing I could do about them. I think the tone of our production was completely wrong, aiming for theatrical silliness instead of emphasizing the realism of the setting. I think the staging was haphazard throughout, and the characterization was barely there for most of the characters. I think it was much too slow, consistently - Arthur's scenes should have been the parts where the play slowed down to catch its breath, not the parts where the audience woke up because the play was suddenly moving more quickly. I look forward to watching the DVD at 1.5x speed, and seeing how much that improves the show.

Looking back, I can't think of a single decision of Rafi's (past the casting) that I agree with. There must have been one, but I've been running through the experience in my head and nothing's coming to mind. I think Rafi completely misjudged the tone of the script, I think he overestimated the competence of these actors left to their own devices, I think he was careless about important details, and I think he didn't push any of us (myself included) as hard as he should have.

I'm not sure I like what I was doing either. I had an idea I liked for the part, and Rafi said it didn't work. So I came up with another, more complex idea (It took me around five minutes to get into character before entering the scene.), I wrote out details for the entire script based on that idea, and Rafi wanted more of a straight man so I threw that all out and tried to be more normal most of the time, letting the depressed parts be little scary bursts of manic energy tht are then repressed. I don't think I pulled it off. I won't know until I see the DVD, but I retained a lot of little ideas from the first and second versions of the character, which probably don't fit anymore. I barely know who the character is, he's such a hodgepodge of different acting styles and plot functions. But I do know who he is as a person, I think, so maybe what I need to do for the April performance is to throw out everything I have worked on -absolutely everything- and just be on stage.

I suspect it'll be easier to be real when everyone knows their lines better (which Jeremy is going to focus on) and it's not just a big improv game. Maybe that's just an excuse. I don't know.

Thank God the play is over. ...sort of. Whatever.

2012, April 11th, 01:33 and 17 seconds

On Sunday night, I got fewer hours of sleep than I usually do. (Six, compared to the eight and a half that I need.) This was deliberate. Once Rafi left, I threw out my performance of Arthur Brooks and started over. Instead of being a surprisingly controlled person as I tried to portray in January, I played Arthur as a person who is coming apart at the seams. And I can do that more authentically when I'm exhausted. I also was careful not to drink too much on Monday, because it was a hot day and I wanted to be a little bit dehydrated. When Arthur comes on stage, he is not (as Rafi suggested) an enigma to the audience. He is hung over, he is miserable and he is cranky. I couldn't actually be hung over because I don't drink, so I hoped that tired and dehydrated would be enough.

I made a few other changes from the first time. For one thing, I wasn't using my regular voice anymore. This is because I found in rehearsals that when I did use my regular voice, I was apt to reuse other elements of my January performance: intonations, facial expressions, hand gestures. And this Arthur Brooks was an entirely different character: different physicality, different attitude, a whole different acting style really. None of what I had practiced all those times still fit, and slipping into those habits would damage the new character. Doing a different voice helped me get out of that mind-space. So I spent much of Monday, as I had a few days earlier, going over the voice I was going to use.

Well, no, that's a lie. I spent most of the day watching TV shows. I finished watching Avatar: The Last Airbender, which I'd been addicted to, and I watched Game of Thrones and Mad Men. But every now and then I'd talk to the screen, reacting to what had happened, in my Arthur Brooks voice. It's a gravelly voice, very tired and unmusical. But the problem was, when I chose to talk I accidentally used my natural voice half the time and needed to correct myself. I'm not used to using strange voices in normal situations. When I first woke up I spoke to my family in my Arthur Brooks voice and I think they figured I just sounded like that because I was tired, but later on in the day when I didn't feel that I had that excuse I reverted to my usual voice, and indeed when I came to the theater I was talking to everyone normally.

I showed up right on time (two hours before the show), which meant I was one of the first actors there. Jeremy asked me how I was doing, and when I said I was half-asleep, he said "Just the way I like it!". Dena did my makeup and did a very good job of it; then I waited around until the show. There was no warmup, which led me to worry that the actors would have no energy, but they started at a good pace.

I wondered whether I should abandon the voice, since I'd never gotten it right yet, but I decided to try for it anyway. This was a mistake: when I first spoke, I didn't get the right sound but just did my deep Ambrose Kemper voice from The Matchmaker. I suspect I spoke out of the side of my mouth at some point during this performance, though I am not aware of any specific point at which I did so, because that odd bit of facial manipulation was tied to that performance. Once I had committed to the voice, though, accident though it may have been, I knew I needed to keep going with it or disorient the audience. It sounded pretty fake, but it was better than discarding it in the middle.

All my staging was improvised, because Jeremy had not told me any staging and the staging from January didn't fit anymore. There are little things I regret doing -I moved at a few points when I should have stayed still, for instance- but for the most part I'm happy with how it worked out. I also improvised the details of my performance, playing off of what the other actors gave me, which was good because I couldn't have any idea what the other actors would be doing. They made some interesting new mistakes with the script, saying lines out of order and repeating lines and skipping lines and what have you. I tried to keep up with the changes, cutting people off when they were getting themselves into trouble and sometimes letting them cut me off when we could get away with it. (There were other times when I chose to continue saying my line even though someone was trying to cut me off, because the audience would have lost something important if I didn't get those words in.)

But you know what, almost everyone was on their game. It was quite a show. The audience clearly enjoyed it, and I don't think it was an unmerited reaction. And then they'll all have an anecdote to share about this performance, which is that Shai (with Jeremy's permission) added in a fake scene at the end to propose to his girlfriend in the audience. That's what people will remember, moreso than the problems like the unreasonably long pause between Act I and Act II (while the actors got their tefillin on onstage) or the places where people didn't know their lines. I think this was by far the strongest of the five shows we did.

And on that note, may I just say good riddance to this show. We finally got a good show out of it, but it took way too long and had too many frustrations without enough enthusiasm. For my part, I came up with a decent performance but if I had been at this state months ago (instead of being led down the wrong path and having to start over) it could have been something really special. I hope that is the last I will ever have to think about The Tenth Man.


two comments, the last one being anonymous
Anonymous Harel said:

I love it!
It remains to be seen how tonight will go.
will it be ad-libbed?
will it flow?

I'm waiting to know!

by the way, it was weird and cool seeing our conversation from your perspective.

Anonymous Anonymous said:

Finally!
Thanks for posting about it.. I wasn't sure that you would and I really wanted to know how it went.

Post a Comment




2012, January 5th, 15:40 and 07 seconds

View my slow crawl out of the gutter in December 2011Daily performance reviews for December 2011:(Rules)

Self-meeting for December 2011

Each day, I pick a character to play, follow the Rules for that character, and score myself on how I did. After the month, all my personalities get together to figure out where we stand and where we're going.
Character list

My personal goal in December was to be a more benevolent sort of organizer, not being too harsh about failures and trying to understand my companions better. It is not my place to say whether or not I was successful. What is clear from the performance reviews is that self-improvement was achieved in small measures, and that this self-improvement -like most self-improvement- was slow and gradual. Comparing the first few days of the month which dragged on pointlessly with the last days of the month which had a lot of energy and enthusiasm, it is clear that there has been a noticeable change. And though I said it was a gradual process, and this is true, we can also see one particular event in the middle of the month which turned things around. I am speaking, of course, of the conference room program, which we will be writing this self-meeting in for the first time today. The ability to speak to each other is key to having a successful relationship with each other. Without the ability for casual conversation, the Rules are abstract to the point of being academic for all except myself and possibly a few others. If we can actually talk to each other, as we would talk to other people via the internet, suddenly our characters and situations require significantly less suspension of disbelief to engage with. If there was one mistake I made this month, it was not prioritizing the conference room above all else -even Gamer Mom, which is by far the most important thing we're doing in the bigger picture. The conference room, in focusing our personalities and decision-making processes, allows us to achieve all the other things on the agenda. From the plan, there were two elements we did not get around to: creating marketable music and building a blog post to house debates between us. The other half of the plan -Gamer Mom and the play- were reasonably well-represented. If we had started the month with the conference room, I believe we would have dealt with all the bullet points on that list.

Not on the list, but also on display in the time allocation tables: The Legend of Zelda: Spirit Tracks, which reversed the trends we criticized in the "Living in Hyrule" chapters (which we ought to get back to), the social protest and its continuing debate, and some confusion regarding the Person's place in the group, which was addressed in the last blog post(s).

I didn't get a single day.

That's true. But it's not like we haven't been playing piano.

We haven't exactly been pursuing it.

I would like to point out that this conference room program is incomplete. I raised some issues, and they have not been addressed. In addition, we have not implemented several simple but important features from the design document.

This will all be dealt with next month.

No, it won't.

There is absolutely no time, with everything we've got planned. There's a March 5th deadline for Gamer Mom, which means at least a week of being addicted to that. And the play The Tenth Man opens on the 19th, so we should have a weeklong addict for that as well.

We don't necessarily need to have a full week for each. In general, I'm hoping to have shorter days in January.

That might not happen. I don't like ending a day before I'm done.

If you're not done, but you've fulfilled your obligation to work on the challenge for three hours, end your day and come talk to me. I may give you another day right away to finish up what you're doing, or I may decide that something else is more urgent but you'll get another day immediately after that. I'm not looking to leave everyone with unfinished business.

That is a sensible recommendation.

I'd like to point out that through no intent on our parts, the month was fairly symmetrical. It's like the seventh 74.

"The first day is frustrating, yes, but the seventh is satisfying."

I was speaking more to the convenient coincidences behind that post, but yes.

I have no idea what you're talking about.

What the Explorer is saying is that when you put in an effort, it ends up more beautiful than you intended due to God's presence. It's a religious statement.

I wish you'd stop speaking in riddles.

I just explained what we were talking about.

You shouldn't need to explain anything. If there's something that's so obscure it needs to be explained, it probably shouldn't be brought up in the first place.

Bl'bah.

Whatever.

Rule proposals

Summary
Rule proposals
Plans for January

Summary

Okay, let's get down to the nitty-gritty. I'd like to propose a new rule for the Worker. He shouldn't be able to watch TV or read comics if it's not in the schedule. We've had too many occasions where there's a free minute somewhere, a TV show sneaks in and there goes the rest of the day.

"When adjusting the time allocated to passive entertainments in a previously-declared schedule, the starting time can be made later (but not past the declared end time), and the ending time can be made earlier (but not before the declared start time). However, no passive activities may be added to a previously-declared schedule in time which had not already been allocated for the purpose."

I'm not sure I even understand what that means.

Don't move lengthen or add time for comics or TV. If you want those activities, you're going to have to allocate them.

Oh, also: "The first activity of the day may not be a passive activity."

I have no objection to these rules.

Excellent.

And I'm glad you brought up first activities, because I'd like to change the idea there. I think what we've been doing is clumsy. There is no reason to declare a first activity both on its own and in the time allocation table. But I do like the idea of starting the day on the right foot. So let's separate the first activity from the time allocation table.

The question, then, is how that fits in with the strict list of what may be done outside of a day.

It's not outside a day, it's just a part of the day that's not in the time allocation table.

Though, since you bring up the permissible activities outside of a day: we need to add conversation as an acceptable unrecorded activity. That way the conference room becomes a safe place, where we're not worried about going over the mundane activities quote but we can take as long as we need to get our heads on straight.

It's a fine idea, but entirely separate from the matter of unrecorded first activities. I will need to consult The Rules.

Okay. This isn't complicated, but it requires some editing of the "Activities" section. I will do that now.

Done.

Could you also write up the other rules we discussed?

Of course.

Done.

Okay. Are there any other proposals?

I propose you let me have a day.

Any other rule proposals?

No?

We will move on, then.

Plans for January

Summary
Rule proposals
Plans for January

Rule proposals

Let's figure out what we're doing in January.

Well, it's obvious, isn't it? We've got the play. That is set in stone. And we've got Gamer Mom, which is also set in stone. That doesn't leave a lot of time.

How much time would you estimate we'll need on Gamer Mom?

200 hours, I'd say. 200 hours by March 5th.

That should be 100 hours in January, and 100 hours in February.

That seems sensible.

No, that seems ludicrous. This is the time to be dealing only with the play. How is it that two weeks before opening night, so many of the nuances of the character are just idle thoughts, and not actually represented in the performance? We have two very different ideas here: the man who is completely broken and fools the world into thinking he is okay, and the everyman who stumbles into a scene of weirdos and provides someone for the audience to relate to. The first is my take, the second is the director's. I need to find a middle ground, so that we can both be happy and have a play better than either one of us sees it. This takes a tremendous amount of time. This is the time to be committing all available hours to the play.

The play must not come at the expense of the game.

The play is just a hobby; games are our life.

Speak for yourself. I really believe The Tenth Man can be something special.

Of course. I wouldn't claim otherwise.

There really isn't much time.

13.5 hours in a day, 23 days left to January. That's a total of 310 hours we have to work with if we waste no time at all in an entire month. Which honestly, is impossible.

100 hours on Gamer Mom. And a bare minimum of 104 hours on The Tenth Man, if you do the math. That's assuming we spend no time on it at all at home, but just go to the rehearsals and performances and call the job done. So that leaves 106 hours left in the month. I can understand spending 30 more hours on the play. Maybe 40. But if we leave ourselves only 50 hours of recreation and unanticipated activities over the course of an entire month, we are going to go insane.

Insanity would work well for my performance of Arthur Brooks.

Tempting, but it would mess us up in the future months. Plus, it would harm the Gamer Mom work. So no.

Addict, would 35 hours be enough?

Three days' worth? Heck no.

Look, those are the numbers. So either we push some of the Gamer Mom work to February, which seems like a bad idea, or we don't go on stage with the absolute ideal performance we can possibly have.

That is unacceptable. Over the last two shows, I have acquired a reputation for daring performances. If I give a performance in The Tenth Man which is underachieving, I lose that.

I really think I can get audiences to like this unlikable person. I think I can have people rooting for the impossible romance he finds himself in, even though it makes no logical sense. Or maybe because it makes no logical sense. I can create a character who seems like he came from an entirely different world than these old men, a world which is more sensible and yet empty.

You'll have to do that in 30 hours.

Let's not jump to conclusions. We're talking about options.

What if it turns out that Gamer Mom is actually more work than the Worker anticipates? Kyler starts another project on March 5th, it never gets done, and everything gets derailed for years.

Nothing is getting derailed. Calm down, everyone. We can figure this out.

I feel that I am owed.

Then you will be sorely disappointed. January is not your month.

I have yet to have "my month". The implicit policy from the old blog of treating music as an addiction akin to TV is still in full effect.

There is simply no time, Musician. I have no days to offer you.

I am going to lower your score each and every time you have a day, Thinker.

Fine! I don't expect I'll have any days this month, either. We can only have people who will make progress on our practical goals. That leaves just the Addict, the Worker and the Person.

What? How did I get into the list of productive people?

These two activities have social implications. That means you're part of the discussion here. Musician, you are not. Go away.

You may regret this.

We did promise to work on the website for our shul. How is this not also "set in stone", as the Worker put it?

There's no deadline.

Then we should set a deadline, no?

Fine! The end of February. That's the deadline.

In the meantime, you can be helpful by figuring out how to resolve the two visions of Arthur Brooks.

I think I can handle that, thanks.

I think the Programmer's challenge-oriented approach might work better, sometimes.

I'd be willing to give it a shot. It does sound like an interesting problem.

Fantastic! Then we have four characters, who will be the only ones in January.

A little piece of ourself died as you typed those words.

None of this is actually addressing the problem.

Yes, it is. With the other four characters out of the discussion, we now have a greater chance that whatever we decide here will not be strayed from, which means we're using every last bit of time available for the task at hand.

We could make up a new character who can handle Gamer Mom and The Tenth Man. It worked in December 2010.

That's an interesting idea. Who would you be thinking of?

Someone very interested in drama, and in the potential of little moments. Someone with an eye for the visual and the emotional. Actually, forget the new character. I volunteer to run the entire month.

 

 

 

 

 

 

You'd watch movies and act random. We need someone reliable.

So let's make a new character, who's exactly like me but reliable?

That doesn't even make sense. Your whole nature is as an agent of chaos.

I prefer to think of myself as... no, actually, that's good. Agent of chaos. I want to be an agent of chaos.

Excellent. Then you have no place in this conversation; come back in February. And we're not making a new character, because we don't have the time to tweak and test him. We're working with who we've got.

Suit yourself.

Okay. Four characters: Addict, Worker, Person, Programmer. But mainly the Addict and the Worker. The Person and the Programmer are just to keep the month from getting stale, really.

Gee, thanks. It's so nice to feel wanted.

Think of yourselves as understudies.

It does make sense to have understudies.

But mainly we're relying on the Addict and the Worker. The Addict is only allowed to return after two days of other characters, so the Addict's days should be as long as possible and the Worker's days should be as short as possible.

I don't understand.

That way we can squeeze two Workers in between Addicts, and have flexibility about which activity each Addict is pursuing. But "as long as possible" is going overboard. I'm afraid that after reaching an average of over 7/10 for the month, which is quite necessary in January's case, the Addict will simply take the rest of the month without needing to worry about quality.

Fine. Not as long as possible. But on the long side. We'll keep in conversation during the day, and see when it's best to end.

We're still not addressing the problem. It's simple math. There are not enough hours.

We could sleep less.

No, we could not. I know what you're like without eight and a half hours of sleep. I'm not interested in going there.

You know, most people don't sleep so much.

Maybe they don't put as much energy into each day as we need here.

Or maybe they do, and we've just gotten too used to having this much sleep.

It doesn't matter if you're right. We can't risk it when so much is on the line.

Fatigue would become Arthur Brooks.

No.

Please stop dancing 'round the issue.

Let's figure on 85 hours of Gamer Mom.

Oh, damn. I messed up my calculation. I forgot the last day is a self-meeting.

 

 

Right.

Oh, and also I wasn't accounting for mundane activities.

For God's sake!

I think whatever we decide on, by the way, should leave in time for TV and comics.

And we can't neglect the blog for another month. We just can't.

People! We do not have an infinite amount of time!

This is why we are looking to you to decide how the time will be spent.

Now, let's do the calculations properly.

Let's figure that we have an average of ten hours per day (not game-day, but "day" in the conventional sense) that's not claimed by sleeping, eating, other mundanity, brief lapses into addiction and unexpected events.

That seems high. What if some social opportunity comes along?

Let's say an average of nine hours per day that we can actually plan for. We have 23 days, not 22, and the self-meeting will be the first of February. So we have 207 hours to work with.

That is nothing.

Now you're catching on. If it's a hundred hours on The Tenth Man just with the transportation times and not even adding in all the extra work of trying to do a good job, then 100 hours of Gamer Mom is a fantasy.

I don't want to leave it all for February.

We don't need comics and TV.

Sherlock is awesome. I would like to watch it.

And that's not an option. We're forgetting about the transportation. During that time, we'll be playing games on the Nintendo DS. That will serve as the entertainment this month. No comics, no TV, no music, minimal internet use. The purpose they serve is not needed when we've got another kind of entertainment available.

There still aren't enough hours.

Gamer Mom has to go.

No.

Gamer Mom stays.

You're making this very difficult. This plan is absurd. We cannot give equal attention to the game and the play. We simply cannot, and no amount of stubbornness will change the fact.

I'd like to sleep on it. We'll meet again in the morning, and conclude this meeting so that the Addict can get started with Gamer Mom.

Good night.

Good morning.

Have you come to a decision?

Good morning.

I have not quite decided yet.

Let's put all our energy into the play, like the Explorer suggested. December 2010 showed results.

It showed results because there were no distractions at all. Nothing but the play. That is not an option in this case. Gamer Mom is a higher priority than the play. If I were convinced that we could not do both to the expected level of quality, I would say that the play should suffer for it. Thankfully, I am not convinced of this.

Now, let's rethink our calculations one last time. December 2011 started late. January 2012 is also starting late. It's not the end of the world if we decide right now that February 2012 will be starting late as well.

This doesn't match up with how the rest of the world calculates time.

Nor does our use of the word "day", but that's not hurting anyone.

We really shouldn't be calling those "days".

I know it's shocking that I of all people would suggest such a thing, but this is not the time to discuss semantics. There is a precedent for lengthening months when the work is not done. It will not be possible to do a hundred hours of Gamer Mom by February 1st, for all the reasons brought up and others. But doing it by February 5th is quite a different matter.

If that's the case, then we can stop at February 1st and simply do less this month.

Yes, I suppose we could do that. That way we get a coherent story of February as a focus on Gamer Mom.

Actually, yes, that does work much better. Thank you.

Here, then, is the plan. We will not worry about the number of hours as we go.

We really should.

We will instead worry about maintaining balance between the play and the game. They are equally important in this month, and to neglect either is inconceivable. So if we feel that we've been spending more time on the play than the game, we shift our focus to the game. And vice versa. On the subject of vice, I will allow comics and TV for the simple reason that if I ban it, there will be a flood of wasted time just as we're starting the critical month of February.

Thank you.

Of course, these activities are only allowed for the Worker, and the new restriction which the Worker has kindly agreed to means that all such time needs to be scheduled so that it does not get out of control. I will expect every schedule to be run past me before it is declared. I will be generous in the first half of the month. Possibly less so as we get to crunch time.

You're talking about just twenty or thirty hours of private work on the play, if we follow that strategy.

I will not deny that the time on the play will be limited, especially since we do have other concerns: the health of the blog, adding the final touches to the conference room which should have been in last month.

We do not have time for the blog.

We will find time for the blog.

Nothing fancy, no interactive posts or really ambitious ideas. But at least we can write about Fear Itself, about Ocarina of Time, and about adventure games.

That's an extra forty hours tacked on, easily.

And what of the changes to the way we run the blog? Shouldn't those be done as soon as possible?

Absolutely not. That will be February, or maybe even March. For now we coast on what we've got.

I don't like it.

Noted.

What about the shul website? We did promise.

Again, not this month.

It's bad form to promise to do something and then not get around to it.

I am aware of that.

Basically, what is going to keep us focused on Gamer Mom and The Tenth Man is not any policies I set, but simply the influence of the Addict and the Person.

The Person is not known for getting things done.

He will be now.

You can't simply make up new personalities to suit a single month.

It fits with where the Person has been. These are important social obligations, as I have previously pointed out.

And what if he decides to spend an entire day just hanging out instead of working?

Person, please do not spend too much time with other people (other than Kyler and the Tenth Man cast) during January.

I can't guarantee that they'll be enough.

This is why you have Shabbat.

Okay. What of game night? Can I try to catch the tail end, as we did this past week?

Yes, okay.

You are imagining that there is more time than there truly is.

End your days quickly, except for the Addict. Don't sleep for longer than 8 hours. And never mind the numbers. This is going to be a fun month, for all of you.

That's it, then? "Balance"? That's your plan?

Yes. We'll see how it goes.

Have fun.


2012, January 4th, 12:15 and 27 seconds

261211002.htm

Humankind, I can explain...

I'm not sure what I should be doing now.

I guess I could end the day, but I feel like there's something I'm forgetting to do.

You were going to write to the blog.

Yes, I was.

People are actually reading the blog, which is really odd.

And it's a problem, because there's nothing new there.

But I don't remember what it was I wanted to write.

Well, look at what's going on right now. You're basically-

"Cheating on the Human Race", that was it.

Yes, that was one idea for a title.

Was that the social game?

Yes. The idea is that you're trying to figure out how to approach normal people, when you've essentially replaced them with yourself.

Yes. Is there a way I can word this, so that it won't have a creepy sexual undercurrent?

No. Embrace the sexual undercurrent.

[shudder]

:)

"cheating" is the right word. It creates a sense that what we're doing is taboo.

It sounds like bestiality.

Nonsense.

Well, it does.

The title gives the wrong idea.

No better title is popping into mind. We can think about it.

But no implications of bestiality.

Fine.

Are you sure you want to write this post yourself? It takes a long time to write an interactive post.

Well, it's best if I do it. But honestly... no. I'm not sure this is what I want to do with the rest of the day.

I have the sense that there was something else, some simpler post I had in mind.

Maybe you should have written it down.

Sure, but I didn't.

You know, I really like "Cheating on the Human Race". It's catchy, it's provocative.

No bestiality!

Fine, fine.

This is yet another reason why I should write it myself.

So do that.

Maybe I will.

Look, this is obviously a turning point for you.

Guh. Don't remind me.

It was a lot easier to just ignore you guys.

What's changed?

I don't know. All I know is that when I tell people about this program, they don't react like I thought they would.

What is it you thought they'd think?

I don't know, that this is a bit of strangeness that intrigues them. Or something. I don't know.

What difference does it make if other people are interested? Is our entire life just an amusement for other people?

Well, yes.

I mean, don't get me wrong, it would be great to actually do things. I'm all for working on Gamer Mom, for instance. That can get me actual respect. But while I'm not being respected, sure, I'll settle for amusement.

Interesting.

Oh, go on, say it. You think that's pathetic.

No, actually I'm not sure how I feel about it. I guess I just never considered the idea of creating amusement being such a goal of being strange. But maybe that's all it is.

Of course you're trying to amuse people. What's the whole blog?

It's a story I'm telling my future self.

Sure.

Then why is it on the internet?

The public nature of a blog gives the story legitimacy in my eyes. But the intended audience is not the public. It never has been.

"Legitimacy"?

Yes. It says that this is not a story I'm ashamed in. And that creates expectations about how this story is going to be ending, i.e. there will be a point to all of it.

Most blogs on the internet don't have a point.

Their writers are treating them as tools of communication. I Am Not... is a story.

And the purpose of a story is to entertain, no?

Point taken.

 

I suppose strangeness is about eliciting reactions, in a way- by seeing something that you don't expect, it expands your worldview a little. [The Trip: Diversity (and lack thereof)]

Citations, now. What the hell have I gotten myself into.

There's something inherently idealistic about nonconformity.

See, that I don't buy. I could be okay with conformity.

Really?

Sure, why not?

All that work, to end up as someone who'll always be second-best next to the natural normals.

No one's naturally normal. You learn it as you go along.

True enough.

But better to aim higher, no?

I don't know. I really don't.

 

Then why are you here? Why did you vote to keep this game going?

I don't know.

I was really surprised, I've got to be honest. I thought you weren't interested in any of us, because we're not "real" people or whatever.

You're not.

And yet...?

And yet nothing. You're not.

I don't get it.

You know, when I tell people what I'm up to and they practically back away because they don't know what to make of me, I should want to throw away everything that's causing that. I should want to reassure them that it's not so weird really. It really is very awkward to tell anyone about this. I mean, I can't quite claim to have multiple personalities because that implies a lack of control. And this is all so rigidly controlled.

All multiple personalities might be something like this. [Semantics, Part 3]

You can't actually believe that.

There are some things about this text entry which need to be fixed. First, only the part of the line which is visible should be drawn. Drawing so much offscreen is slowing the program down. So we'll need to figure out which part of the line actually needs to be drawn. Actually, that should be very straightforward. Second, when switching characters textX should immediately be set to textGoalX without the scrolling. There's no sense in thinking the caret is in the same place for two characters. A separate problem is that when a new character is brought in while another character hasn't finished typing, the program thinks the text is for the new character. That's just a simple oversight.

It makes sense. If it were an act, in the same way that any persona is a controlled act, I think multiple personalities might look exactly as they do. Which is not proof of anything, but it means that this isn't an outrageous idea. Regardless, what we're doing is in some ways unique.

There are plenty of people who talk to themselves on the internet. We didn't invent the idea.

Most people don't take it this far.

This is true.

Most people are content with a little bit of quirkiness. This here is full-fledged uberquirk.

The word "quirk" doesn't even belong here. I think the word you're looking for is "insanity".

Or possibly "disorder".

Ugh. Don't even joke. This is all a conscious decision, we don't need to make a new category just to make people feel better about being quote-unquote "normal". This is a choice.

The program is slowing down. We've never had a BlitzMax program run for such a sustained time, and maybe this just happens. Or maybe I need a new graphics card. Or more RAM.

We'll manage.

I was saying that it's awkward to tell people about this "game", or whatever you want to call it.

And I'm really embarrassed when they react like that, but somehow it feels right, you know?

I don't know what it is that you would consider "right" about this situation. Like I said earlier, I didn't expect you to be onboard.

It's just, like, maybe this is who I can be. I can be that weird guy.

That doesn't sound dignified.

But maybe it's enough.

Maybe it's enough if I'm really, really, really weird.

We are that.

You know, there is a goal in all this.

We're not just being weird for weird's sake, I think we can actually accomplish great things like this.

Maybe. Maybe not. For now, all there is is the scared look on people's faces when they hear.

And there's this conversation.

Yes! And there's this conversation. And y'know, one on one you're not so bad. In the whole group it was like this really aggressive "Fictional Character Pride Parade", and I just wanted to run away. But in the moment to moment of this thing, it's really not so bad.

I don't understand you. Having pride in this system is going to alienate you from other people. That's obvious. You can't say "I spent two hours talking to myself yesterday.", and expect the person to still see you as someone they can relate to.

So, what? I should hide my face?

At very least, you shouldn't go around announcing the most extreme examples of your strangeness to the world. You're out leading the parade, and it just doesn't add up in my head.

I can't tell whether this is a lapse in your characterization, or if you're lying, or what.

Don't insult me. I know who I am.

Then explain it to me, because I don't know who you are. I... I ought to know who you are, but I have no clue. Give me something to work with.

"I spent hours talking to myself today." There you go.

:D

I don't get you at all.

Well, it's the first date.

I guess it is.

 

Do you have any idea what you're going to be doing next?

Not a clue.

Figures.

If I might interrupt...

By all means.

The Rules let you switch to any one character. Switch to me. I'll start by working on Gamer Mom from 21:20 to... say, 23:00. Then we'll write out the post together until 1:00. I have no hesitation about working on things like this, and you are the one who actually wants to write it. Let's work together, and see what happens.

We can split the post into two sections, so that you have this big open dialogue between Person and Thinker on the one hand and then a "normal" conversation on the other with a normal person.

Working this conversation into the post, to give a frame of reference. I love it.

Do any of you have an idea for a better title than "Cheating on the Human Race"?

That's a good title.

How about "Humankind, I can explain..."?

That's not bad.

It's a bit informal, no?

No, that's fantastic. We can have two titles for two connected posts. One formal and comfortable, the other informal and awkward. It's perfect.

You mean that the other title would be the filename.

Exactly.

It's already 21:21. We should move this along. And then at 1:00 I can watch Doctor Who-

Ha! An ulterior motive!

Always.

Okay, let's get going then. Don't want to keep the Doctor waiting...

Good luck.

Judging by the reaction it provoked, I probably shouldn't have blurted out that I regularly chat with myself and have made a computer program which has no other function than to enable this behavior. Ah well, the cat's out of the bag. The truth about me would have come out sooner or later. How do I play this?

"Doesn't everyone talk to themselves, now and then?"
"I'm not crazy. I just find that it's a good technique for planning and managing my life."
"Yes, I'm crazy."
"I was joking. Ha ha."

"I don't."

"You should try it some time! It'll change your life."
"Oh, you're one of those."
That was an exit line if ever I've heard one.

"You know, I can't say I've ever considered that. That is an interesting suggestion. But I don't know how long I could stand talking to myself. Otherwise, a very.. um, yes. Interesting suggestion."

Wow, talking to oneself as a burden... this is a person who needs help.
Maybe multiple personalities aren't for everyone.

I advise: "See, that right there is the sign of an unhealthy relationship with yourself. Like any relationship, it all starts with communication. If you're not willing to talk to yourself, how can you work out your problems?"

"Well, some people go to therapists. Me, I'm not crazy, so I don't think I have anything to worry about."

"Bah, therapists. They don't know you like you do. Think about it."

I admit: "It is a struggle sometimes, to face myself and be totally open about everything. It's always worth it, though."

"I'll just take your word for it."

"One of what?"

"A normal person. Shudder."

"What's wrong with normal people?"

"You mean besides the lack of personality, the mindless conformity, the all-consuming greed and the pointlessness of their existence?"
"Oh, nothing. I'm joking."

"What is wrong with you?"

"Nothing! I am a liberated oddball, do you hear me?"

An awkward silence ensues.

This is excellent. I've efficiently established myself as a weirdo, and if I don't press any further on this subject I may even be seen as the harmless, noncontagious kind. A change of topic is needed, right away.

"So... play any videogames?"
"The play I'm in is coming along nicely."

(Oh my god that was the worst thing I could possibly have said. What is wrong with me?)

"Sometimes.".

Oh, how delightful. I think we'll call this interaction a success.

"Oh?"

"Yeah, I pretty much know what I'm doing. I thought I knew what I was doing before and the director didn't like it, so I've diluted it to fit in with his vision, and now it's fairly easy and simplistic so I'm looking to see if maybe I can find new challenges in the nuances of the voice of it. I'm not entirely sure what he should sound like. Maybe I should record myself doing the lines a bunch of different ways, and see what works best. But I don't really have time to do that this week, because I've got to finish the blog post I'm working on first. There's never enough time."

I'm not getting a response here, having not left an opening for one. So I continue. This person has obviously become a third wheel in my conversation, but it's better than awkward silences, right?

I continue: "There are so many things you think about that you don't know you're thinking about, just because it doesn't seem important enough to reach your consciousness. But the other thoughts all affect what you're doing, whether you like it or not. By defining eight aspects of my personality and then having those aspects talk to each other as fictional characters, I'm taking everything that I might not have been aware of on a conscious level, and putting it out in the open as a debate."

"I don't think you can reduce a person to just eight personality traits."

"That's true, but it's a good shorthand."

Uh oh, I think there's something to that criticism.
Show how the Rules have improved my life.
Concede that I might be full of shit.

Maybe this isn't about my real subconscious. God knows I'm having to fight aspects of my personality which I never put there. Maybe this is all just fooling myself into thinking I have control.

I should defend the practice. I can work out the ideas as I'm talking.
The world doesn't need to hear my nonsense. I should keep it to myself in the future.

"Even if this isn't a perfect representation of my psyche, truth comes out in fiction. And with a fiction as diverse as this, with eight different sides all with different perspectives, I always find a way to put the truth into someone's mouth."

Hm. I don't think anyone's very interested in whether I'm a hypocrite or not. Shame- I would have enjoyed a rigorous argument. Maybe later, with my selves.

I remain silent after that, thoughts floating around in my head and getting lost because my brain doesn't keep HTML transcripts. I have no desire to stop playing at multiple personalities, and I will defend my right to irrationality if necessary. But I don't need to get into this argument if I'm going to lose it. What I do in the privacy of my home is my business, and I need to stop trying to make it others'.

"Sometimes I get stuck in one way of thinking. And that's a trap. After a while your habits and attitudes become a hindrance, when you're trying to do new things. So I switch to whatever character will not run into those pitfalls, and either I let that character take over or I let that character argue and advise the character in charge because they're coming from a different perspective."

"You are a very strange person."

I don't think I've explained the idea clearly.
We're ending at "strange". Not "crazy". That's a win.

"Every day, I pick one of these characters to run the day. And there are specific rules for those characters, and at the end of the day I score on how well I represented the behavior of that character. It's just acting, really. Just without a stage. Well, my blog's the stage. Anyway, what's improved since I've made this new computer program is that in the moment to moment of life, whatever rules I've set can seem kind of abstract. But characterization in a dialogue is a lot more clear-cut. I can easily see whether I'm losing the character, and try to get into the head of this character better if that happens. So that bleeds out into the rest of my life, that understanding of who I am that day."

"Most people don't need to go to such lengths to know who they are. And who they are isn't some made-up character."

"All personas are fictional. And most of them aren't really being controlled on a conscious level. This is better."

"Thanks."

"On the other hand, I might just be rationalizing a silly idea." Why did I start this, again?

Because multiple personalities are awesome.
Because my plans are too big for any one personality.

"Multiple personalities are something that I've thought about for a long time. Like eight years, or something like that. And at some point I just decided to stop thinking about it and go for it. And because I'm insanely analytical I decided to do it systematically, and here I am now." That sounds kind of pathetic, now that I say it out loud. "It's not as dysfunctional as it sounds. We actually get things done... on... rare occasions."

"Sounds brilliant."

"The... core of my rationalization revolves around the idea that my plans are too massive to handle unless I split my personality. I mean, I am planning to invent or reinvent five different art forms. And I actually have plans, going decades into the future, to pull that off but it just seems like it's too much for any one version of myself to pull off. So maybe if I keep switching between characters, and find or... unlock all the potential there, all the different potentials there, then maybe I can do what I feel like I need to do."

"You know, having multiple personalities generally doesn't lead to reinventing art forms."

"Okay. Well, we have plans."

"Okay then. It's good to have plans."

"Well, at least you know you're crazy. That's good."

"Oh yes, I have no illusions or desires about being what most people would consider sane. Being crazy is way more interesting. I never know what I'll do from one moment to the next!"

Elaborate on that thought.
"There was one time..."
Pontificate on the virtues of being crazy.

"It's like... my parents were wondering why it is that I don't consider any woman I've ever met to be dating material, and I told them -truthfully- that I'm only that interested in people like me, and that I haven't met any other people like that except for me. So they said that I shouldn't hope for someone like me, because that can get boring. That it's better to be with someone who surprises you. But the thing is, I always surprise me. When I'm talking to myself, it's magical because I actually do not know what I'm going to say next, but when I say it it feels like I've always known."

"You've... always known what you were going to say next. I can't imagine how that works out."

I haven't made myself clear.
I've said too much already.

"Well, yeah, obviously these characters and the things they're saying and doing don't come out of thin air. But when I'm limiting my perspective to one character or the other, that character doesn't necessarily understand any other character. He's in his own little world. They're like different colors that the light is passing through, losing some of what it had along the way so that it can have a solid color on the other end."

Judging by this awkward silence, I don't think I'm getting through.

"It's like I'm actually removing aspects of my personality, because it's like something in my game The Perfect Color. If you try to do everything at once, you end up with a gray mush. So you actually need to decide what you're going for beforehand, and not pay attention to anyone who doesn't like what you're doing or thinks they know better. Life is like that."

Nope. Still not getting through.

"Do you know the Legend of Zelda series of videogames?..."

"Whatever, you know what I'm saying."

"I think you were saying you're crazy."

"Yes. That. And also other things, but whatever."

"There was one time I wrote an interactive blog post that contained every other blog post on my blog as its choices. It took me two months, and that was after a year of laying the groundwork and preparing. The idea of the post was that it was just me arguing with myself, revealing the subtext behind everything else I'd written and presenting it all as this big argument between different versions of myself taken from different points in time as I was writing the blog. I'm not sure if it's a very good post, but I just like the idea of a blog post which contains the entire blog it's in. Sometimes I can't see whether what I'm doing makes any sense on a basic level because I'm so fascinated by these high-level big ideas. It's a failing of mine."

"Uh huh."

Say more about the blog.
Say something else that's crazy.

"Now, of course, the blog is a lot more sensible. It's all the eight versions of me arguing about where we're going, in an orderly fashion at the end of each month and also making statements at the beginning and end of each day. The whole multiple-personality idea that the program's a part of is just because I wanted more material for my blog. My blog took over my life quite a while ago. It's why I've ever done anything."
"Uh huh."

"It's true. Without the blog, I wouldn't be where I am today. Which is not much of anywhere, really, but I am doing things like making games and acting in plays and writing screenplays so there is that."
"Okay."

"I still would have been composing things without the blog. That has no connection."
"Naturally."

"My blog is at www.thebuckmans.com. You shouldn't go to it, you probably wouldn't like it."
"Okay."

"I have a piece of music that's called "Variations On V.O.V.", which is made up of seven variations on its own structure. It's so complex that when I was writing it, I had a piece of paper which was a key to the structure of the whole thing, and without that piece of paper I didn't understand anything I had done but with it it all seemed elegant, like the whole thing made perfect sense and couldn't possibly have worked any other way. I wish I had a key like that for life, where I'll see what the brilliant idea was that led to all the things I'm doing now. I should have written down a clear mission statement when I started all this, but instead for some reason I wrote it all cryptic and incomprehensible. So only that version of me understands what the hell we've been doing all this time, and honestly I'm a bit skeptical whether even he has any idea or if he's just making it up as he goes along like the TV show LOST. I'm honestly a bit afraid now that I'm saying this that maybe there isn't any big idea, or that maybe it's even worse if there is a big idea but no one will ever see it because it's too abstract. So in the end all it is is random notes being played."

I have nothing more to say on the subject, nor (apparently) does my companion. I suppose we'll have to leave it there, then.

"I don't understand why everyone chases this ideal of normalcy like it's something to be proud of. Congratulations, you are just like everyone else in the world. You could die tomorrow, and no one would notice except the standard role-fillers who will find someone else to replace you in their lives. I mean, sure, they'll grieve, but then they'll move on because there's no shortage of boring people out there. The world is positively littered with them. But if you're crazy, then you're one of a kind. No, I guess that's not true either. There are categories of crazy. I guess I don't know what I'm talking about."

"What's wrong with categories? I have no problem with any of the categories I'm in. And if I did, there's no one forcing me to do anything. But I don't generally think to myself: 'If only I were less normal and more crazy.'"

That is insulting!
Just answer the question: "What's wrong with categories?"

I snap back: "No, of course you don't! You'd have to not be exactly like other people to not be comfortable with being a cliché!"

"Hey, you don't know me."

"And I don't think I want to. Good... day. Good day."

"There's nothing wrong with categories unless you're not precisely the kind of person that the category was invented for, to such a degree that the stereotype actually is your path to self-fulfillment. If you're even the tiniest bit different from what's expected of you, then you just throw away what you really want to be doing and replace it with what you think you're supposed to be doing so that everyone you know can think of you as just another member of a group they think they know well instead of actually getting to know you as an individual. And as it happens, I don't believe anyone in the world actually is who these groups are supposed to be to such a degree that it's not stifling, so yeah. Categories suck."

"The majority of people are perfectly happy. If you're crazy, I can see how you wouldn't be happy. But that's not because of the people around you. It's because you're crazy."

Well, I walked right into that one. Touché, or something.

"Were you joking, really?"

"No."
"Yes. I am normal. I am a manly man who drinks beer and talks with friends about sports. I leave the toilet seat up, and am mocked for it."
"Does it matter? Chances are you've already made your mind up about me, one way or the other."

"Then why did you just say you were joking?"

"I don't know."
"Because I thought it would be funny? Clearly I was mistaken."

...and that's the end of that conversation. Good going.

"Alternatively,", I offer, "you might have no sense of humor."

"I have a sense of humor. You're not being funny. More like disturbing, really."

"Okay then."

"You leave the toilet seat up."

"No."

"Sorry."
"At some point, you should probably stop repeating what I'm saying and say something for yourself."

"Would it be any better if I said I watch popular TV shows regularly?"

"Hey, it's none of my business if you say you talk to yourself. I don't really care what TV shows you watch."

"So it wouldn't be any consolation if I said I watch The Simpsons?"

"What do you want?"

"Nothing, we're just having a conversation."

"Okay."

"I... would have no idea what to say to someone like you."

"Oh. Okay. Sorry."

"Hey, I didn't say anything."

"You don't need to. I see what you're thinking."
"But if you were to say something, what would it be?"

"Don't drag me into this. If you want to talk to yourself, that's fine. But don't pretend you know what I'm thinking. I didn't say anything to you."

"No, you didn't."

There is no reply.

"Do you think I'm crazy?"

"I'm not going to tell someone they're crazy. That's between you and a psychiatrist."


eight comments, the last one being from myself
Blogger Kyler said:

I was thinking about scheduled gamer mom work time as well.

Blogger The Reish Galuta of the Geula said:

Doesn't the conference room slow down your thought process? I mean you can think a lot faster than you can type, so in order to have a proper conversation you need to slow down your thoughts.

 Mory said:

It does slow down my thought process, but it also focuses it. It's an acceptable trade-off.

Blogger Kyler said:

Can you provide an easy to find legend for all of the characters' colours on your blog. I can never remember who is who.

Blogger Kyler said:

"Bah, therapists. They don't know you like you do. Think about it."

Hilarious line

 Mory said:

Thank you. And thanks for suggesting a reference. I'm going to include one whenever it's called for from now on.

Blogger zusha said:

hey! ya it's zusha the dude from the play ;) can i ask a new comers question..?
when you write in this program, then the program is the one that responds to you or is it you breaking up your thoughts into many characteristics?

 Mory said:

Hello, Zusha. I'm not entirely sure I understand your question. It's just a chat room where I talk to myself. If you're asking how I think of these personalities -myself vs. others or different versions of myself - it's more like I'm splitting my opinions. We all can see things from lots of different angles, but we limit ourselves to one way of looking at things because that's the persona we've chosen. By switching back and forth between personas, I'm not dismissing the ideas that occur to me but engaging with them and seeing where they lead.

Post a Comment




2011, December 6th, 13:37 and 39 seconds

View the colossal shark-jumping of November 2011Daily performance reviews for November 2011:(Rules)

Self-meeting for November 2011





Well? Say something. Let's see what new string of nonsense will come tumbling out of your mouth as justification for choosing this over letting me have a decent life.

I'm not sure I want to hear this. I think it might just make me sick.

The problem was the Panic Mode rule. It's as simple as that. I recognized last month that it was not having the appropriate effect, and we tried it for another month but it was still a bad rule.

I had a decent month.

Look, it's just... god.

Yeah? Let's hear it.

The problem was me.

You don't say.

Please. This isn't easy for me. Why do you think I've put off this post for almost a week?

Because your entire game has collapsed, inevitably.

A vote.

What?

I would like to put it to a vote. The whole system. We will vote on whether or not to continue playing as these eight characters. The alternative is to go back to where we were in the performance reviews a year ago, and find a different way forward. A less radical way, perhaps. This is all my idea, to treat life as though we have multiple personalities, and I am failing to make it work. That becomes more apparent from month to month. So we will vote. Of course the Rules will change drastically if we choose to continue, because there must never again be a month like November 2011. We spent more time out of character than in. We watched TV for days on end, without even acknowledging the problem save for late-night bouts of crippling depression. The Panic Mode rule would go, replaced with rules that give positive reinforcement rather than punishment. Some more rules would be added to my character page as well, because my self-centeredness is the reason we are in this mess. In retrospect, asking the rest of you to come up with your own plans for the month and stick to them was an admission of defeat on my part. I didn't understand or care about any of you enough to be the proper leader you need, who you can trust and feel comfortable with. I tried turning the Musician, who is frankly a genius, into a simple productivity tool, and when he was not the character I wanted him to be I was angry. I did not allow for failure, which is a terrible attitude. Even in failure, I need to be accepting. Only then can there be a healthy group here. I came to these conclusions in talking to our mother and to Moshe, and it is my hope that if we finish the conference room program quickly we can talk to each other in ways which lead to such understandings. This sense of isolation that you all had, and the fear of stepping up to the plate that ultimately brought down the entire system, all of that is on me and I would need to change that about myself. But first we need to put the system to a vote because we never have voted on the system itself. We just moved forward, with me assuming that we'd all be on the same page. But that kind of team can only come through honest and constant communication. We start today, with this vote. If we vote to stop, we stop. I'm not going to be a dictator. Now then: Do we continue with The Rules?



Everyone will need to vote, even the Addict.

I vote no.

He speaks!

I'm not interested in music, or games, or acting. I want to watch TV. It takes minimal effort, but lets you believe -for however long you're watching- that there's a whole world that continues from episode to episode and is still there even when you turn the show off. Even the most lightweight shows can give a sense of comfort that actual life takes years to reach, and when we're talking about the really great shows of today (and today's television has a lot of bright spots) there's also much to think about, and discuss, and write about. I could fill twenty posts just with thoughts from the TV show Homeland. And don't get me started on the strained relationships of The Amazing Race- there's truly fascinating drama ther. For instance, back in season six-

Please don't ever speak again.

Whatever. My vote is no.

What we are doing is unnatural. We need to be open to all opportunities at all times. By deciding at the beginning of the day what sort of day we should have, we are guaranteeing that much of the day's potential will be completely ignored.

If you're referring to the restriction on piano, I imagine we'd be taking that out as it was part of the Panic Mode rule. I still wouldn't be playing any music because it just doesn't interest me, but anyone else could come up with themes and count that as "mundane activities".

And be penalized for it. No thank you.

Only if mundane activities exceed one quarter of the day, which is a generous allowance. Any more than that and music can become a dangerous distraction.

I was a more prolific musician, once.

What if I made an exception in my own rules for music?

Programmer, that will be entirely unnecessary. The Musician has made his feelings clear, and we're going to accept them.

Well, I don't give up just because things haven't gone my way immediately. This is a very interesting project we're engaged in, and I think with continuous tweaking it can work. We had one bad rule which wasn't discarded quickly enough, and we'll need to be willing to make drastic changes during the month to deal with things like that. But let's not hrow out the baby with the bathwater, eh?

Is that a vote for the Rules?

Yes, it is. I vote to continue.



Explain to me what it is that I can possibly get out of pretending to have dissociative identity disorder.

Certainly. I mean, it's not truly split personalities, but that's neither here nor there so I'll just tell you what the benefit is. During the course of whatever you work on, occasionally you reach problems you don't know how to deal with. Correct?

Yes. That's when I ask other people.

Instead of other people, you can ask us.

It's a poor substitute.

Hello, Person.

Other people will actually know the answers. You guys only pretend to.

Exactly.

Everyone just pretends to have the answers.

Spare me the philosophizing.


Please, let me think for a few minutes.

It seems like this is all just crazy for crazy's sake.

It's not. There's logic to it. Just give me a minute to find it. Honestly, I was expecting you to just vote "no" offhand, so I didn't think about this from your perspective. But if we continue I'll need to be taking everyone's perspective into account on a regular basis.

Well, you know exactly what my perspective is. I want to work, I want to be happy, I have no use for stories and silliness. Sell me on this. What do I get out of being one of eight?

You get a team backing you up. Everything you need, everything you can't get by yourself, we're here for you.

So if I say that I want to be making money, on a regular basis? What if I point out that that is a universal necessity in this world? What will you do to get money?

I don't know. It's a tough question.

It's not tough at all. It's called a regular job. If I tell you that I need a regular job, with regular hours and a steady paycheck, what do you say?

I say okay.

What?!

Really.

Really. I can't get out of the common sense that we do need to be making money somehow.

Thinker, what are you doing?

I'm trying to not ignore a position that makes perfect sense in favor of holding onto the status quo.

It's funny you put it that way, because I think holding on to the status quo is exactly what you're after here. You see you might lose the Worker, so you're making unrealistic promises to keep him in your good graces.

Making money is unrealistic?! What planet do you live on?

Programmer, this isn't about "losing" anyone. It's either all of us or none of us, but the Worker raises a good point.

I can't believe I'm hearing this. You know that a 9 to 5 job is unfeasible while we're following the Rules!

Then we need to find a way to make it fit!

I am not going to restrict my activities to the end of a day, when I have no energy left!

A rigid schedule takes out all control over what we accomplish in life. You must see that.

I do. But we can't keep leeching off of others forever. We've been saying as much for months.

Yes, we need money. But within this system we're building!

And how is that supposed to happen, when apparently making money doesn't fit in your system?

We can talk about this later, my point is that I am open to all possibilities.

We won't have many possibilities if the Worker gets his way.

It's odd, don't you think, that I'm expected to work for all of you and be what basically amounts to your slave while even the tiniest thing I say is ignored and I'm made out to be the enemy. To hell with all of you.

If this is the sort of organization that we're going to have from now on, then I won't be a part of it. I change my vote to no.

Same here. I'm not going to be stifled under a suit.

Calm down, please. Everyone calm down.

No, I will not calm down. There needs to be logic underneath what we are doing. We can't just be throwing in ideas and seeing what happens, or we get to situations like Panic Mode.

That was your idea!

Yes, and after seeing how it worked in practice I said that we should get rid of it because it wasn't working.

So let's get a job, see how it goes!

You can't back out of that so easily. We could be losing months.

You mean we could be making money for months. Or do you want to be living in someone else's house your whole life?

Please calm down.

I'm not going to just fill in the cracks in the Worker's life. No way. I'll be voting no.

Calm down! I would like to talk!

No, this is great. If everyone backs out, it means I win. Well, the Addict and I.

Musician, you are not helping. Now this is all really a misunderstanding, so if everyone would please calm down long enough for me to explain, that would be terrific.

I'm listening.



I did not mean to say that we'd just get a job and damn the consequences.

And there it is.

The Worker wants a way to make money on a steady basis. We can help him get that.

That is not what you said.

Then forget what I said! It was poorly stated.

You were perfectly clear:

If I tell you that I need a regular job, with regular hours and a steady paycheck, what do you say?
I say okay.

Not much ambiguity.

Okay! I get it! I suck! Fine! I am trying my best here, same as any of you.

Their best? Did you see the performance reviews?

I wrote the damned performance reviews!

I don't know if you can be in charge if you lose your temper like this.

You're right. You're all right, I need to try harder.

So when the dust settles, you're back to completely ignoring me again. What a surprise.

I'm not ignoring you. We need money. But we're not going to work for someone else.

Then how will we get money, pray tell?

Music.

No! What the hell is wrong with you, that you go back on every single-

Let me finish. Worker, you will deal with musical arrangements. I thought I could get the Musician to do that, but his heart isn't in it. But surely you recognize that some of the Musician's themes are marketable.

I do recognize that.

Then the two of you will work together. He comes up with ideas, you work on them until they're ready to sell. There's your steady money.

And why is this better than a desk job?

You're not getting a desk job, as everyone has just made perfectly clear. I'm sorry about that.

Sure you are.

I want you to be happy, and not just because we're ostensibly in the middle of a vote. But you need to understand that without the multiple character system you're not going to have more control. You're going to have much less, because you won't have a voice. If Mory Buckman is one character, rather than eight, then that is not a character who will be satisfied with a desk job.

He can still work on music, the same as I can.

You are reliable in a way that we never were before splitting into different characters last year.

What about the old Thursdays?

In which we looked for ways out of having to work, and then begrudgingly got some token work done before rushing back to addictions? That was the prototype. You are the real deal, and we'll be lost without having you on some days.

Okay, fine, there's no need to flatter me. I vote yes.

For the record, if you had given me some time to think about my answer instead of bombarding me with questions, I could have told you why this is better for you an hour ago.

I'm agreeing, I'm agreeing.

Okay. So let's see where we stand after all that. Programmer, what is your vote?

To be clear: we're not going off to get a job that'll eat up all our time?

No. We control the schedule. We're agreeing that we will make money, for now, by having the Musician and the Worker produce music together.

That sounds like a good plan to me. I want to continue with the Rules.

Excellent. Explorer, you said you were voting against The Rules, but that seemed to be a reaction to the idea of a job.

It was. The fact is, I think this game we're playing is one of the coolest things we've ever done. It's exciting.

That's a yes, then.

You'd better believe it. I think we're just getting started here.

I agree. So that's the Addict and the Musician against continuing, and the Explorer, the Worker and the Programmer in favor. I also vote yes, which puts the vote at 4 to 2.

I vote no.

Really?

Why?

Because we don't play games anymore. Games used to be a regular part of our routine.

I don't remember that.

Now there are so many restrictions on who can play what that most of you don't play games at all. And our life is all the poorer for it.

In November 2010, there were 11 hours and 39 minutes of videogames, not counting Wii Fit which is no longer included in time allocation tables. In November 2011 I count 23:54. More than double the specifically allocated videogame time from this time last year, and that's despite all the days we lost. So I think you're remembering games being a bit more central than they actually were. What's changed is, before there were ten minutes of a game here and there. It was spread out. Now it's mainly you, playing for many hours at a time. But the actual time spent playing videogames per month hasn't gone down.

This was an uncharacteristic month. What about last month?

Let's see... I count 19:54. But there were also quite a few hours of playing together with other people, which were not always differentiated from other kinds of socializing. We're not gaming less.

Okay, I stand corrected. I vote yes.

That makes five to two. The only one left is the Person.

I'd like to change my vote to an abstention.

That's surprising.

I'm just thinking that it would be nice to have someone do the annoying work of making music.

And back to making me the slave.

Worker, you know you'll probably enjoy the work.

Harrumph.

Musician, if you want someone to help you, that sounds like a vote for continuing the multiple personality system.

Except that it still means listening to you.

I touched on this earlier, but our relationship is going to be very different from now on. I tried treating you like you only existed to make money, and I profusely apologize for that.

Nothing's changed. You still just want me to make money.

No, that's the Worker's job. You just do what you do, and don't even worry about the score.

Thinker...

Okay, what I mean is that you shouldn't worry about the two points given for quality. If you aren't particularly inspired one day, just end the day early and I'll give you another one soon after. You have nothing to prove to me. The burden of proof is on me, to show you that this system can work to your benefit.

Oh, what the hell. Yes. Let's try this crazy thing.

So again we're left with just the Person. You've been very quiet.

Yes.

What is your vote?

I don't know.

Thoughts?

I've been screwed by you guys before, and I can't say this past month hasn't been a mess. Along with that, my life is kind of awful because I don't spend much time with other people and it seems like your solution is just to force me to spend more time with all of you with this conference room that seems like it's just going to pretend we don't need other people. And we do. We need other people. The Thinker wouldn't even be having these little epiphanies of his about positive reinforcement if not for other people's advice.

But I should have seen that negativity wouldn't work. Our father was always negative in our childhood, and it didn't get us to do things. If we had talked it out, I might have thought of that sooner.

I don't care. Just let me finish. I want to be with other people, and as long as you hold on to this silly idea that all we need is fictional characters to talk to, it'll be harder for me to get to that point. With that said, there is something I like about being able to tell people about this gloriously bizarre life. The sorts of people I like to be around don't see a problem with defying the norms, they find it interesting. And tha tells me there's something to it.

What if I said we could try to meet new people?

Don't bother. I'm not that gullible. But seeing as how I have no ideas of meeting people for myself, I say let's keep going. Also, having so many different kinds of experience in a month means more topics of conversation with people. So, like I say, there's something to it. And I have to be honest, you guys are really good about letting me take over whenever there are other people. So that's yes.

Then the vote is... seven to one. I really didn't picture it going like this.

The Addict only voted against because he's still in TV mode. On a different week, he would have voted differently.

Never mind the Addict. The clear consensus is that we're continuing. Then let's get to work. First, the Rules.
...Done. I'm not going to provide a link, because with one edit going on top of another the Rules have gotten really messy and I'm not sure how to deal with them. Programmer, I'd appreciate it if you could look for a more elegant way to organize the thing.

Okay. But I've got some more important things to deal with first.

You mean the conference room.

Yes.

I think we'll get the Addict to do that. Anyway, I've taken out Panic Mode and eased up some rules here and there on the condition that the average score for the month is above 7/10. Whoops. I forgot to change my own rules.

I'll do that.

No, I've got it. Give me a minute.


Okay, I've changed my rules. None of you will have to worry about the details, but I'm going to be a lot less selfish and hostile from now on.

I'll believe it when I see it.

Yes. We have not much time and much to do, so we will start with the Worker. You ready?

Always.

Then let's get started.


2011, November 25th, 2:16 and 52 seconds

Back to Kyler's comment

Dear Imaginary Friend...

Well, since you ask. Everything's awful. It's nothing.

I'm supposed to be playing eight different personalities on a regular basis, because I have ridiculously ambitious goals and I've fallen in love with the idea of a coordinated team of different versions of myself tackling the challenges together. I think that would be a clever story. But I look at the characters I have to work with... I look at myself, for that matter... and the whole thing feels like nonsense. What keeps me going is blind faith in my blog; that is to say, blind faith that when people look back at my life it'll be a story worth telling. But I'm telling you, I really don't see how we get from here to there. I keep trying new ways to push us in the right direction, and somehow it all ends up with me as a single personality, the same one I've had for close to twenty-four years: I am, in fact, a lazy bum. I don't like that person. I have no respect for him whatsoever. I want to see the oddball gamist who looks like he can do it all, because he's got a personality for every occasion. I want to see the person who rises above the usual restrictions of human behavior, so that he can reshape the landscape of art and entertainment and actually make it stick. I want people in the future to wonder why they're not as awesome as that Buckman guy was, and in reading this blog, understand that he was not really a person at all, more a fictional character who was constructed piece by piece from a lot of different kinds of personalities.

Well, I'm not happy with these personalities I've come up with. The Explorer -my God, I hate him so much right now- he's supposed to have this child-like exuberance, to cultivate enthusiasm and fresh ideas which can trickle down to everyone else. But the Explorer days have been out of character: it's basically just giving the old lazy version of me an excuse to not care about anything for a few hours or days. Then there's the Musician, who I thought was going to be our way into some money, except that he refuses to work on anything commercial. Well, that's not accurate. It's more like, he refuses to treat any of what he's doing like work. He just sits around all day waiting for inspiration to hit. Sometimes it does, and something moves forward, and sometimes inspiration doesn't hit, and a day is wasted. And even if something does move forward, it's a crapshoot which piece of music that'll be. Maybe something I can sell, but more likely some random musical idea that's never going to go anywhere.

Then there's the Worker, on the other end of the spectrum. He's reliable, he's efficient, he doesn't get distracted easily, he is everything I thought I'd be building when I was writing part 2 of the blog. And he keeps saying we need to step back and let him take over full-time, which drives me crazy. As soon as he doesn't have the rest of us pulling him back, he'll throw the Plan to the wind and settle down into a normal happy life. That is unacceptable to me. What, my entire point in life is just to serve society in some small capacity while churning out some Jewish Asperger kids? With all due respect to the majority of civilization, I'd rather die. ... Well, it's just not enough, is it? I went through a decade of suffering in the school system, and this entire character arc on the blog involving fictional characters and all these years of soul-searching and whatever the hell it is I'm doing now, just to be yet another interchangable "productive member of society"? Can you see how that might be just a tiny bit of an anti-climax to the story I'm telling here? No, a Worker life is out of the question. I'm not even going to take the idea seriously, sorry.
I've been going to a lot of rehearsals for the play I'm in, The Tenth Man, and I have no idea how I'm doing in that but I suspect the situation is not good. The directors are probably wishing they'd gone with someone else, someone who actually knew what he was doing. Or someone older, maybe, who could convince the audience that he's a successful lawyer. Or someone more normal, so that when I talk about how depressed I am the audience would sympathize instead of just wanting me to stop whining. Or someone who's actually felt things like love in his life, so that the scenes where I say I'm not in love would look like a guy who's in love but doesn't understand that, rather than a guy who legitimately is not in love, never has been in love and possibly never will be. Seriously, the three laws of Nonazangian Nonoccurence apply to my personal life. You remember Nonazang, right? No? Never mind. The point is that it really shouldn't be a stretch for me to be this character because hey, it's just a bunch of aspects of myself, right? It seems like every night I'm on the verge of breaking down, questioning what the meaning of all of it is and knowing there's no one that's going to answer because the other characters only hang around at the end of every month, and other than myselves there's really not anyone. No one actually cares whether I post to the blog, no one cares if I tell my silly story about abstract concepts. I guess I just like to... imagine there's someone here, or something here or whatever. Because if there isn't, I've got nothing.
That's nice of you to say. But what good is potential, without being able to fulfill it? That's what the Rules are supposed to be for. They don't work, and for the life of me I can't tell why. I tried being really strict about planning, and everyone ignored me. So this month, I thought, I'll be a benevolent leader. I'll create a group based on trust. Everyone will set their own goals, I won't force them to do anything they don't want to, and then when everyone works together nicely we'll all have this nice loving relationship where we know we can't live without each other. I'm just doing this because the other way didn't work. 13-20 September 2011. 26-27 October 2011. When I push for something, but I can't muster the enthusiasm for it, it not only doesn't get done but it also makes me so depressed that I can't do anything else, either. Because then I'm face-to-face with my own lack of self-control, and if I back down from the planning it's breaking character but if I stick with the plan it'll only be paying lip service.

Bullshit! I have to believe that that is complete and utter bullshit. The problem is that I'm not trying hard enough. My god, I've turned into my father. "Stop blaming ADD, the problem is you're not trying!", "But I can't!", "I don't want to hear that! You can't leave your room until you've finished your homework!". Did I ever do my homework? Not a day in my life. I would sit in my room twiddling my thumbs and feeling alternately sorry for and angry at myself, I'd wait an appropriately ridiculous amount of time, like an hour and a half or something like that, and then I'd come out and lie and know that if I sat there once I could sit there again so it wasn't the end of the world if he caught me. I have turned my entire life into that grade-school experience, with this "Panic Mode" rule that I thought was oh so clever. The Programmer said at the last meeting that he thought it was a bad idea, and I didn't listen. Stupid! Well, I guess I have no one to blame but myself. As always. [sigh]

The idea was that there should be penalties for not being consistently excellent. That way, I have no choice but to excel at whatever I do. Except, no, there is another way it can go, which is that I stop caring about everything and then life is easier. More miserable, but easier. Yay. I'm sorry, I don't know why you're even listening to me, no one should have to ever put up with this nonsense.

I want to get my life together. I want to have self-control. I do not want to watch TV. I want to be rational about things. I have no clue what that last sentence means so scratch that. I want nothing more than to create. There is no satisfaction in all the worlds to rival the joy of creating a new experience. This is truth. This is fact. Tomorrow I am going to be great, not because I am telling myself this, but because the things I legitimately want to do: work on Gamer Mom, work on the conference room program, create music I can sell, just to name a few random thoughts off the top of my head, these things that come from my basic nature as a creator are my god I can't even make it to the end of the sentence it's all such poor writing. Do you think you could possibly put in a period somewhere in that string of words?!

No, I'm sorry. Really. I don't... I don't blame you for leaving. I would have left. I wish I could leave. But, if you don't mind, I'm going to keep pretending, just for a little bit, that there is someone on this blog who cares. I need this. Just... I just think it's great, to have someone who cares. Ugh, this entire post is just a rehash of "the mundane and The Imaginary!". But written worse. I'm sorry for having wasted your time.

2011, October 31st, 21:01 and 10 seconds

View the struggle of my October 2011Daily performance reviews for October 2011:(Rules)

Self-meeting for October 2011

I think this was a mostly successful month.

Please tell me you're kidding.

Not at all. It's a redemption storyline, as I told you was an option after the first day. The theme of the month was panic, and how that precipitates a downward spiral into the usual addictions and lack of control. We started out with no control at all, our failures feeding on each other until it seemed like there was little to life but the failure.

You're exaggerating.

I'm dramatizing.

Could you possibly "dramatize" within the confines of what actually happened?

Okay, I'm exaggerating. It wasn't as bad as I make it sound. But certainly we were losing control. The new rule -that if we go under 6/10 for the month, we can't have certain kinds of entertainment-

I'm starting to think that was a bad rule.

It's a wonderful rule!

You came up with that rule!

Yes, but now that I see how it works in practice...

What happened this month won't happen again.

Let's recap what happened and not get too sidetracked. We're in danger of making a post that doesn't stand on its own.

Very true. We started out with little control. I'm sure we all had the feeling that panic mode wasn't going to end, and that we therefore would not get the entertainment we sought, and it followed that there was no harm in entertaining ourselves -prolonging panic mode in the process!

I would like to say, for the record, that I didn't mind. I just do my thing, I don't care about comics or the web.

That is true. You had four days, with an average of 9.25/10! Truly remarkable.

I'm sure you will take that into account when allowing days in this coming month. If the characters with higher scores don't get to play more than the characters with lower scores, then what is the incentive for any of us to do well?

We're getting sidetracked.

But you know I'm right.

Yes! Yes, you will have at least 60 hours in November. You have my word on that.

Where is that time coming from, exactly?

Getting back to my summary, the failures fed on each other but we started taking our days more seriously and got back into the mindset where the average score from the month actually mattered. We worked our way up, and then we fell back down, and then we finally made it past 6/10 and ended with our heads just barely over the water - an average score of 6.11/10. If the last day had gone under 4/10, which it almost did because of a lack of desire to exercise and deal with hygiene, we would have ended still in panic mode and the story would be very different. But we did make it through, by the skin of our teeth, and that's the important thing.

Plans for the month aren't the important thing?

No.

You've never acted like that before.

I can't force anyone to do things they don't want to do. The plan was good, and it would have been great if everyone played along from the start, but it took some time for some of us to get into the mindset where the plan seemed like a good idea, and I respect that. At the end of the day we did accomplish what I wanted us to.

Did not. "whimsy and entertainment will need to (temporarily) take a backseat to efficient productivity." Those are your words. I don't see that.

By the end, we were avoiding comics entirely. That's not as far as I wanted to go, but it took effort and next time we'll go farther. One step at a time.

"Efficient productivity" is my department. I was called on three times. How do you explain that?

You're not the only one who can make progress! We had a sextuple Addict!

Yes, FreeCell is exactly what I think of when I hear "productivity".

You're being petty.

Speaking of "progress", I'd like to either get rid of the rule that says I can't be productive, or take my game-restriction out of the panic mode rules. As it was, I could find absolutely nothing I was allowed to design a day around during panic mode.

It was an oversight. I'll change your rules so you can be productive from now on.

That would take away something that sets the Gamer apart from the group. This world doesn't matter to him as much as virtual worlds. It adds a different perspective to the group, and I don't want to lose that.

If I take him out of the panic mode rules, like I did with the Person, it takes away the motivation for him to get out of panic mode. If the score stays low, he keeps playing games forever.

True.

I'm not opposed to the idea.

Then definitely true.

Hey!

I've got it. The Gamer's days during panic mode will be no longer than 12 hours in length, and must be immediately followed by the Worker.

What?

Clever. You restrict it, and you pair the Gamer with the character who will balance him out.

Wouldn't one of those be enough? I'm okay with the twelve-hour thing, really!

He can't take a day without giving me one as well? I love it.

Can we talk about this?

The pairing with the Worker is what actually makes sense for panic mode. The idea is that to get out, we need to be more productive than usual. Which I admit, I am reconsidering...

No, see, this is what I'm saying. It's absolutely perfect. After this past month, everyone is going to be taking the threat of panic mode very, very seriously. We know how bad it is. We know the constant guilt we've felt.

Again, for the record...

Not you! I get it! Anyway, even the... you know, I didn't even say we all felt it! I just said "we". That applies to me, and at least a few others.

Okay, sorry.

I liked you better when you were stoic and mysterious. Anyway, even the Gamer now is afraid of panic mode, because of the new psychological component where he doesn't want the Worker to get a day. I hope this doesn't backfire and get the Gamer to ignore the Rules altogether.

Well, that's why I threw in the twelve-hour thing.

Ah, excellent.

I'll go ahead and add it in.

You all suck.




Over the course of October, we:
  • Reached node 86 in the programming of Gamer Mom
  • Started on a new tune
  • Posted not one but two interactive blog posts
  • Strengthened a few relationships

That's not a very long list. What about Angles and Circles, which you said you'd figure out what to do with? What about the plays? What about finishing Gamer Mom, instead of just taking a few steps with it? I could have accomplished more than this, all by myself.

You probably could have. But we're doing more than just accomplishing things. We're still doing character-building.

Enough with the character-building! You really think the Musician and the Programmer are better off now that they've had days where you conveniently look the other way if they mess up? If you want this ideal get-together thing or whatever it is you want, stop talking about it and do it already!

Okay, how about this. For November, we'll each write our own parts of the Plan.

Great, more Randomly Capitalized Words. That'll make what you're saying more worthwhile, for sure.

I would like to figure out where Angles and Circles is going. I don't know if that'll take one day or five, but that's my goal. I'm going to declare that intention at the beginning of the month, and you can all join me. My thinking is that you'll care more about the plan if it's your plan.

I'm not much of a talker. Just give me the days, and I'll use them.

That's fine. But the thing is, if you say what you want, the rest of us can help you get it. So, for instance, the Worker can spend some time on your music as part of his "helping other people" goal. But no deadlines this month. Or at least, no deadlines that we all have to listen to. You can make your own deadlines, but we don't have to listen. I'm just finding that when deadlines are missed, it creates a depression that outweighs the motivation the deadline created in the first place.

Without deadlines, we don't get anything done. We just sit around doing nothing, like we did this month.

Well, we'll see. I'm still new to this whole planning thing, and I'm feeling it out as I go. But like I said, I think this was a pretty successful month. We're in a better place emotionally and as a group than we were at the beginning.

Whatever.

From now on, I want all of us to remember what it felt like to be stuck in panic mode, and how hard it was to get out. And I want all of us to do our hardest to never have to panic ever again. Agreed?

Sure. Give me some days, no panicking necessary.

Oh, would you please shut up.


2011, October 24th, 01:46 and 22 seconds

Advanced Freecell

Here's a little variant of Freecell which I play with a Sticheln deck when I've got nothing better to do. The deck is 1-12 in six suits. Instead of red going on black and black going on red, each color can go on the two other colors that are related to it. That is to say, purple can go only on red or blue, and blue can go only on purple or green. The deck is dealt into nine piles rather than eight, and you can hold five cards instead of four. Here's a quick and dirty computer version. I know some of my readers are colorblind, so I included symbols for the suits. Click to select a card, double-click to send a card either to the foundation or the free cells. You can only undo one move at a time, so be careful.


seven comments, the last one being from myself
Blogger The Reish Galuta of the Geula said:

Advanced freecell is quite fun. This could actually be a commercial success as an app I believe.

Forget your 6 month projects, this one is going to be your first big hit. :)

I love the symbols by the way, they are great.

Anonymous Tamir said:

I was enjoying this until I lost because I couldn't hold more than four cards. I'm confused. That's a bug, right? You said I could hold five, and there's that fifth empty rectangle...

 Mory said:

You can hold five cards. I don't know what the problem was, but let me know if you encounter it again and I'll look into it.

Blogger Kyler said:

Hey Mory,

I feel like I can relate all too well to your Dear Imaginary Friend...

I guess in some sense I am the Imaginary friend. I exist on the internet, providing some art and responses to emails and things of that sort. There was even the brief Skype call. But I am not that far off from being an Imaginary friend. I read your blog. I imagine what your life is like and what is happening on the other side of the earth, so in a sense, you are my imaginary friend.

I suspect that your blog is one of the most monumental pages on the internet. The more you add the better it gets. Sometimes I wish that my blog could be as interesting as yours.

But back to how I feel I relate.
Right now I too am feeling like I am in a rut.

I finished school. I finished as well as I possibly could. I am really good at school. But real life has little to do with school. I am getting a few odd jobs. Not enough to really sustain myself, but enough drag on the time that I can try to be an independent artist.

And I feel like I have every possibility open to me. The possibility of the dream of just being an artist, full-time and independent is right in front of me for the taking, but I don't really know how to grab at it.

I apply for festivals and get rejected, and I tell myself that rejection is part of the process, that I just have to try harder and submit to more places.

But than the motivation runs out and I feel like I am stuck in one place and don't know where to go.

I have a few projects that are all crawling forward, with tiny spurts of progress, but I can't pick up momentum.

I'm thinking about posting the Summit online publicly because it has been lazing around way too long and I don't believe that the festival circuit is going to bring me any meaningful success.

I know that I am going to get out of this slump and that is what keeps me moving forward. I'm learning little bits of stuff everyday, and making little bits of stuff too. And that will get me through.

Well that was a long blathering comment.

Kyler

Anonymous Anonymous said:

Re: Imaginary friend:

First of all, I wish it were easier to post comments on the relevant posts. but its not my blog, its yours.

I'll spare you the platitudes on what kind of life is worth living and stuff.

I've always been impressed that you actually DO things. You say you develop games, and then make them. You say you compose music and then do it. you decide to write a blog of the likes hasn't existed and do so.

I was thinking about Kyler's comment about how he wishes his blog was your like yours. well, i wish mine was more like yours too.

Anonymous Anonymous said:

the previous comment was unfinished and this stupid thing posted it. I hope it made sense, because i have no idea where i left off.

 Mory said:

Sorry, I should have put up a new commenting section a long time ago. I'll add a new one now. I used to have comments for each post (way back when I used Blogger instead of writing the blog with a text editor), but I was always disappointed when no one wrote. I feel like this is better. Though, if the comments really start pouring in all of a sudden I'll have to rethink things.

If you'd like to make a change to a comment, write me the corrected version at Mory@TheBuckmans.com and I'll be happy to edit the text.

Post a Comment




2011, October 23rd, 13:20 and 4 seconds

A Matter of Control

Many people have their lives chosen for them. God gives 'em a handful of personality traits, society gives two or three tracks that mesh with those qualities, random happenstance narrows the possibilities down to one which seems to work well enough, and there goes life. That's not me. The plan I've chosen for my life (which includes inventing or reinventing a minimum of five art forms) doesn't mesh with my personality traits, and I've decided that that doesn't matter. Chance does not govern my life, nor does society. Some people run through their days on autopilot, because their lifestyle is preset. But for me, every morning is a new life decision: who will I be today?

I will be the productive Worker, following a rigid schedule with robotic efficiency.
I will be the carefree Explorer, moving from place to place in search of interesting experiences.
I will be the meticulous Programmer, hungry for a new challenge.
I will be the single-minded Addict, who knows what he loves and won't waste time on anything less.

What activity goes first? (This one will get the biggest burst of energy.)

Gamer Mom is my highest priority, being a game that so many people will be interested in.
I haven't worked on Trial by Jury much. Gilbert & Sullivan will be a fun start.
The blog needs work.

I watched two episodes of Phineas and Ferb. Now how should I start the day? It ought to be something exciting.

Gamer Mom is exciting. It's the most exciting thing in my life right now.
I'll watch one of the twenty movies sitting on my hard drive.
I'll walk to Tel Beit Shemesh, and sit in one of those ancient caves for a few hours.

Mental warm-up! Which puzzle game should I play?

I'll continue the second Professor Layton. Not particulary challenging, but varied.
SpaceChem will be a real challenge.
"Advanced Freecell" is always fun.

What will be the subject of today's addiction?

The blog
Gamer Mom
The works of Gilbert & Sullivan

I watched two episodes of Phineas and Ferb. Don't worry, the episodes are short. Carry on.

Three hours of Gamer Mom, then Trial by Jury for 1:30, and finally the blog for 1:15. Then two hours of TV to unwind, and we'll score early.Three hours of Trial by Jury, then Gamer Mom for 1:30, and finally the blog for 1:15. Then two hours of TV to unwind, and we'll score early.Three hours of the blog, then Gamer Mom for 1:30, and finally Trial by Jury for 1:15. Then two hours of TV to unwind, and we'll score early.
Five hours of Gamer Mom, the blog for four hours, Trial by Jury for 45 minutes, and then three hours of TV.Three hours of Trial by Jury, then a quick runthrough of Cox and Box, a little more work on The Tenth Man, and then Gamer Mom for four hours and we'll finish with TV.Five hours on the blog, then Trial by Jury for two hours and Gamer Mom for three hours. We'll finish with 2:30 of TV.
Six hours of Gamer Mom, four hours of organizing and editing comics, 45 minutes of Trial by Jury and 3:30 of TV.Two hours for each of the three plays I'm in, then the blog for four hours, and finally two hours of TV.Six hours of the blog, four hours of organizing and editing comics, 1:30 of Gamer Mom and three hours of TV.
One hour of Gamer Mom, then an hour and a half each of all three plays I'm in, three hours of comics editing and two hours of TV.Three hours of Trial by Jury, four hours of organizing and editing comics, then write a blog post about comics for three hours and end with two hours of TV.One hour of blogging, then an hour and a half each of all three plays I'm in, three hours of comics editing and two hours of TV.

Well, I don't really have the energy to do that right away.

Find some energy, deep down!
It's the Explorer. Just do whatever you feel like; this shouldn't be difficult.

Well, I don't really have the energy to do that right away.

If I try hard enough, I can convince myself that the blog isGamer Mom is19th century comic operas are the only thing in the world I care about!
I can't be bothered.

I watched two episodes of Phineas and Ferb. Not really enough time for a puzzle game now, so I'll just go ahead and declare the challenge for the day.

Find a way to figure out in Javascript whether a font has loaded, so that I can program "Living in Hyrule"'s resizing function more elegantly.
In Angles and Circles, if you get too close to a line you start sliding for no apparent reason. I know that game's been shelved for now, but we'll probably get back to it eventually. And anyway, I'm curious why that's been happening.
I'll look into ways to limit program access during panic mode or for certain characters, hopefully which won't require regular root user shenanigans.
Figure out how to connect Linux to Windows printers via a network.

"I'm not good enough, but today is going to be perfect.". By the way, it's getting kind of late to eat lunch, since I've watched another eight episodes of Phineas and Ferb. (Good show.) Should I bother starting the day yet, or should I have lunch first?

Lunch first. After all this time of breaking the rules by watching TV without keeping track, an extra lunch thrown in won't make a difference.
No, protocol matters. Just one more episode to get the show out of my system, and then Gamer MomTrial by Jurythe blog without delay. I can eat lunch once I've gotten back on track.

It's getting kind of late to eat lunch, since I've watched another eight episodes of Phineas and Ferb. (Good show.) Should I bother starting the day yet, or should I have lunch first?

Lunch first. After all this time of breaking the rules by watching TV without keeping track, an extra lunch thrown in won't make a difference.
No, protocol matters. Just one more episode to get the show out of my system, and then Gamer Mom. I can eat lunch once I've gotten back on track.some highbrow movie that'll get me inspired. I can have lunch a few minutes into that.I'll go. I can bring a sandwich with me.straight into programming. I can eat lunch once I've gotten back on track.straight to the Linux thing. I can eat lunch once I've gotten back on track.the blog without delay. I can eat lunch once I've gotten back on track.Gamer Mom without delay. I can eat lunch once I've gotten back on track.I'll start with, say, The Gondoliers. I know nothing about that one, and I may be in it next year. Ooh, I can listen to the phonograph record!

This is getting a bit silly- it's 5:30 PM, and all I've done today is watch Phineas and Ferb and eat lunch. This is what I underwent that whole long character arccharacter arc for?!

I can still salvage my plan for the day. I'll start now, do everything I would have done if I'd started six hours ago, and just end the day tomorrow afternoon. Nothing happened here.
But there are things I was planning to do tomorrow... why does this have to be so complicated? Okay, I'll just get a few hours of Gamer Mom in, a few hours of Trial by Jury in, a few hours of blogging in, a few hours of Gamer Mom in, a few hours of "exploring" in, a few hours of exploring in, a few hours of programming in, in a few hours of fighting with Linux, a few hours of blogging in, a few hours of Gamer Mom in, in a few hours of Cox and Box and Trial by Jury, and that'll be it.
Not good enough... maybe I should ditch the plan entirely?
This isn't right, and I don't understand how I got here. I need for the Thinker to take over.

What a delightful show. How do they stay so consistently entertaining?

Enough Phineas and Ferb already!

What a delightful show. How do they stay so consistently entertaining?

Enough Phineas and Ferb already!

I think I started on the wrong foot. Let's try this again. What will be the subject of today's addiction?
Gamer Mom is what I decided I was going to work on. Trial by Jury is what I decided I was going to work on. The blog is what I decided I was going to work on. I'll just do some Gamer Mom, like I said I would. I'll just watch a movie, like I said I would. I'll just sit in a cave, like I said I would. The fontAngles & Circlespermissionsprinter thing should only take a few hours. The blog Gamer Mom The works of Gilbert & Sullivan
Forget Gamer Mom, I'll practice Trial by Jury. Forget the play, I'll give my neglected blog some attention. Forget the blog, Gamer Mom is more important. That moment has passed. I'll replay Flower instead. My head's really not there right now. I'll just set up the printer, play some puzzles and call it a day. I haven't officially allocated any time yet. The printer can be handled just as well by the Worker, so I'll pass the day to him. The works of Gilbert & Sullivan The works of Gilbert & Sullivan Gamer Mom
I haven't worked on the blog in a while. I really should do that. Neither of those is nearly as important as Gamer Mom. Trial by Jury would be more entertaining, so it's more likely to lure me away from TV. Neither of those sounds quite awesome enough. I need to think of something else, something really mind-blowing. There's nothing in my Rules that calls for a practical task, so SpaceChem (if I may indulge in a bit of selfishness) actually is the most surefire way to get a good score for the day. Maybe setting up the printer is just too boring a "challenge" to fill a day. I should pick one of the more interesting problems to deal with. Gamer Mom The blog The blog

Enough messing around. Let's play the Thinker.
I'll just read blog posts for hours until my life makes sense.
I'll close myself in my room and not let myself out until I've figured out what's wrong with me.
I'll browse the web.

A wise decision.Sounds good.Makes sense.I think that's probably the best choice. If I gave up the most basic part of my plan, I'd be demotivated from making a plan tomorrow! Rigidity would certainly have led to burn-out. With less time left, it's necessary to be more careful in selecting activities.That's the spirit. Everything will be sorted out in no time! On an unrelated note, I've watched the rest of the season, and am now in the middle of the first episode after that.

Numbskull!
Nitwit!
Ne'er-do-well!

It's getting close to the end of the day. But according to the Rules, the "day" hasn't actually begun yet.

By the Rules, the day was supposed to start at the instant I started watching TV this morning!
If I overlook these hours, I might be able to recover from this lapse of control.

Yes, but I didn't start the day then, and that provides a neat little loophole now.

This is a zero-point day. Period.
If this is a zero-point day, and tomorrow happens to be a zero-point day, that screws us for the entire month! Or you could just look the other way, we'll give you your lovely "Mory 3.0" day, and no harm's done.

If we just "overlook" lapses in control, that'll become acceptable behavior. And before you know it, the entire set of Rules has lost all its usefulness.

Settle down, 3P0. It's just a bit of entertainment.
We're scoring. Now.

Let's see... UltraEdit, new day, 0 points, notes: "I didn't make any formal notation for the day, and did nothing other than watching TV. I deeply apologize"... am I wording that right?

Well, the day's already screwed. Might as well watch more Phineas and Ferb.
No! Under no circumstances am I to watch more TV! I am in control of my life!

It's decided, then. Today never happened. (Great episode.) Now then, there's another two hours until I go to sleep. What should I do with it?

More Phineas and Ferb?
No! I am in control of my life, and I'm going to make something out of it!

I watch another episode.


2011, September 28th, 17:41 and 10 seconds

View the well-meaning awkwardness of my September 2011Daily performance reviews for September 2011:(Rules)

Self-meeting for September 2011

This is going to be short, not because there's not a lot we need to talk about but because there are less than four hours until the Rosh Hashana holiday that will take up the rest of the month.

It's a shame you didn't remember that at the beginning of the month.

Yeah, he's a bit of a moron.

It's especially a shame because if the musician had more time he might finally come up with some music that's marketable. We don't have anyone else who's allowed to make money on a regular basis.

You make money.

I rely on other people's schedules. You won't let me take over full-time, so there you go.

And if you took over full-time, you wouldn't be able to protect yourself against the big bad Addict.

Low blow.

I apologize, it was a mistake, it happens.

It wouldn't have happened if you'd actually taken your job seriously.

Point taken.

Don't just say, "point taken"! That's meaningless!

I'm sorry. Calm down.

You let me down.

I know, and I'm sorry. I was making an effort to give the explorer opportunities this month, and there's not time for everyone.

But apparently the Addict gets as much time as he wants.

Enough. We don't have time for bickering. I set 11 objectives for the month, and we've hit 4 of those. Four.

I don't like Achievements.

I don't care. I want to know what went wrong.

The Addict went wrong.

No, that only happened because the worker was overstressed because we saved everything for the last minute.

I have a solution for that. Or at least, something to try. I've noticed that our average scores for the month aren't what they were in earlier stages of the game, when we tried to hit 7/10 each month to "level up". That was a good incentive, which had us scrambling desperately to reach 7/10 and stay there.

I could do without that hanging over my head.

I think what we're doing now is ten times crazier than what we were doing then. Of course we're not getting the same scores - we've fried our head.

Don't be cute. Programmer, continue.

I'd like to institute a "panic mode", to be activated any time we dip under 6/10 for the month. Until we get back over 6/10, there will be no TV (whatsoever), no comics (even editing), no movies, no music for anyone other than the Musician, and a strict limit of two hours of gaming per game-day.

Wow. I vote yes.

There are legitimate reasons to watch things with other people sometimes.

Then we'll leave you out of the rule.

And me too. I can't make progress with a two-hour day.

You can make progress on other things. It doesn't have to be gaming.

I hate this rule.

Okay. Shall we vote?

Yes, of course. I vote yes, obviously you're voting yes, and the worker has already voted yes which makes three out of eight.

Seven, really. The Addict never shows up.

I don't care either way.

One abstention, and I take it the Explorer votes against?

Right.

I'm torn. On the one hand I see the idea behind it. But on the other hand I like that other guys can give me music to work with. I guess I have to vote no, unless you take out the bit about music.

Music can be an addiction like any other.

That was my thinking.

Then my vote is no.

Same goes for me.

Then the vote is tied, three to three.

Like I said, if you take out the bit about music you have my vote.

If that's the game we're playing, then you'll have my vote if you take out the ban on movies.

Why would I take out-

It makes the most sense to take out the limit on games. When have we ever gotten too addicted to games to do other things?

These all seem just as arbitrary.

I don't want to take out any of these things! The rule is defined correctly. If the musician gets what he wants, he doesn't have an incentive to push the average score up to 6/10, which really isn't so high when you think about it. If the explorer gets to watch movies, he doesn't have an incentive to be more creative. And if the gamer wants to lose the limit on games, he'll do things other than gaming to get to the point where the limit's gone. And if any of you is the one that gets us out of panic mode, and it's clear that it's your high scores that did it, don't you think we'd be thankful enough to give you a few more days? You're all coming out of this with more opportunities.

It does make sense. I'll change my vote to a "yes".

Then the vote is 4 to 2. Would anyone else like to change their votes, before we wrap this up?

What's the point? It's over.

Okay then. The rule will be added. Programmer?

On it.

You didn't say anything about web browsing!

I didn't think of it until just now. Does it change your vote?

I voted no!

Exactly my point.

People! Must we be so petty? Regardless, it's possible that this might change things for someone. Does anyone want to change their vote?



No? Okay then. Programmer, I think it's a good rule and hopefully it'll discourage us from having more months like this.

What, these meetings weren't enough?

Please cut it out with the crabbiness, all of you. It's quite irritating.

But justified, in some cases.

Fine! What would you like?

I would like for you to not promise me I'm going to get days, when you have no intention of letting that happen.

Now, you know very well that's not what happened. It was an honest mistake.

The fact that you were able to make such an obvious mistake, which a double-check would have revealed immediately, shows how much you're committed to leading us.

I will double-check my decisions from now on.

That's all I ask.

You're right.



Okay, anything else anyone would like to bring up?

What, you're going to ignore the big elephant standing in the room?

What, the Addict?

No, not the Addict. I'm talking about the fact that we had 11 objectives, and we did 4 of them.

I mentioned that. But if you're saying that we should talk about that more-

That's what I'm saying. How is it that we messed up so spectacularly?

The new rule will help.

To hell with your rule. I mean, don't get me wrong. I shouldn't say that, it's a good rule. But it's not enough. It was the end of a week, and still no one had lifted a finger to meet the deadlines because apparently I'm the only one who cares about that.

Apparently.

That's not what happened. You need to look at the performance reviews before making accusations like this, Worker. We're talking about the 11th to 15th, right? I had a few character-building days-

What a waste of time.

I had a few character-building days, and during one of them (though I had no obligation to do this) I met one of the goals.

No you didn't.

I most certainly did, I finished Uncharted.

You finished a game. Whoop-dee-doo.

Again, I do not appreciate your tone.

What about the actual goals? By which I'm referring mainly to Angles & Circles.

I ran into a problem. I needed the addict to figure out how to get around it.

If I may speak on behalf of the Explorer, I think it turned out to be an unrealistic goal and it would have been fine if we'd continued without making it.

What? You said the deadlines were set in stone!

Are you talking about this?:

Plans may be added as the month advances and throws life's randomness into the equation, but these deadlines will stay fixed. This is going to be the sort of month that proves the value of the game.

Well, you were right. We proved how much the game was worth this month.

We did a few things...

Those were your words. What do you think we've proven?

That we still have a lot of work to do.

Understatement of the year. But let's focus on the fact that you said the deadlines were fixed, and then totally left me thinking there was more than I could possibly deal with!

Programmer, do you have any ideas?

Could you possibly be specific about the problem?

Certainly. I set a goal for the month which turned out halfway through the month to be a bad idea. But that was seen to be the case on the Explorer's day, and he has no obligation to worry about such things. So the next character suffered because I hadn't had time or reason to notice a problem. Now the Worker feels that he should have been informed of a necessary change, and I don't see how that could have been possible given the situation.

Uh huh. Couldn't the Worker have paused the day, thought about it, and recognized the problem? Planning is allowed during breaks.

The worker wouldn't necessarily have recognized the problem.

What was the problem?

We couldn't continue on Angles and Circles without deciding what we're doing with the game in the big picture.

That sounds like a job for the Thinker, not the Addict.

Sure, whoever.

It's really simple. The Thinker should have noticed a problem during the performance review. The Thinker has control for a few minutes every single day for the performance reviews - he should be able to deal with things like this and warn the others about necessary changes.

That would require the Thinker to act like he's responsible for all of us.

Sure.

I'll do my best to keep an eye on all of you.

That's not good enough.

It's all I can do. If you think I'm not doing my job properly, you can always take off points during my own performance reviews.

I think I'll do that.

What, and push us closer into panic mode? You wouldn't dare!

Panic mode has nothing to do with it. If I'm doing something wrong, it's your obligation to the group to let me know.

Well, it's kind of hard for me to notice you're doing things wrong, when I don't get even a single day!

I think it's time to wrap this meeting up -we're running in circles.

No plans for the month?

Plans for the month. We're running into all the holidays now, so we'll need to make the most of every minute. I'm thinking the Worker on Motza'ei Shabbat, to do Gamer Mom, post the Hyrule post, and maybe start learning the plays if there's time. I don't want to tell you how to manage your time, you'll see what you've got.

I should be able to do all that.

Great. After that I want a triple day for the Addict, to do things on the blog.

You can't be serious!

There's too much that needs to be done on it for a short day. I'm not satisfied with the pace of two posts per month. Don't worry, we've taken out the loophole in the day-extension rule, so we won't have a repeat of the Phineas and Ferb incident.

I think we could be using our time better.

Then make the most of the time you've got, and that'll make me more likely to put you in control more often. Beyond that, it's not your call.

You owe me three character-building days.

I was supposed to get, as well.

Programmer, I think we can skip you; I don't think you've ever had trouble staying in character.

I guess you're right. Though, I'm never called on much, so who knows.

If we start seeing a problem, then we'll talk. Musician. I know I owe you... no, you know what? The Programmer has every bit as much to gain from this as the Musician, I owe you both. But I can't give either of you 48 hours in the coming week. It'll have to be after that, but I promise I won't forget about you.

And what about the rest of us?

Wait for your turn. I'm sorry this is taking so long, but we only have so many days to work with.

Maybe we should cut back on social days. Like, maybe we don't need to put everything down every time Moshe wants to come over.

Hey!

Worker, you are out of line. It is the Person's right to get control whenever a social opportunity arises. I'd like to get back to the plan. Please don't interrupt me.

After the Addict, I'll come in to figure out what we're doing with Angles and Circles. Then the Explorer, maybe dealing with Angles and Circles but definitely continuing Gamer Mom.

If I feel like it. Not promising anything.

You want to work on Gamer Mom because you recognize its importance. Don't be a troublemaker. After him, we'll have two Worker days in a row because there will be so much to get caught up on. After that the Musician gets three days in 48 hours, and then the Programmer gets three days in 48 hours. I don't know specific dates yet, I'll need to sit down with a calendar. Though, maybe I shouldn't say specific dates because we saw how that can backfire. My plan for this next month is to focus primarily on Gamer Mom, but to be making significant progress on everything else as well: the blog, Angles and Circles, "Eshet Chayil",

I'll need you to take a look at that before I get my three days.

Fine. Then somewhere before, after or between the Worker's two days I'll take another. As I was saying, we'll work on Gamer Mom, the blog, Angles and Circles, "Eshet Chayil", the three plays, and Dungeon Master, in that order of importance.

It's too much.

Of course it's too much, but this is the life we've picked.

What about the Fear Itself editing?

Are you kidding me?

No. I'd like to do that.

And what about me?

I don't think Marvel Comics, or Uncharted 2, should be very high on our list of priorities right now! We're coming into Tishrei now, the month of all the holidays! Even without any distractions and interruptions, which isn't going to happen, we don't have a tremendous amount of time! Maybe we should just be focusing on Gamer Mom, and forgetting about everything else?

We need to work on the plays.

And we need the musician to get a good start on making something we can sell!

Eagh! There are fifty minutes left in the month. I would like to wrap this meeting up.

You can't avoid your responsibilities.

I know that, damn it! Over the holiday I'll think about our priorities, and then immediately after Shabbat and before the Worker starts, I'll take an hour and write out what I've decided.

Conveniently enough, that takes all of us out of the discussion.

How meaningful a discussion do you think we're going to have with fifty minutes until the holiday?

You're right, let's wrap it up.

Thank you. If you have more objections to my leadership, bring it up at my next perrfomance review! That will be all.


2011 September 11th, 04:12 and 27 seconds

Perpetual motion


four comments, the last one being from myself
Blogger The Reish Galuta of the Geula said:

Septamber?

Are all months getting colours now?

 Mory said:

Yes, I've been doing that for three months to make the old months look different. Thanks for catching the typo.

Blogger The Reish Galuta of the Geula said:

The link to the Deku nuts post is missing from the Living In Hyrule title page.

It's secret functionality hidden in plain sight (like the deku nuts).

 Mory said:

No, it's there. You might be loading from cache; if you reload that frame, you'll see it.

Post a Comment


2011, September 9th, 00:18 and 22 seconds

A Light Unto The Nations

Last month, I had a conversation that completely changed my political leanings. It was the 9th of Av fast, commemorating the destruction of our holy temple in Jerusalem two thousand years ago. Common religious thought says that we lost the symbol of our religion because we didn't have enough love in our national character to deserve it. When I was in high school from seventh to ninth grade, I was in the Yeshiva run by Rav Yisrael Ariel of the Temple Institute, which actively prepares for the building of the third Temple. He instilled in me a yearning for the Judaism of old, centered aroud a physical and cultural landmark. But still I find the 9th of Av fast a hollow experience, in that it suggests a sadness without calling for any corrective actions. I don't want to sit around and mourn, I want to stand up and rebuild. I want to immediately respond to all the crying about the glory days with the question "What are we going to do about it?". So when the city organized a panel talking about social issues, I walked to it (in my uncomfortable, acceptable-for-the-fast shoes).

The discussion centered around the recent protests all over the country. I first heard of the protests from my mother calling the protestors "spoiled" Tel Aviv kids. I didn't understand what all the hoopla was about: ostensibly these protests were about the price of housing, but it was getting a disproportionate amount of press for the subject. After a while I'd started hearing both sides of the argument: there were a lot of legitimate social problems that were being protested, but the protestors were also using the opportunity to try to knock the current politicians out of power, and replace them with more left-wing candidates. There was some idealism on display, but also the desire to attend a fun social event during the summer vacation. The class split is wider than in other countries, but the economy is doing well by capitalistic standards. I found that my view of the protests changed depending on who I was talking to, because everyone seemed to be making sense to me. The protests have ended now, and still I have no idea where I stand on the subject. Not only do I not know if they were a positive development, but I don't know if they made any impact at all. They were huge protests by any measure, and politicians will be making reference to them to back up their rhetoric, but I suspect the next elections will be between all the same parties with all the same platforms (or lack thereof). Or maybe this really has changed the whole discussion, by making the issues about us rather than about an external threat. Then again, there was a terrorist attack toward the end of the protests.... At the end of the day, I don't know what the story was.

So when a panel of people more qualified than me to understand what's going on all disagreed with each other about what was going on, I felt more confused than ever. When it ended, I started chatting with a neighbor named Itzik. The details of the conversation elude me, but as we walked back to our street, and then for an hour afterward, we tried to make sense of what the point of Judaism is, and where Israel fits into it. We talked about the anthropomorphization of God, and Jewish values in law, and the religious landscape as it exists today and as it used to be, and where we might be going. I brought up the common idea of Judaism as "a light unto the nations", and Itzik threw me for a loop with his follow-up question: "What if we've already achieved that?". If the idea of Judaism is to spread ethical values and social justice throughout the world by setting a good example, then mission accomplished! Compared to the world of antiquity, our modern world is very humane. Most of the western world are built on a foundation of rationality and Judeo-Christian ideals. But if Judaism has fulfilled its purpose, I countered, then why aren't we at the end of the story already? Where's our Messiah? Where's our Temple? And he laughed at a little at the childishness of the remark. Itzik does not place much faith in an "end of days" scenario to magically solve the world's problems.

But then, what's next? If we've already served our purpose, then maybe the Kharedim with their radical isolationist attitude are actually making sense. The work in the world is done, and now our reward is to sit around learning Torah all day, not needing to worry about anything going on outside. Replace "Torah" with "The Legend of Zelda", and I can get behind that attitude. But then Judaism is no different from any other selfish lifestyle out there. It's not about any particular religious purpose anymore, it's just a culture. (I do not consider "preserving and enforcing the arbitrary status quo" to be a valid religious purpose.) Itzik told me that the idea of being so rigid about Jewish practices and so obsessive about studying is a fairly recent historical development, trying to undo the damage to the Jewish people inflicted by the Holocaust. If that's the case, then Kharedi Judaism may have outlived its usefulness. And on the other end of the religious spectrum you've got the secular Jews, who want Israel to be a social-democratic country like any other. But then, why here? Why not just move to anywhere in Europe or North America?

I have this underlying axiom, that Jews are not supposed to be like everyone else. With all the sexist, racist and conformist elements in Orthodox Judaism, the idea of a "chosen people" has me holding on to the Jewish story as a worthy cause. Not to suggest, God forbid, that we're somehow superior to anyone else, but just that we've been given a unique burden of being an example for the rest of the world. Every move we make is scrutinized by the rest of the world, and our job as Jews is to make sure that our example makes the world better rather than leaving it in the same place. That's all. Orthodox Judaism will hopefully lose its prominence over time, giving way to more inclusive and enlightened denominations, but the one idea that must always hold is the "light unto the nations" line. As long as the world isn't entirely just, our job isn't done yet.

And where does that leave Israel, a tiny Jewish country in the middle of a region that mostly hates us? Well, that's the most important part of the religion, isn't it? Israel is the representation of Judaism on the world stage. It was founded so that we'd get some peace and quiet free of all the persecution, but if that's the whole plan then it's doomed to destruction again. If we wanted to be ignored, maybe a predominantly Muslim area wasn't the best spot. Antarctica might have been a better choice. In the Middle East, minding our own business and hoping everyone leaves us alone isn't an option. It's simply not going to happen. We'll keep fighting for our lives until one day we lose, and then a majority of the Jewish people will all be wiped out at once. If the plan is just to keep pushing off that event for as long as possible, I'd rather be living in America like my brother with his nice job and his boring non-Jewish girlfriend. I don't care for no-win scenarios. But if the plan's to make Israel an extension of the "light unto the nations" principle, then maybe we've got something to offer the world.

The third Temple can't be exclusive to Jews. I think that would be a fundamental misunderstanding of the point of Judaism. We need to have people coming from all over the world, from all walks of life, to recognize the glory of God and bring some of that goodness back home with them. On second thought, maybe the Temple Mount wouldn't be quite big enough for that. But the country is. The State of Israel should be our third Temple. Israel isn't about learning Torah, it's about looking after the civilians in war and providing a reasonable life for the poor and taking in refugees from Africa and sending humanitarian aid wherever it's needed. We've started in that direction, but there's so much farther to go. Our politicians are good with strategy, but short on compassion. And as the people who've democratically elected those leaders, the same must be said of us.

If Israel and Judaism are to actually do God's work, I can't hold on to my old political positions. I've always just wanted to be left alone. I voted Yisra'el Beiteinu in the last national elections, because they seemed to have the harshest stance on how to deal with the Palestinians and I wanted to get rid of that safety risk. In the last local elections, I voted for the guy promoting unity only because there wasn't a candidate who was strongly anti-Kharedi (which I would have preferred). But if this isn't just any old country, I can't be thinking like that. As an Israeli voter, it is my religious obligation to keep the bigger story in mind. The Muslims are our enemies right now, but they won't always be. These are our cousins and our neighbors. They share our core beliefs, though they might be losing sight of those ideals under all their cultural aggression. And we can't be an effective example of what is good and right in the world while the best-known fact about Israel is that we're fighting the Palestinians. That we're justified in our fight is irrelevant - we are under greater scrutiny than other countries, and we must do better.

The two-state solution is un-Jewish. These are people who are living in our land, and we're aiming to turn a blind eye to their abuse by their rich little would-be dictators. The Israeli majority seems to be okay with the idea of declaring borders between us and them and then letting them all suffer like all the other countries in the Middle East. It's not going to work out for us, either. Do we really want a country with a lower quality of life sharing space with us? I don't know much history, but I find it hard to imagine that that wouldn't lead to violence. And on the other side of the political spectrum are the people like my mother, who'd love to just bomb 'em all and send them running to the other Arab countries. "This is our country!", such Israelis cry, "Get out of it!". No one has an actual solution that's going to work out for the local Arabs, it's all just about getting them to stop killing us.

We need to stop thinking like that, right now. They are living in our country, and it is the compassionate (and therefore Jewish) thing to do to make them feel welcome. We need to immediately, and very publicly, offer full Israeli citizenship to every Arab who's been living here for a while and hasn't been involved in any terrorist activity. We need to take responsibility for the so-called "Palestinian Territories", and the longer we wait the harder it'll be. Their leaders' efforts to declare statehood at the UN this month can't result in anything good for either side, and I wish we'd give them Israeli citizenship to preempt that. The oft-mentioned "demographic threat" to Israel doesn't concern me: if this is a country of ideals (as it should be) rather than bloodline, the existing laws rooted in Jewish values ought to be enough regardless of the demographics. And if Jewish values aren't strong enough to make this a uniquely Jewish country, then why the hell not? As to the threat of Palestinian nationalists undermining the country from within, Moshe had a very good idea: we should have a law stating that traitors to the country will automatically have their citizenship revoked. I would extend that idea to include all people who organize violence for any reason, be they Arab or Jewish. If someone sets aside rocks for the express purpose of throwing them at people on Shabbat, as far as I'm concerned that person has permanently given up his right to be a part of this holy country.

In the first year or two of integrating with the Palestinians we'll need to be prepared for a lot more terrorist plots in our borders, and that means that a lot of the money from the defense budget needs to be moved to the police. Maybe some of the people drafted into the army can be put in the police instead. We're really good at defending ourselves from outsiders, but not as good at maintaining order and enforcing laws. That needs to change. That'll take a lot of money, and the recent protests have brought to everyone's attention just how much of the country's wealth is controlled by a handful of rich families. We need to tax them more.

All of what I'm saying boils down to: we need to start acting like the Jewish people we tell stories about, and not the Jewish people that other people tell stories about. That goes for myself (as self-absorbed a person as I know) as much as anyone else: I have no excuse to put my silly little life in front of worthy protests that I might help with. (People who know me, you may hold me to that.) I need to stop thinking the world revolves around me and start acting like a part of the world. And the same goes for my political leanings. I'm not pining for the good old days anymore. They might have been good for us, but the rest of the world was a mess. That's not good enough. In the next elections, I'll vote for whichever party supports inviting the Palestinians into Israel and aggressively upholding a high standard of ethics and justice as befits a Jewish country.

Hmph. That party doesn't exist, does it.


2011, August 31st, 18:50 and 59 seconds

View the utter mess that is my August 2011Daily performance reviews for August 2011:(Rules)

Self-meeting for August 2011

Perspective
New rules

Last month it seemed like the worker had gotten under control. So this month, the plan was to keep going with the other characters, and to give each character the chance to figure out who they are separate from the group. But here we are at the end of the month, and instead of having gotten comfortable with all the characters we've lost the perfect worker. What happened?

It was a bad plan, is what happened. There's too much to do to waste time thinking about things.

That is not a helpful attitude.

I see two problems. The first and most significant is an addiction to comics. The second problem is going to sleep too late, and being tired all the time. This is tied to the first problem, since we all stayed up late reading comics. Clearly addictions are the absolute evil we need to avoid, because they break down everything we build up. I propose a new rule: if in a performance review we ever see that some activity is turning into an addiction, we're not allowed to do that activity for a week afterward, with no exceptions.

Useless. I mean, it's a fine rule, but it changes nothing. I first noted the comics addiction on the 25th, and I said we shouldn't read any comics for a while. We kept reading comics anyway. What good is making it a rule going to do? Anyway, I'm not sure that's the problem. It is a problem, and we do need to be more careful, but it doesn't explain... yestrday, for instance, where there was no comics activity and the worker couldn't keep it together.

I was very tired.

Okay, so that is a major problem, and the fact that the computer shuts down automatically at 3:00 ought to help in that regard.

Unless you stay up reading, like you did last night.

Point taken.

The problem with the month is I didn't have any say in it. You gave me one day, where my activities were dictated by the schedule. If I'd had other days, I would have given you all ideas on how to be less stuffy.

Again, I don't think this is the main problem.

The main problem was a lack of enthusiasm, and the explorer could have helped that.

Thank you.

Without enthusiasm, none of these rules and none of these plans and none of these characters are worth anything at all.

The explorer was criticized for a lack of enthusiasm in his one day.

I already said that that was because my activities were dictated to me, instead of arising naturally from my personality.

I suppose it's possible.

Let's please not take this idea too seriously. We are very very busy these days. I know it doesn't look like it from the sluggishness of this past week, but let's not forget that we are in the middle of no less than eight projects of various types.

We need deadlines.

Yes, we do. We also need to be always moving forward. How's this for a theory: we lost interest in the game because the entire point of the game this month was about wallowing in our own flaws instead of moving forward.

That's an interesting thought. Just as you need to "stick to the plan" precisely or lose all your momentum, so too should we never waver in following the direction for the month. Once we feel like what we're doing is separate from the plan, we lose the plan. That means that the monthly plan needs to always be flexible enough to allow for changes. Maybe that was the problem.

That was in no way similar to what I was saying.

Are we giving up on the character exercise, then?

No, I still think it's important to get each voice right. But let's make that just a small part of the month, and we can include deadlines for everything else.

What if each day of the exercise is just a few hours, and you immediately follow it with another exercise day? It could be the same character, or a different character...

I like the idea of having two instances of one character in a day. Cut the personality down to the essentials, and come up with different variations.

We have to restore the rule about not following a bad day with the same character. It's an important rule.

Okay. No exceptions this time.


I think I understand what everyone wants here. Deadlines, shorter character building, a more active role for the explorer, a limit on comics, and sufficient attention given to everything we need to be doing. I'll write up the plan for September tonight.

We were going to capitalize the names of characters.

That's true. I guess I've gotten used to writing the characters' names uncapitalized, and I didn't even think about it. But it should be capitalized, Explorer, you're right. Should I edit what we've written?

Just move on already. No one cares.

I'll move on. I know the programmer had some rules he wanted to run past us, so we'll let him do that.

Perspective
New rules

The first rule I'd like to suggest is a point incentive for staying in character. For a while now we've been losing points for breaking character, but that's been a one-way street. Now if you particularly excel at playing your character, you get one point.

Just one?

Just one. I don't want to give the impression that as long as you're being yourself, you don't need to care about any of the other rules.

A wise precaution. I doubt anyone will object to this rule. How will you word it?

It'll go after the line about losing points for breaking rules or principles. "Conversely, if the activities of the day present a particularly believable representation of the character, one point will be added (with the maximum still not exceeding ten)."

Did we need to hear that?

No, I guess not. Just add it in, then. No need for the whole fancy arrow business; this is the sort of rule that should have been there from the beginning.

Thank you.


Okay, next rule. We should only allow a day to be extended if it's going well.

That's not a clear rule.

Can you word it more clearly?

Oy, again with the wording!

You said it wasn't clear.

Never mind. Spend fifty years working on getting the words just right, I don't care.

Ignore him. Can you word the rule more clearly?

"If twenty-four hours have passed since the last scoring period, the score for the day must immediately be estimated. (A precise calculation may not be possible before the closing statement and performance review.) If it is estimated that the score for the day (were it concluded immediately) would be 7/10 or higher, then the day may continue. Otherwise, the day must conclude immediately, and the formal review will take place."

Fascinating. There, I think we did need to hear the precise wording.

Isn't that backwards? If you don't have a good score yet, maybe you need the extra time to get it up there!

That's not what we've seen happening in practice. If the day's going badly enough to score under 7/10, there's some essential problem with the approach that's not going to be fixed by just carrying it on longer. We keep hearing the excuse "The day isn't good yet!", followed by the day getting even worse. This will stop that.

I love it.

It does seem like it might work. Any objections?



Seriously, this is a big change. If you don't like it, now's the time to speak up. There won't be another chance.


My scoring goes by progress. With a longer day, I necessarily make more progress. And I'm not sure if I'll always be able to get a seven in twelve hours.

It's more than twelve hours. It's twenty-four hours from the last scoring. So let's say you get eight and a half hours of sleep, you take a half hour to start the day, we'll take off another hour of expected mundanity, you've still got fourteen hours. If in fourteen hours you can't get things done, you're playing the wrong games.

You're right, I take back what I said.

Any other criticisms or concerns?

What if I'm out with friends, and there are more opportunities that I'll miss out on if I don't keep going?

If you're out with friends, you should be having a meaningful enough time to get that 7/10.

Maybe not. Maybe we're just starting out.

In this hypothetical situation, what were you doing for a full day up to that point?

Maybe it was a decent, but not a stellar day so far, and this social opportunity will push it over the edge. Maybe it's a solid six-pointer so far.

He has a point. Six out of ten is respectable.

If it's 6/10, you're still allowed to repeat the character. You can end the day with six points, start a new day as the person, and have a full twenty-four hours to do whatever it is you're doing.

What if it's five out of ten?

Then you've screwed yourself out of the opportunity. Play better, and that won't happen.

I don't like it.

I don't care. It's a good rule.

Programmer, could you possibly lower the cut-off to 5/10?

Five out of ten is a mediocre day. We don't want to extend that.

Okay, I understand what you're saying, but it's not a huge difference.

Seven is the right number. Do you think five makes more sense?

No, but maybe a compromise would be in order.

"Compromise". I can see why you didn't get anything done this month, you don't hav much intellectual integrity.

That is not called for. That is really not called for.

I say we put it to a vote. Musician?

Yea.

Explorer?

I have no problem with it.

This isn't right. You're voting because you know you'll win this way!

You're damned right. Worker?

Anything to reduce wasted time.

I vote for it.

Thinker?

Fine, I get it! You can have your rule.

I vote yes, if anyone cares. Let's put in the rule.

Now if we're done with that little drama, I have a rule of my own to suggest. I would like to formalize a policy we've already been following but could pursue more rigidly: whenever our plans rely on other people, we need to confirm the schedule shortly before relying on it.

Now that's a rule I can get behind.

Like I said, this is nothing new. So let's just add it in. Programmer, do you mind if I just add it in with yours?

Sure.

Done. What do you think of the wording?

It's fine.

Okay. Does anyone have anything else to add to this meeting?



Then we'll end it here.


2011, August 8th, 02:46 and 7 seconds

This needs to be said.

Today I allocated eight hours of my day for data entry work. It was as rewarding as always, with a bunch of new forms thrown in with fun new rhythms to learn. I was working (as usual) on the opposite side of my boss Hadas's desk, and she noted at one point that as I was copying data I was swaying around as though I were playing piano. I hadn't noticed I was doing that, partially because I was too tired to be particularly self-aware and partially because I was just absorbed in the work. I told her that data entry uses the same skill as piano, and she laughed. But it's true: my practice with using my fingers quickly in piano and computer games make me uniquely qualified for this little job I've got. I don't need to look at or think about the keyboard to know exactly what I'm pressing on, so that I can be typing 6 digits per second in a brisk 4/4 meter without having looked at where I'm placing my fingers, and I'll still feel instantly if I've pressed the wrong key. Two women came in at one point to ask Hadas a question, and when they saw me typing away furiously with my head buried in the paper I was copying from one of them asked "Don't you need to see what you're writing?". Having not been aware enough of their presence to immediately process the auditory data of the question, I turned to her and said "What?" while my fingers finished off the string of numbers I was on. She laughed, and Hadas said I was one of a kind, to which I gave a dismissive wave.

Later, in between two files, I got a text message from Dena asking if I could go with her to a movie (Captain America: The First Avenger) next week. I responded that as it happens, I'll be within walking distance of the theater at that day at that time, since I have a rehearsal of Cox and Box scheduled, so that would work nicely. I kept working for a few hours after that, until Hadas wanted to leave. I estimate that there are six and a half hours of work left on this particular group of subjects, so next week after the movie, I'll set my alarm to wake me up early again and put in another day of work. As Hadas and I drove back to Beit Shemesh, she told me what she thinks of the current protests (essentially, that it's political mudslinging masquerading as a social agenda), to which I have no opinion. When I got home I opened the check from my work in the past few months, had dinner and read a short letter from Aviella, who I've continued to correspond with regularly since we starred in Ruddigore together. Then I took a two-and-a-half hour nap, woke up, planned out the rest of the evening, bought the latest "Humble Indie Bundle" collection of independent games, studied the programming techniques I'll need to know for the adventure game Gamer Mom which I'm doing with Kyler, practiced Cox & Box for an hour, and then sat down to write this post. In ten minutes I'll be done with this and I'll go back to working on my collection of backup stories from The Avengers, which often have incorrect chapter numbers that I need to fix in an image editor. And finally I will award myself the perfect-10 score that I deserve for today's work, and go to sleep content.

By any measure, this is a great life. I am happy. I am productive. I have social opportunities equal to my current interest in social opportunities. I feel that my work is not only rewarding in itself, but also rewarded with money and new opportunities of all sorts. I want to wake up tomorrow, and have another day just like this one. I want to make the most of the day after that as well, and the day after that, and so on for the rest of my life. I am satisfied here.

Let me tell you what tomorrow is going to be like. I'm going to wake up at 12:30. I'll get out of bed and head toward the TV to exercise, but get sidetracked by the computer. I'll sit down and waste two hours browsing silly web sites that I've been to thousands of times before. Then I'll begrudgingly get dressed, eat lunch and go back to web browsing. At a certain point I'll be too depressed to go on, so I'll read a book or some comics or play a game or something. I'll keep looking for more distractions and time-wasters, believing in the absence of common-sense that there's enlightenment to be found somewhere in the tedium. At the end of the day I'll put off writing a closing statement because nothing I can possibly say will make that day seem worthwhile, but maybe if I give it a few more hours in the day after that my thoughts will come together and I'll see that I haven't just wasted twenty-four hours. What's actually going to happen is that the few hours in the next day will drag on, until I've wasted two full days and have absolutely nothing to show for it.

I know there are reasons for this behavior. But they're stupid reasons, detached from any kind of reality I'm familiar with. And even if there were a legitimate excuse for it, it still couldn't live up to this life I've carved out for myself which is pretty damned close to perfect. I've figured out how to live, and there's no use wandering around aimlessly any more.


2011, August 1st, 02:34 and 42 seconds

Show the very slow progress of July 2011Daily performance reviews for July 2011:(Rules)

Self-meeting for July 2011

Not much to say, because the month has gone well.

I haven't gotten a turn yet.

Yes, well, progress has been slow. But character building takes the time it takes, and then you have it for life.

I would think it's a constant effort.

Sure, but it's like riding a bicycle. Once you can do it, you never forget.

It's not worth arguing.

Why, is there something you'd like to say?

No.


Okay. I have to congratulate you on becoming the character we needed you to be.

There's more work to do.

Good attitude.

I think if you gave me more time, I could get everything in our life under control.

Shut up!

I think what the explorer means to say is "no". But it's good that you want to keep going. That's exactly the kind of self-confidence I was hoping for.

I'm serious.

Shut. Up.

Good, very good. Worker, do you have

By the way, are we capitalizing our names now? It seems inconsistent.

You know what, yes. From now on, our names will be capitalized. We should have been doing that from the beginning.

Okay, Thinker.

Unless... I guess we could hold off on capitals until we earn them.

Names Capitalized. Move on.

Oh fine. Worker, is there anything you can say that you've learned about how to play your part? Because it would be best if we could take that and make a rule out of it, so that you never have trouble remembering your lines.

No rule. I just try to do what needs to be done.

I like that, very... what's the word.

Stoic.

Are you sure? Let's see... "one apparently or professedly indifferent to pleasure or pain"

I have a complaint. Your "moments of reflection" make no sense at all.


Explain.

Well, if I'm in the middle of doing something, suddenly stopping in the middle is just an interruption, just because it's 7:40 PM or whenever.

I did notice that you weren't pausing the game.

It's a waste of time.

What if there were some sort of script to follow, so that you're checking whether you're still in character?

It's a waste of time.

Explorer, do you have any thoughts?

Butterflies.

Excuse me?

I'm picturing butterflies fluttering by. It's very dreamy.

Any thoughts that are relevant to the three "moments of reflection"?

It's a waste of time.

You've said that already.


Oh, fine, I'll take the rule out. But I haven't given up on the idea, it just needs more tweaking.

Another complaint I'd like to make is the schedule. There's no reason that we should be ending days at 3:00 while the rest of the world is asleep by midnight. We should switch to a more normal schedule.

It's... hm. I don't think "normal" is necessarily something we're going for.

Don't be repressing me, you.

It's just causing friction between us and the rest of the world, for no good reason. It makes it awkward to do things like go to work and not be tired all day.

You are free to go to sleep whenever you want. And so are we.

Well, that doesn't exactly work, does it? To keep changing sleep schedules?

You never know. Maybe it would.

No, but you know, that's ridiculous. Usually I won't be following myself, which means someone else will be going to sleep at some godforsaken hour, like you going to sleep at 5:30 some nights, and then I'm going to be tired all day.

I think we're all capable of being considerate of such considerations... that's a terrible wording. I think we can take into account such-

It's ridiculous.

Noted. I don't think you'll find anyone with your point of view, though.

What about the Person?

I don't know. Person?



What?

Would you prefer to go to sleep at a normal hour?

I don't know, I generally stay up late on Friday nights talking to people. But I guess during the week it could be cool to be awake in some different hours, sure. I rarely chat with people out of the country, anyway. But right now it doesn't make too much difference. Maybe when you give me enough time to myself to have a social life, I'll care one way or the other more.

Thank you.

Weirdos.

Let's move on and talk about the blog. I'm disappointed you didn't write on it more. It's there for you.

Is it?

It's there for all of us.

Here for all... never mind.

I had more pressing things on my agenda.

Why don't you quickly run through what you've accomplished.

I don't know. I guess I got some work done on Gamer Mom, and Angles and Circles. I probably should have done more.

Mm hm. Well, I guess we can wrap this up.

You haven't been exercising.

That's true. I should have.

Yes.

But I get so tempted by the computer, and I get stuck there instead of going to the Wii.

I was like that too. But you have to push past it.

But what if there's something really interesting in my inbox?

There isn't.

Or some blog that's updated? And here we'll imagine it's an interesting update, and not something silly.

It's always silly. But even if it isn't, you don't belong on the computer until you've started the day properly.

See, I don't think like that.

You should.

I'm always looking for things that might get some thoughts out of me.

Are you thinking particularly profound thoughts immediately after waking up?

Sometimes.

No, you need to be more awake than that. Look, after exercising and showering and what have you you've got hours and hours to read your precious blogs.

That is true. It's just an addiction, isn't it.

Exactly. Some habits are useful. That one isn't.

So just push past it. I'll try to do that.

Maybe you should try doing stranger things, instead of always relying on habits.

Not a very good cake if it's made from stale ingredients.

Right. And I'm saying this because I want my turn already.

I know. Thank you, I'll try.

You'll try what?



I'll look for insight in new places.

Good.

Thursday will be yours whether I'm done or not, so that you can see... what's the name of the movie?

The Tree of Life.

Yes. So I doubt I'll be done in just two days, but you will get a day regardless.

I don't want a day. I want to have a lot of days. I'd do more for the blog than you do.

Let's please not forget how much work there is to be done in Gamer Mom and Angles and Circles, and soon Cox and Box as well. Life goes on whether or not you're playing an exercise.

We'll have to call you and the addict more often, then.


I mean, the addict.



So. What are the things I need to remember?
  1. Look for insight in new places.
  2. Start the day with exercise and hygiene, rather than thoughts.
  3. Make use of the Worker and the Addict frequently.
Am I forgetting anything?

No, I don't think I am. On to August, then.


two comments, the last one being from myself
Blogger P.A.W. said:

I’m curious: in choosing a non-Nintendo console, why did you choose a PS3 over an Xbox 360?

For PS2 compatibility old PS2s are cheap (in the UK; but maybe not in Israel?)

 Mory said:

In a word: Flower. The downloadable game by Jenova Chen is one of the main reasons I'm buying a PS3. But there's also Heavy Rain and Uncharted 2, both of which it seems from internet chatter like I have an obligation to play as a gamist involved in interactive stories. The XBox 360, on the other hand, has no exclusive games I'm interested in. Buying the Playstation 3 wasn't (just) about being fed up with Nintendo, it was about wanting to play particular games.

As for PS2 compatibility, which due to a mistake I don't have, it's not as big a deal as I thought. The main games I wanted for PS2 were Ico and Shadow of the Colossus, which are being rereleased as a bundle for PS3. There are a few games I want from PS2 that I won't be able to play, but not enough to buy a system over.

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2011, July 31st, 21:36 and 55 seconds

Nintendo stretches itself too thin

Nintendo's 3DS system was expected to be a hit. It was the successor to their massively popular DS handheld system, with a neat new feature -a 3D screen!- and more modern technology powering it. But just five months after launch, Nintendo is already reducing the price from $250 American dollars to $170.

This is shocking for a few reasons. Firstly and most obviously, to cut the price this soon is an admission that the launch was an utter failure. I don't know sales details, but obviously these are not happy numbers. And the 3DS isn't that radically different in its business strategy to the DS, so the question is "Why is this necessary?". In CEO Satoru Iwata's statement to the press, he vaguely alluded to the difficulty of selling a 3D screen that only impresses "those who have experienced the system". Around the internet, I've seen a lot of people saying that the price cut is a response to Sony's announcement of the Playstation Vita, a more powerful (and expensive to manufacture) system whose price has been set at $250 to undercut Nintendo. One site actually blamed the relative strength of the Japanese yen for Nintendo's financial problems. And I'm sure all three factors contributed to Nintendo's decision. But it's not like any of these issues were wholly unexpected for a company paying attention to its product, its competitors and the world economy. You don't suddenly reduce the price five months in, which Nintendo has admitted "may cause ... the loyal fans who supported Nintendo 3DS from the beginning, to lose trust in us", because you suddenly noticed some variable that could reasonably have been predicted before launch.

The second thing that's shocking about the price cut is that as I'm learning now from sites doing the math, $250 was actually a reasonable price from Nintendo's perspective. When they announced the 3DS, I was certain it would be sold at $180. But evidently the technology behind it is advanced enough that they couldn't set it at that price and still make a profit. When Sony sells their Playstation Vita, they'll most likely be losing money for each and every system they sell just to have that $250 pricetag which makes them look good next to Nintendo. Once they've got their market share, they'll make the money back with the expensive games they sell. I don't believe that business plan will work in this instance, but it's how both they and Microsoft have done things for years. Not Nintendo, though. As a matter of policy, Nintendo has never sold hardware at a loss. Sony and Microsoft are huge companies who don't blink at financial risks in one of their many divisions. But Nintendo doesn't have that mindset. Or rather, they've never had that mindset until right now. Apparently at $170, they'll be losing around 15 bucks on each sale. Clearly this is not a typical price cut.

This last business-quarter was the first in Nintendo's long history in which they failed to make a profit. Generally when a company's not doing well, they start firing employees to save money. Nintendo is taking a different and altogether more likable approach. Along with the price cut, the bosses at Nintendo have apparently volunteered to take massive cuts to their paychecks. Iwata's salary has gone down by a whopping fifty percent. The other managers lose thirty percent, and all the directors lose twenty percent. This is being framed as a way "for the management to show its accountability for the level of the operating loss of this time and the prospect of no interim dividend".

They seem to be doing everything right to deal with this situation. They're taking a loss to gain new customers, they're appeasing their shareholders, and they're even reassuring their fans by giving away twenty old Nintendo classics as free 3DS downloadables (which most likely costs Nintendo absolutely nothing). But the fact remains that Nintendo is not doing well. The company that created the Wii, which still (as far as I know) has more of the console market than either Microsoft's XBox 360 or Sony's Playstation 3, somehow isn't making a profit. And if you think that's because of what Sony's doing, or because the 3D screen is too hard to sell, then you're not seeing the big picture. This is about the iPhone. Every single decision and announcement Nintendo makes these days is a reaction to the iPhone, and it's not enough.

The 3DS is taking an early price cut because without it, their hardware business will be dead within a year. And the bosses all took pay cuts because Nintendo can't afford to lose a single employee right now. If the company doesn't expand dramatically over the next few years, Nintendo's business model will quickly prove to be unsustainable.

By my estimation, Nintendo has around thirty games in active development at any given time. These range in scale from cheap experiences that can be completed in an hour or two, to Super Mario and Legend of Zelda games with big budgets and generous helpings of content. These games are made by a wide variety of studios, most of them owned by Nintendo but some simply working under Nintendo's supervision. These studios are not all equal in size or ambition. Handheld titles which will be played for just a few minutes at a time aren't given the same budgets or lengthy development schedules that, say, a role-playing game from Monolith Soft. A game that's going to be played on a small screen during a bus ride isn't as polished and deep as a game you spend hours playing in front of the TV.

Expensive games for consoles aiming for technical excellence, and cheaper games for handhelds. This approach has served Nintendo well for decades. But then the iPhone/iPad happened. Suddenly there's a huge market of people wandering around with powerful internet-enabled computers in their pockets, with a built-in store that sells simple and addictive games for a dollar a piece. Nintendo tried to compete directly, by selling their DS update DSi entirely on the basis of their online store. It didn't take off, not to anything near the extent of Apple's offerings. It's hard for me to say why, given that I neither have nor have ever seen a DSi. Actually, that there might be a hint. The gamers most likely to be interested in downloadable Nintendo games likely already owned the DS or the DS Lite, and the DSi, with its internet access and camera, might not have seemed like a necessary purchase while all the new DS games in stores could be played with an earlier model. But like I said, I don't have any experience with the system. It may simply be more awkward to connect it to the internet than an iPhone bought from a cell phone company.

For whatever reason, Nintendo's online store never got big enough to be the bulk of their business. So while they're still steadily releasing downloadable DS games -at the expense of the online Wii store, which has completely dried up- being an iPhone-wannabe isn't their goal. The only way to compete in the long-term with Apple is to go in the other direction. The games need to be so clearly superior to iPhone applications that no one will even consider them to be in the same category. Hence the 3DS and its 3D screen which -for technical reasons involving viewing angle and the limitations of touch screens- Apple is not likely to ever compete with in their handheld products. With the 3DS screen seeming like a window into another world with depth, every game played on it might be a special experience in the way that Avatar was a cultural event. (Well, maybe not that special. But that's the hope.) Consumers will continue to pay a premium despite the much cheaper competition, because they're getting a different class of experience. It's a fine business plan. Just one problem: Nintendo isn't built for it.

The 3D hardware is not enough in itself to impress people. To make the 3DS seem special you need software that shows off the 3D effect with dazzling imagery. If you put a 2D game on there and throw in some 3D gimmickry, gamers start making the Apple comparison again, in the same way that cheaply-produced 3D movies are turning moviegoers off of expensive 3D tickets. Good graphics require powerful hardware, so the 3DS is powerful enough that $250 dollars seemed like a reasonable price. And graphics are expensive on the software side as well. The reason videogame teams these days are so much bigger than in ten years ago isn't because the gameplay is so much more sophisticated - it's all about the presentation. So 3DS games, fitting the "premium" theme, are more expensive than DS cartridges at $40, which is just ten dollars cheaper than a Wii game. When you're talking about a game that's forty times more expensive than the most popular handheld games of today, you need a really high caliber of gameplay to justify it.

There aren't many teams at Nintendo capable of consistently producing large, technically-accomplished and excellent games. There's the EAD team in the Kyoto headquarters which makes Zelda, there's the Tokyo team that does Super Mario Bros., Project Sora (also in Tokyo) which is known for Super Smash Bros., Retro Studios in Texas that revives whatever series Nintendo's not interested enough to do themselves, and maybe a handful of others. These are the guys who have always worked on the console side while the larger number of small teams made handheld games. Now Nintendo has the console people working on the 3DS. The Tokyo platformer experts are making the sure-to-be-lovely Super Mario 3DLand, Retro Studios is helping out on Mario Kart 7, Project Sora is making Kid Icarus: Uprising. Each of these games will be what the 3DS needed at launch.

But while all the big teams are working on 3DS, who's making console games? Well, no one, as it turns out. There's The Legend of Zelda: Skyward Sword coming out later this year, but other than that the Wii release schedule is almost empty. There are a bunch of small throwaway games like another Rhythm Heaven, a new standard Kirby and some Mario Partys. Few third-party developers make games for Wii because the system is so different from the other two systems and the Wii fans are such a different audience to what they understand that it's barely worth the hassle to make a Wii version of anything. So for hardcore gamers like me awaiting the next big thing, there's nothing. There aren't even many small/quirky experiments coming for Wii to fill the gap, which might seem strange. But I strongly suspect that most of the small teams are now being given projects larger than they've ever done before, and it would surprise me if Nintendo hasn't been hiring a lot of entry-level progammers and artists to fill their ranks. Small teams are fairly useless to Nintendo's new strategy, and until those small teams get bigger the company is relying on a mere handful of studios to meet all their demand.

If you only look at the handheld side of the equation, it was absolutely wrong to release the 3DS when they did. All they had for launch titles were fun but small and unimpressive games like Pilotwings Resort and Steel Diver. It was vital to have Super Mario 3DLand at launch, which with its midair floating can really show off the appeal of 3D. But they weren't ready with it yet because it had only been a year since the Wii's Super Mario Galaxy 2 and it takes the Tokyo team longer than a year to make a great game. The 3DS was launched early, I am convinced, to distract from the Wii. If they waited until they were actually ready, Wii fans would practically forget Nintendo existed and jump ship to Sony and Microsoft. Getting them to buy a new and exciting system, Nintendo hoped, would build momentum through the empty months until the cool 3DS games came out. Launching the 3DS without its games was a calculated risk. It didn't work.

And what of the Wii owners who weren't interested in handheld games? For them Nintendo "announced" the Wii U, a name which sounds like something you'd say upon smelling something nasty. It wasn't a real announcement, because they had absolutely nothing to show. They hadn't finalized the hardware, they hadn't decided how they were planning on selling it, and they weren't ready to announce any games for it! Nintendo's always internally throwing ideas around for their next systems, and then they throw most of those ideas out and stick with whatever seems best. For E3 they just pulled out one of their prototypes -a controller with an iPad-style touch screen- and hoped that would be enough. To their credit, very few journalists seem to be paying attention to the fact that the Wii is being ignored, so I guess Nintendo was successful in changing the message.

To say that the Wii U announcement was premature would be an understatement. Nintendo didn't seem at all sure whether Wii U games would actually use two screens, or if they'd just use one screen but you wouldn't need a TV, or if the touch screen was meant to be used separately from the games themselves. (These are incompatible ideas.) They sent mixed messages about whether the use of multiple controllers (for multiplayer) was actually technically possible using their hardware. There was no attempt at new branding, so many people walked away with the impression that it was a new controller for the Wii rather than a whole new console. Iwata wisely did not point out that everything they were describing could be done right now: the Wii and the DS can communicate wirelessly, so the only thing stopping developers from making Wii games with a touch-screen controller is that no one cares. Nintendo tried this sort of thing with the Gamecube-Game Boy Advance connectivity. It was fun, and no one cared, so Nintendo hasn't made a big deal about connectivity since.

But whatever. Nintendo didn't need to present a coherent launch plan for Wii U, they just needed to reassure the world that they're still alive and kicking in two separate markets. But that's not really the case. The 3DS is DOA, and the Wii has been abandoned. The best studios Nintendo owns are currently rehashing old ideas to keep the company afloat in this transition period. The next step, which Nintendo wants to reach as soon as humanly possible, is to promote all their smaller developers to the same status as the big guys. They want everyone who was previously working on handheld minigame collections now working on new, exciting and big projects. That means combining departments, promotions everywhere, new hires, expanding the group that handles outside companies, etc. This doesn't happen overnight, and you don't want to tell shareholders that you're going to be sacrificing a year or two of profits for the long-term, so the only options left are empty gestures: cut prices, cut paychecks, give out lots of free games. (And if those games get more people to notice the online store, all the better.) Don't get me wrong, they're nice gestures. But they're not going to change much. In order to not be seen as irrelevant at this point, Nintendo needs to restructure itself from the ground up and launch the Wii U with five new games like nothing they've made before, all while simultaneously saving the sinking 3DS from being another Virtual Boy. Best of luck with that. I'll be buying a Playstation 3.


2011, July 3rd, 18:20 and 47 seconds

View the embarrassment that is my June 2011Daily performance reviews for June 2011:(Rules)

Self-meeting for June 2011

I'm just going to start, and whoever pays attention pays attention. I'm going to be in charge here, because this entire multiple-personalty system was my idea and I'm more invested in its success than the rest of you. However, I recognize that as I am now, I am not worthy to lead you. I have been disrespectful, distracted and lazy. And my rules, rather than helping me to overcome these traits, allow me to indulge them. So before I spend even one minute as the self-appointed leader of our life, I'm going to rewrite my entire character page. Please wait for me.



Excuse me, programmer? I need your help for a minute.

Of course.

Thanks for your patience, guys. We'll be done in a few minutes.

Wait'll you see how the rule change works. It was my idea.


Thank you, programmer. At the rules, you'll have to go all the way in to see the new version.

That's so that you can compare the new rules to the old ones. From now on we won't lose anything when making edits. It'll just keep getting deeper and deeper. Which it how is anyway, in real life, but now the format reflects that.

Please take a minute to review the changes, and then we'll begin.

I like the part where you say you won't go over fifteen hours. We'll see if you can stand by that.

Oh, now I realize I should highlight the changes when you get to them. But that means I'd need to use <div> tags instead of <spans>.

We should be doing that anyway, it's bad code.

Does anyone have any problem with me, assuming these revised rules, deciding on how we move as a group? You can rest assured that it's in my best interest to let all of you be the most extreme possible versions of yourselves, because that will make the best story.



Okay then.

June was a disaster. The goals were to be distinct and coherent characters, and to reinvent the blog as a home for all of us. Instead we devolved into an amorphous lump. If the first month of The Rules had gone like this, we would have immediately declared the game a failure and gone back to one personality. Which is essentially what we have here anyway, because if you take out the names, colors and statements from the performance reviews you can barely tell who's who. Despite the scoring, despite the opening statements and despite the shell script, the multiple characters are becoming a thin façade for the person I was at the bottom of this page.

The most important cure to this problem is belief. True belief, the kind that shapes worlds, is not something which can be established once and then forgotten. It is an act of willpower that must be constantly maintained. If we do not believe we exist, we will not exist and all that will be left is the ambiguously-defined person.

Hey!

I call it like I see it. We still need to work on you.

You don't even have a color yet! You're just there.

Anyway. In order to remember the rules at all times, I'm instituting a new rule about "moments of reflection". At three preset times each day, we need to stop whatever we're doing for a few minutes and ask ourselves whether we're satisfied with what we're doing. Hopefully this will cut down significantly on out-of-character behaviors.

You didn't tell me about this.

I wanted to move quickly and the details weren't challenging. It would bore you and be a waste of your time to have to deal with this. And it would slow us down. We need to be speeding up. I've already set up an alarm on the computer, and we'll see how it goes. Anyway, what was it I was talking about? ... I see I mentioned the blog.

Did you?

One of the goals for the month was to make the blog a place we could all live in. But that didn't happen, even though the ingredients are all there. Ultimately we were all too lazy to make that a reality.

Some of us have more important things to be doing.

Okay, let's move into the review for the month, and we'll start with you. You had two days, with an average score of 2.5/10.

That is a lie! A ridiculous lie. I had a perfectly good day, and because the programmer has a stick up his butt I got a zero.

You didn't write anything down.

So what?

So you got a zero.

The programmer should never have been put in charge. He doesn't understand us.

Hello, musician. I understand what you're saying, and I do think the 5 you got for your only day was unduly harsh.

I was following the rules.

So we'll change the rules. That's what these meetings are here for. But let's save that for later. Programmer, you had two days with an average score of 3.5. The explorer had two days with an average score of 4. The gamer had two days with an average score of 6, the addict had one day worth 7, the worker had two days of 6 each, and I had three days with an average of 4, which included both the only day above 8/10 and one of many zeros for the month. Overall the average score is 4.25/10, the lowest of any month since the beginning of the performance reviews. Hence my introduction: June was a disaster.

This reflects on the programmer more than on me.

It reflects on all of us, as a group. If you mess up your day, you're hurting every single one of us because we won't think you're there to be counted on when we need you. On page 4 I'm going to propose a plan for July to scale back in the short-term, but for right now we are going to look at what went wrong, and how to prevent it in the future. Programmer, I'm going to need you to pay close attention to what everyone says here, so that you can come up with the rules we need.

You're giving him more control over us?

We are a group. The programmer won't do anything that goes against our natures, I promise you.

Person, you say you were fine and the programmer scored you wrong. But a close examination of your days shows that you've been misplayed. On your first day, you sat by yourself and practiced your "bored" pose, and then you wondered why it was you hadn't formed a connection with anyone. If you're going to be antisocial, what's the point of having you? The rest of us are antisocial, we don't need you to step in to be antisocial for us.

I'm not antisocial.

Debatable. Regardless, for your character it's unacceptable. What the hell were you doing playing Lode Runner while your grandparents were downstairs?!


In your second day, you ignored all of us by not holding yourself accountable to our standards. And then you act indignant when you're scored accordingly?

It wasn't important to write anything down. I was doing things with people.

And that's your strength, or at least, it's supposed to be. You need to show us that you're good at dealing with people, or else we'll let you take control less and less. Tell me, do you want interactions with other people to be handled by me, or by the addict?

Okay, I see your point.

If you want to get anywhere at all, you need to be a lot less self-absorbed.

I have a suggestion.

Excellent. Let's hear it.

Well, first of all I think we need to write the interactive post I planned. But we can also add a line into the person's rules saying he always needs to put real and fictional people ahead of himself.

I don't know how effective that'll be, given that that's supposed to be obvious anyway.

Obviously it's not so obvious, or he'd be acting like that. I can't give you anything more specific, because the scoring rules already reward proper socializing. I don't know why this line is needed, but we can add it in anyway.

Do you have any objections, person?



No.

Good.




..It's Asimov's laws of robotics. You expect me to follow the laws of robotics.

Sure.

Is this a joke?

A more methodical approach to life won't hurt you. You've been coasting, and that's no use to anyone. This is better.

How am I supposed to function as a member of society when I'm following rules like a robot?

By introducing new rules whenever they're needed. Try these out for a few months, and we'll see how it goes.

It's demeaning.

Let me make your position perfectly clear. On June 22nd I went to see Carousel, with all the people from Ruddigore starring in it. And while I was there I was able to recall the actor character I'd built up there, with whom conversation with absolutely everyone was easy and enjoyable without losing a fundamental honesty even in the face of social etiquette. This is the character you are competing with. He has made friends. You have not.

I have plenty of friends.

Not since The Rules. That's what I'm looking at.

Can we please move on? We are ridiculously late. Again.

From now on, the addict should always have the last day of the month to manage the self-meeting. It should be unscored and should not take into account the once-in-three-days limitation on pulling out the addict.

Okay. Write it up.

I don't know, you want to leave it unscored?

If it's scored for the previous month, it changes the numbers so we can't discuss them at the meeting. If it's scored for the following month, it means that every single month is going to be starting the same way, and I know you're not the only one here who'd have a problem with tha. So no score. Thankfully the addict is entirely trustworthy. Even if he's not scoring, if he's writing it down and staying in character we don't need to worry about him.

I'm not sure about this, but we need to move on so I'll let it stand for now.
Programmer. Let's continue with you, because you've got the opposite problem to the person. You need to be more self-centered.

Why?

Because dealing with us is not your forté. I appreciate that you stepped in when I left, and under the circumstances I think you did a fine job. But that's not who you are. In your days, you were so worried about what everyone else might want that you entirely ignored your own self-fulfillment. Put frankly, the "challenges" you've given yourself this month were not challenges. They were busywork of the sort you should have left for the worker, and storytelling of the sort you should have left to me. If you are specifically requested to get something done, and it seems like they actually need you for it, by all means help out. But otherwise you're better off working on your own projects. Do you understand?

Yes.

Good. I don't think we need to add a rule for you.

I'm going to make an edit anyway.

Gamer. Gamer? I guess he's not coming. Well, his rules are fine but he didn't follow them. They explicitly say no reading, which he was guilty of in both cases. These are very common-sense rules, but he doesn't understand them because he's not nearly as rushed as he should be. I don't know what else I can say about that except that if he doesn't stick to the script he'll find himself being called upon less and less.

This page is entitled "New rules". If you're not going to put in new rules, don't waste our time. I would like to remind you that it is July 3rd already. What the heck?

I had D&D.

What a shocker.

I was playing.

Worker, your point is taken. These comments should have been on the first page, so I'll just hurry up and then get on to my last proposed rule. The worker needs to take mid-day naps when he's tired, the explorer needs to be more lively and enthusiastic, and the musican should stand up for his deserved time more. If we still see a problem we may need to write rules to encourage these attitudes, but for now I trust you all to make the necessary changes to your lifestyles.

How do I differentiate between a day where I'll be able to keep going without rest, and a day where I need a nap?

Good question. Programmer?

You don't know when you're tired?!

If your usual sleep schedule was disrupted, you can automatically assume you're going to need a nap and plan accordingly. Otherwise, you can rely on the thinker's moments of reflection: if you see that you've been drifting off of the plan, don't even bother to write up a revision. Just go to sleep, wake up an hour later and figure out what you're doing then. You are not expected to keep going if you're falling asleep.

I would actually emphasize that you're not just not expected to keep going, you're actively discouraged from continuing if you're tired.

That doesn't make sense. If he's being paid for his work, he shouldn't take a nap in the middle. Consistency in rules is important.

Fine, maybe you can take a nap unless there's money involved.

I'd rather say that naps are always okay at home, but out of the house you need to keep yourself awake.

If you're tired, sleep! This isn't rocket science!

Worker, are you going to be okay?

Yes.

Good. The last rule I'd like to propose is that the thinker, gamer and explorer are all off-limits when there's any sense of urgency in the month.

I don't like this rule.

It applies to me as well as you. I just see that we don't thrive under pressure.

What if I have a deadline for Angles & Circles? I can only get the addict to work for me once every three days!

The worker can do the work.

It's not a good idea to keep rushing all the time. You need a break now and then.

So we can give you the day!

Music can be pretty intense.

No moreso than the gamer.

But more than me.

Sorry, you're outvoted. It's a bad rule.

Can you reword it, then?

I have no idea what you're trying to accomplish with it, so I can't accept that challenge.

Fine. I just thought I'd put it out there.

Overview
New rules
Grievances
Plans

I'll give the post over to the rest of you now. Any problems during the month, other than what we've gone over?

Yeah, the programmer had no right to ignore our personalities when scoring.

What, you should be given a free pass whenever you want it?

He's just doing his job. I don't see what this argument is about.

Enough of this! Your personalities are tied to the rules. If you're not happy with the rules, now's the time to suggest changes. If you don't want to change them, you'll follow the rules as they stand.

I see absolutely no reason why I should need to exercise.

You're sitting down all day, playing piano. You need to exercise or the next personality gets an atrophied body to work with. Any other stupid questions?



You'll deal with the rules, all of you.


Our life is getting stale. Where's the excitement and spontaneity?

Excitement and spontaneity don't get you anywhere.

But they do inspire and reinvigorate.

If you want to do things that are different, no one's stopping you.

No, it's a good point, and I think we should make a rule about it. The whole point of this game is to avoid falling into repressive patterns of behavior. If we're falling into a routine, the whole system is pointless. Explorer, do you have any ideas?

Me?

Sure, you're the one who raised the issue.

I don't know. But I'm thinking that the general behavior section of The Rules is going to get awfully crowded soon.

We can hide the ones which aren't active. They're not huge edits, anyway.

Okay, do that. No, but wait. If you click on the links before this, they'll reappear. So what good is that doing? Better we should put all the rules for one section at once.

But we've already put all of them.

Fine, for now let's just put the rule without a link. I'll have to figure out how to clean it up later. Maybe I can use the sidebar. I don't know if there's enough room there under the SVGs.

But we haven't decided anything yet!

How about this: every week, something unexpected... no, that's too hard to define.

I've got an idea. This is the explorer's idea. So every time the explorer gets a day, he schedules strange days for the rest of us.

I could do that.

Excellent, it's settled.

Anything else?

Yes. How much longer is this break in the game going to be, exactly?

Let's wait and see if anyone else has anything to say.

I think everyone needs to be a lot better. I'm getting embarrassed by the lack of things to talk about.

Yes, well, we're not going to be writing any rules about that. That's broader strategy.

Whatever it is, just do it. Be better.

Yes. We can all take that advice. Thank you.



Okay! If there's nothing else, we'll move on.

We've spent months building up these characters, getting comfortable with the rules, etc. But we've gotten complacent, and even though we're each of us very far from where we're supposed to be we use the fact that it'll be someone else tomorrow to not stick to the script and not care. So let's forget everything we've learned, and start back from square one. We'll cut back on the number of characters this month, and no one goes anywhere until they show that they can repeat their performance consistently. For this month, we're going to cancel the rule that you can't keep going if you get under 6/10. If you absolutely can't proceed without one of the other characters' input, ask for them and you'll get one day off. But then it's back to you, and you'll have to get it right. Does everyone understand what we're going to be doing?

Yes.

I don't like the idea of everyone being on their own. I can handle that, but sometimes other personalities need me. And you're saying that I can't go to help them unless they specifically ask for me.

That is what I'm saying.

Honestly, that scares me.

Good. That shows that you need this. Learn to exist on your own, without expecting anyone else to take over. Once it feels like you could keep being yourself forever, that's when the next personality steps in.

Neat.

We're going to start with the addict and the worker.

The addict doesn't need the strengthening, does he?

No, but I'd like him to spend a day playing Zelda. We haven't been active enough in the community playthrough, and there's an opportunity there that's lessening each day we wait. As soon as he finishes with Zelda, you get your chance to show us what you can do. And then you'll keep going until we see that you're stable.

That sounds like fun.

Then I'll join, because I'm behind on the blogging. So far my only successes have been in telling the rest of you what to do.

I'd object if it weren't true.

I'm looking forward to using my new ruleset to figure out who I am and what I can do when I'm on my own. After me, the explorer.

Yay!

I'm hoping you'll work on Angles & Circles, but of course you're free to do whatever you want. About the scheduling rule: you don't need to follow it this month.

But I want to.

Well, yes, but we can't keep up with all your requests because you might have a lot of days.

Don't worry about that. I'll get it right quickly.

We'll see how it goes. After the explorer, if there's still time in the month we'll do the gamer and then the programmer and finally the musican.

There's no way we can do all this in one month.

This will likely continue into August and even September. We need for every single character to have a chance to shine.

What about me? You didn't mention me.

You can't really be scheduled, since you rely on other people. If an opportunity should arise, you'll have the day. By the way, everyone - if days need to be put in which don't fit the plan, it's recommended that you use the addict or the worker.

So that's why the worker is going first.

Yes. But also, there are some work days coming up. That could be the addict, but I think it's healthier if it's the worker.

We'll see how much we can get done this month, and then we'll continue where we left off the next month. So the next self-meeting will be shorter than usual.

Thank God.

Or it could be the same length, if something's going horribly wrong. But I think we'll be fine.

Past this prolonged exercise, the focus of the group will be 80% on the musicians' more marketable projects, Angles and Circles and Gamer Mom. Beyond those three things we'll just be worrying about maintaining sanity and energy.

And chaos!

That's what I meant by "energy".

There's going to be a new D&D game starting while the other one is on break, and we'll probably be meeting more often.

We'll figure out how to deal with that when we come to it.

And what about Dungeon Master?

Good question. We can have some addict and worker days this month, and I'll work on it myself. I guess we can add that in to the category of things we'll be focusing on. I think four main subjects of focus is plenty.

Will that keep everyone involved? The musician, the explorer with Angles and Circles, I have Gamer Mom, the thinker with... hm, what will you be doing?

This doesn't have to work like that. We're not always going to be involved equally in a month. Sometimes one personality is needed more, and sometimes he's needed less. For instance, the person won't have much to do while we're heavily working on the creative things, but once we're done or farther into it, there may be a lot more socializing as a result of the work or of the resulting self-confidence. Everyone will have their day, and the exercise now is to make sure that when that happens we know exactly how to deal with it, almost like an instinct.

I'd like more games.

Now you show up? Last page would have been the time for comments like that. We're ending the meeting now.

Darn.

I think we're done here. See you all next month.


two comments, the last one being from myself
Blogger Kyler said:

What software are you working with for your piano piece?

It is a really nice piece. It feels a lot like your other pieces but with more nuance and depth.

 Mory said:

I use QTractor. Hopefully I'll be able to get more "nuance and depth" into all my recordings, now that I'm one step closer to knowing how to use it properly. The piano soundfont is something I downloaded off BitTorrent; I don't remember what it is exactly.

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2011, June 17th, 4:28 and 30 seconds

My latest piano composition

My earlier post showed how this piece developed. I finished it earlier this week, and by "finished" I don't mean that every note is in place, but just that I can start playing it and get to an ending. This is usually where I stop the composition process.

You'll note that this sounds a lot better than all my earlier MIDI recordings (not that there isn't a long way to go still). I've learned that I was going about the recording process backwards. I was connecting the MIDI data to the synthesizer program to make it sound like whatever instrument, then feeding that into the recording program. At the end of the day I'd an audio file that I couldn't do much with. The proper way to do this (which I used here) is to connect the MIDI data to the recording program to save the performance itself rather than the audio. Then the recording program's output is connected to the synthesizer program, to make it sound how I want. What this means in practice is that after recording, I can edit the performance on a note-by-note level without messing up the sound of it. I can change the lengths of notes, take out notes that weren't meant to be there, change the dynamics... that last part is the biggest deal for me, since I can never get the dynamics right with my keyboard. What I did here was play it consistently loud the whole way through, then go back through note-by-note and add the right dynamics. It took a long time, and I could spend a whole week on this recording just tweaking the volumes and lengths of each note. The rhythm is still crap. I haven't figured out how to use the metronome yet (Not sure if I could keep up if I did, though.), and in any case the tempo is supposed to keep changing here so I don't know how much use it'd be. I should be able to change the timing after the fact -the trouble is, I don't know how to move the pedal presses along with the notes. So when I tried shifting the notes to compensate for my bad rhythm, the pedal was being pressed in all the wrong places. So I've left the rhythm how it was (blecch).

About the composition itself, I'm of two minds. After all my experimentations and that little music-box improvisation, a lot of ideas were on the table and I don't feel like I've left any there. I think that was probably a mistake. The word that was floating through my head as I compiled the thing was "definitive". I wanted to make this the only version of the two themes that I'd ever need, and I wanted for all my fond memories of playing with the theme to fit in directly instead of just being forgotten or alluded to. I did accomplish that, and by the end of it I have said everything I want to say on the subject. But I only managed this by radically switching styles in the middle World of Goo-style. That game at least had the structural sense to integrate the two halves together in the end, but the jazzy style I'm switching to is totally abandoned in the end. It's one piece which is wrapped up, then I jump into a second piece which sounds completely different, and then I awkwardly transition back into the first. That's the structure of my first composition ever. How is it that after eleven years, I'm still using the same ridiculous format?

I may need to rewrite the ending some day.


This is where I'll put any posts related to the Marvel Comics crossover "Fear Itself".

Click a link on the left to read a post.

A second look at Avengers #15, which is essential more for Spider-Woman than for Fear Itself

This post contains spoilers for Avengers #13-15, Secret Invasion, and some older Bendis stories.

I recently had an interesting argument with Colin Smith of the blog "Too Busy Thinking About My Comics". I carried it on too long, to the point where he threatened to ban me if I didn't retract and delete what I'd said (I honestly had no idea that the term "mud-slinging" was offensive to some people.), but it started with a legitimate clash of ideas. Smith's philosophy holds that each and every issue of a comic should strive to be the best entertainment it can be. In commenting on his posts, I've crystallized my position that much of modern pop culture relies on faith in delayed resolution, and that the entertainment landscape is better for it. This line of argument began during his scathing review of The Mighty Thor #1 by Fear Itself's Matt Fraction, where he condemned the issue (fairly) for failing to provide any entertainment, while I argued that the story's continuation might justify the long set-up. (Since then, it has.)

The argument this time around was centered around The Avengers #12.1, which spends a considerable amount of time showing Jessica Drew (Spider-Woman) tied up while naked. In isolation, I understand how someone could take issue with that. It certainly seems like a sexist statement, if you don't know that in New Avengers Annual #3 a few years back Bendis had a whole issue where Clint Barton (Hawkeye) was tied up and naked, until his female colleagues in the Avengers came and rescued him. Having read more Bendis comics than Smith, I know that stripping, tying up and torturing enemies is just the sort of thing that Bendis villains do, regardless of their victims' gender. That certainly is disturbing, and I confess I'd never noticed before how often he wrote that sort of thing, but I don't see how the label of "sexism" can be applied to perversion that doesn't take gender into account at all. The bigger problem with Avengers #12.1 when read as a standalone story is that it had no resolution. Jessica Drew is tied up, the Avengers come to rescue her, a plot is set into motion, and... that's the issue. It's not a particularly good read, if you don't read any more after it. But if you choose to stick around, the very next issue is Avengers #13 which puts a spotlight on Spider-Woman's frame of mind, and in Avengers #15 there's some emotional pay-off.

One issue of a Bendis comic, taken on its own, is nearly meaningless. There will be fun dialogue, some cleverly gimmicky storytelling, and really good art (since Marvel gives him their best pencillers). But you don't start to really appreciate what he's doing until you take a step back and look at the big picture. This is a writer who has complete job safety for as long as the comic book market still exists (which is to say, another year or two), and who has patience to match. He's been writing some of these characters for seven years, and every line of dialogue he gives them is shaped by those earlier stories.

I didn't give Avengers #12.1 any thought when it came out four months ago. The "point one" issues are meant to get new readers up to speed. It did that, and not in the most engaging of ways. So I didn't even intend to include it in my collection, let alone refer to it in blog posts. But when Colin Smith put a spotlight on the way Spider-Woman was humiliated there, I had to take a step back and ask what Bendis's bigger picture was. And just like when I reached the last issues of Dark Avengers and suddenly understood the genius of Bendis's long-running Sentry story, it was only when I took that step back that I noticed just how consistently miserable Spider-Woman has been for the entire time Bendis has been writing her. It's a story which I've never paid much attention to until now. And when I noticed that, suddenly I thought back to my post about Avengers #15 and realized I'd missed the point of it.
Next page
I've never read Jessica Drew's old stories. The first I saw of her is when she joined Bendis's Avengers team. He wrote her as a spy who'd gotten in over her head and needed the help of her friends in the Avengers to cope with being a triple-agent. But then it turned out (in Secret Invasion, also by Bendis) that that wasn't really Spider-Woman, but an alien shape-shifter queen that was fooling everyone. The truth came out, the whole world saw "Spider-Woman" leading an invasion force, the Skrull queen was shot, and then the real Spider-Woman was found. She didn't know anything that had happened since the beginning of Bendis's Avengers run, but suddenly she was back in the world and everyone thought of a supervillain when they looked at her. (I don't understand why she didn't change her look. If I were her right then, I'd definitely change costumes and possibly hair color.) Wolverine invited her to join the Avengers, for real this time, and the initial reaction of her new teammates when they saw her was irrational anger. That sort of reaction messed with Drew's head. Here's her internal monologue two issues later in New Avengers (vol. 1) #50:
"I don't know how this turned into this, but it's my fault. And everyone hates me. One day as an Avenger and I fail completely. Why am I even here? These people hate me. They look at me and they see Skrull and loser and Skrull loser ... I hate that this is the sum of all the parts of my life. Well, if this is how I gotta go, I'm taking as many of them with me as I can!"
Ouch, that's bad narration. So over-written. Now I remember why it was that I edited that page out of my copy of the issue, and why I didn't collect Bendis's seven-issue Spider-Woman: Agent of S.W.O.R.D. Skrull-hunting angst-fest. That series was more of the same, only more so. And every single time she's on panel since she got back three years ago, there's some variation on "I'm really not good enough, I don't understand why you keep treating me like your friend.". She's been angry and reckless, running off on a bunch of suicide missions that the Avengers need to bail her out from.

I like that after Siege, Bendis put her not on the Secret Avengers team where her spy skills would come in handy, or even the gritty street-level New Avengers team, but on the main Avengers team alongside Captain America, Thor and Iron Man. They've got a god, a billionaire, a historic soldier, a Hulk, an alien who builds time machines between panels... These are the guys who save the world from threats of preposterous scale. So far in this volume of the series they've prevented their entire timeline from collapsing and stopped someone from gaining absolute control over all the abstract forces of the universe. And Spider-Woman's one contribution to the story was choosing to go on a dangerous mission on her own, getting kidnapped and stripped naked and tied up and needing to be rescued by the others. Over and over she's been saying that she's not cut out to be an Avenger. And Ms. Marvel, who's always strong and noble and an all-around role model in this comic, keeps trying to reassure her that they're all equals and friends. But Spider-Woman doesn't actually fit into this group at all.

In personality, Bendis has been writing Jessica Drew like Adam Warren's parody character Empowered, whose specialties are getting tied up and losing her powers. Bendis should probably be aiming for more subtlety than that. I expect Spider-Woman will have an Empowered-ish long-term arc of slowly gaining self-esteem, but first there's this romance with Hawkeye. And that is an interesting pairing.
Clint Barton died in Bendis' first Avengers story, Avengers Disassembled. It was a silly death. To be honest, I don't like Avengers Disassembled at all. It's all shock value, without a story attached to it. The five-issue arc was titled "Chaos", and it is that. In my collection I edited the whole five-issue arc down to a 56-page prologue for House of M, because chaos isn't entertaining on its own but it can make for a good opening to an action movie. I'm really proud of having come up with an edit that makes the material readable (which it wasn't), by cutting it down to the bare minimum of random chaos, and letting the focus of it be the character of Wanda Maximoff. (I think that was the first time I'd done such a significant edit.) Anyway, the idea there was that Wanda Maximoff went crazy and started reshaping reality in ways that killed her friends. Hawkeye was one of the casualties, and the token attempt to make it seem like a heroic sacrifice wasn't successful. It just felt arbitrary and cruel.

In House of M, Wanda brought Hawkeye back to life, for no more reason than she had for killing him, and his story continued in New Avengers #26. That issue was Bendis and Alex Maleev, same as Spider-Woman: Agent of S.W.O.R.D., but the tone was different. Jessica's return to the Marvel universe was overloaded with self-hating narration. Clint's return was... quiet. Much of the issue was silent, and when people talked they didn't say much. Hawkeye was too lost and confused to have any coherent narration. He gave up the brightly-colored costume, searched for Wanda (for "closure", as he put it), found her having no memories or powers, had very confused sex with her, and left. That was the entire issue. So basically, Clint had gone through such random nonsense that he couldn't make heads or tails of his life anymore. In a superhero universe there must be some clinical term for the psychological condition where you're emotionally unstable on account of living in a freaking superhero universe. That's what Hawkeye's been going through, and he's "dealt" with it by sleeping with everything that moves, fighting a lot and being the first to volunteer for each opportunity to torture bad guys for information. At least, that's my interpretation of his motivations, from how Bendis has been writing him. But maybe he's just overcompensating for not having any superpowers.

For whatever reason, he is angry and impatient - just like Spider-Woman. I'm expecting this relationship to be really messy. It got off to a good start in Avengers #13, where Spider-Woman used her pheremone powers on Hawkeye because she couldn't imagine that anyone could like her without being manipulated into it. These characters are seriously messed up. Both of them were raised by super-villains, and I think Bendis is trying to bring out that latent craziness that other writers might try to downplay.

The first page of The Avengers #15 (yes, I'm actually going to talk about this issue) is priceless. Spider-Woman mopes about how worthless she thinks she is for nine panels, and then the angst is deflated with two panels of Hawkeye's comments:
"I don't know what it is about her... she's so angry all the time, but it's so damn cute. Don't tell her I said that, it'll just make her angry.
Also adorable was the moment where Hawkeye, upon being saved by Ms. Marvel, playfully says "I love you.", and Jessica looks like she's trying to escape off the side of the page. That Bachalo is a clever one.
I've edited a few pages out of my copy of this issue. First off, there's a page of interviewing where everyone chats about The Protector, which is so out of place it's bizarre. Noh-Varr is not a major part of this story, and no one has anything interesting to say about him on that page. I notice the issue is 23 pages long, one more than the usual. What I suspect is, that page there was a last minute addition when it occurred to the editor that any new readers joining for the Fear Itself crossover would have no idea who this guy in a ridiculous costume who saves Spider-Woman is. The other part I've taken out is the establishing shot of the Hulk's rampage. It's a lovely image, but underneath it is tedious exposition reiterating the Fear Itself status quo for the benefit of newcomers. The issue doesn't need or benefit from that when in the context of a comprehensive Fear Itself collection. But now that I'm looking back at that page, I'm thinking, it is a very exciting picture. I'll have to play around with the pages to see if there's some non-awkward way to cut out the talking heads but keep the establishing shot. Otherwise, there's another establishing shot right after it so it's not needed.

The talking heads didn't work for me in those two cases, and it does bother me how neatly all this documentary footage fits together, but there is a fun idea behind it that comes across in this issue. During Civil War, Secret Invasion and Siege, Bendis's Avengers tie-ins were fairly disconnected from the action of the crossovers. The rest of the crossover might have been a spectacle, but Bendis carved out a little quiet corner where he could push his characters forward without interfering with the plot. Here he's trying to make his little story more connected to the whole. His characters are right at the front lines of the battle - what's that like for them? The trouble with characterization during a battle is that it tends to get drowned out by the noise. There's all this intense emotion the characters are going through, moment by moment, but after so many punches and explosions we're not exactly in the right frame of mind to appreciate it. That's what the documentary style is for. We jump away from the battle for just long enough to understand what was going on in the battle. If you just see Spider-Woman save a bunch of kids, it's another beat in the battle with no significance to the plot. But if you stop and reflect, you see that maybe that's kind of a big deal for her. Finally, she's not totally useless in a fight. In her long-term arc, that's an important moment.

I don't think the documentary style has completely worked so far except for Avengers #13. I have that as the first chapter of Fear Itself because I like the thoughtful tone it sets for the rest of the crossover. Issue 13 worked because there was only a hint of the plot. But the plot itself, once we get into it, isn't at all engaging. It's a bunch of monsters on a rampage. Wow, that's creative. #14 tried to make it seem epic by taking the battle seriously, and Romita knocked that out of the park. But it was totally undermined by some attempted character-building which fell flat. (I wish I had access to the unlettered art, so that I could include that fight without any dialogue at all.) #15 has the opposite problem, where the character stuff is fun but the battle feels so generic that you could swap the Hulk with any other enemy in any context and it wouldn't change the issue much. (I have a similar gripe with the New Avengers issues.) #16 was awful, existing only because Bendis felt like it should exist (showing Steve Rogers' emotional state) but without any good idea of what he should be writing in it. Coren and I wrote a script like that recently; we threw it out and started over from a different direction and now it's pretty cool. That's what Bendis needed to do there, but he has way too many commitments per month to be willing to do that.

 2011, August 31st


2011, June 2nd, 20:32 and 59 seconds

Self-meeting for May 2011

Okay, let's call this meeting to order. The first order of business

Hey, who elected you?

Well, I can't wait around for the rest of you to get your act together. We're just wasting time.

Cool it. We're not gonna get anywhere with an attitude like that.


This is silly. Let's get started already.

You're not in charge here.

Actually, the question of who runs the meeting is of vital importance. The whole nature of the discussion will be dictated by the faux-social hierarchies we decide here, and this will apply in the future

Does anyone object to the person running the meeting?

Why the person?

Because he'll be unbiased. I doubt he cares one way or the other about anything that happened this month.

The person would be interesting.

You're wrong about the person's interest. The people most creative will give the person more topics to socialize about with other people.

That'll be good for me.

Actually, that could make for a fitting perspective, given the intentions for this past month.

Great. Any objections? No?

I want to make it clear, though, that this agreement only extends to this particular meeting. We will need to speak about more permanent faux-social hierarchies soon.

Fine. Whatever. I'd just like to start this as soon as humanly possible, because it's 1:43 AM on June 2nd and ideally this should already have been written by the end of May 31st. I don't want to drag this on any longer.

Incidentally, no one's officially been in control since the beginning of the month. This is a problem.

I'm not certain what we can do about that.

Honestly, this is utter chaos! Is the person here?

I'm here. Hi.

Would you mind starting this meeting already? It's obvious no one's going to let me do it, and I can't take one more minute of this time-wasting.

Sure. Is everyone here?

I'm here.

The programmer.

I think our names ought to be capitalized. That should be the first thing on the agenda.

The thinker's here, and I heard the musician and the gamer earlier. What about the explorer?

What?

Okay. The addict?



Has anyone seen the addict?

He's sleeping.

That's no good. This meeting can't start until we have all eight of us. If even one of us isn't present, this isn't a fair system.

For God's sake.

Let's just start. If the addict needs to say something, he should be here.

And what if we have something to say to him? What if we're not happy with his performance?

We're going to start. Please be quiet for a moment.

Excuse me, but we aren't displaying properly here. This should only take a minute to learn to fix.

Fantastic.

We'll wait.

Okay, it's displaying now. But it's not exactly pretty. I may need the explorer's help later to get it set up right.

Yay!

Okay. Thank you. Worker, you can stop glaring now. In fact, stop trying to rush us along. We have absolutely nothing planned until Friday, when Dena will be home and I'm hoping to watch The Voice with her. It's 2:14 now, and it looks like we'd be best off continuing this meeting into tomorrow. The alternative is to keep pushing on until it's way too late, and we'll all be too tired to have a decent conversation. Would you prefer that?

I wonder which of us could stay in character most effectively while tired. That would be useful information.

We should start with a summary of the month's goals.

Okay. Let's see... I'll just copy and paste what I said.

Each day, I'm going to pick a different character. At the end of the month, when I look back at who I've been overall, I want to see a cohesive character who is defined first and foremost by his creativity. The nature of that creativity should be very diverse. I want to get the impression of a person so multifaceted and strange that one never knows what he will do next. This is not my natural state -I am a person prone to easy and repetitive patterns of behavior.- so the performance will likely require the careful and respectful collaboration of all eight of my personalities.

The post should be a fixed width, to give a sense of us all shoved in here together. And there shouldn't be the usual margins.

This isn't the time. You can fix it up tomorrow, before we publish.

Okay. And I haven't made up my mind yet whether there should be spaces between us. I need to play around with it a bit to find out.

It seems to me that there are four components to the plan.

I'm going to make the blockquote bigger.

It seems to me that there are four components to the plan.
  1. The eight of us should in retrospect, together form one cohesive character.
  2. This unified character should have no attributes more prominent than "creativity", which is a complicated word. This may actually be two separate points depending on how we choose to define the term.
  3. The output of that "creativity", whatever that means exactly, needs to be diverse.
  4. Finally, a suggestion that the first three are probably only possible through respect between characters.
Those are the key points we'll need to review.

I don't like how the blockquote just sort of sits there. It definitely needs to be a different color, something that stands out but doesn't look too out of place here. Do you think it could be a shade of pink?

You fascinate me. Tell me, what is it about this post that so engages you while bigger projects like Angles & Circles don't seem so urgent? Is it just the quantity of work?

I don't know. I do love Angles & Circles. So what do you think, could pink work? I'll need to test it out.

Not now you won't.

Thanks for stepping in, I might have had to kill him otherwise.

I'll bet.

What is that supposed to mean?!

Would you please all stop attacking each other?

We can start from the fourth point -respect between characters- by noting that there's not much of it.

Wrong. We are all sitting here, putting our plans on hold for a few hours, all for the sake of a dream of something halfway between multiple personalities and a single definitive self. We're engaging each other's ideas. Accepting each other's existence. This is respect. Now, working like a well-oiled machine, that's what you actually want but that comes with time. It starts with respect, and we've got that in spades.


No, I don't see it. The exact phrase was "respectful collaboration", and the context was the two pieces of music in "The Rules".

I know that.

I'm sure you do. The idea is that we shouldn't just be thinking about ourselves, we should care about each other. I think about everyone, as does the programmer and the worker.

Excuse me. How does you taking forty hours (plus sleeping) on conversations about comics, after you specifically and personally said that that time would be assigned to me, the musician and someone else... how does that count as "thinking of everyone"? That is thinking of you. You stole that time from us.



You're right. I shouldn't have taken so long, especially right after I had the addict doing what I wanted. But what I said was a suggestion. I understood that things could change, and we'd already gone off script from the day that was supposed to be the explorer's.

Yeah, what was that about? I didn't get enough days this month!

It was urgent that I get in there before any more bad days happened. The worker seemed totally lost, so I wrote the "sd" script to give quick guidelines and point people in the right direction.

There, you see? Respect.

You lost a day yourself!

Does it sting that I only got one day this whole month? Yeah, it stings. But I knew that when I had a day, I got a day. I was able to just run with what I was doing and no one said to me "My turn now, get off the stage.". So you want a few extra days? What do I know, maybe you need it. And if I have some prolonged musical inspiration, you guys can wait a while until I'm done. Respect.

I have two things to say. First off, I didn't properly get even a single day this month, because the day that was supposed to be mine kept getting interrupted by you idiots. So respect? Not so obvious that it's here.

Ouch.

Secondly, it's 3:38 AM and I am falling on my face. Tomorrow.

Tomorrow.

It is 3:23 PM on June 2nd and still we haven't finished this post and gotten back to life. This is absolutely unacceptable.

I agree. The trouble is, the next month hasn't really started yet and the last month is over already. So if someone's running a day by the Rules, where does the score go?

Does it matter? There needs to be a day in progress.

Tell me, what were you doing earlier today?

There is no "today" because we're not keeping time!

You were reading comics, that's what you were doing! I saw you! How you can be entertained by such passive activities, I have no idea.

Well, what am I supposed to be doing? There's no schedule, no plan, no discipline... Where is the person, anyway?

Just a second.


Sorry, what were you asking?

What were you doing just now?

E-mails. There's a big battle going on, with a giant worm about to devour a nearby building.

Dungeons and Dragons.

It's better than comics!

Shut up.

Ah good, we're here. So yesterday we were discussing the concept of respect between characters, and what that entails.

What do you guys think of how the post looks?

Pretty darn good.

Yeah. I left out the borders, so that the person would just sort of be part of the background.

Speaking of which, can I take back my vote for the person to run the meeting? He's driving it into the ground.

I volunteer to take over.

Back to "Yardena"

Just a second, someone wrote another e-mail.

I don't believe this!

Hee hee. She said I'm cool.

Yeah, the person can't be in charge. Terrible idea. Neither can the thinker,

What?

because he's just going to keep talking forever without taking any of us into account. We can't have a meeting where no one is willing to listen to anyone else.

I'm listening.

No, you're not. You deal with flesh-and-blood people, that's all you know. Fictional characters are just imitation-people, as far as you're concerned. The first thing we need is a schedule for the meeting. That's the worker's department. We need to give him points to include. I'd like to specifically focus on creating rules to maintain momentum throughout the month. Anyone else?

First off, I'd like to get back to the May 2011 plan, and assess whether or not we've achieved anything. Secondly, and maybe this should even be first, I set more specific goals for everyone at the start of the month and no one seems to have really followed them. We've also drifted off the general structure of the month, in which the worker and addict were supposed to be a lot more prominent. The addict ended up only being used for the blog

Keep your talking points for when we're all thinking about them. Does anyone else have anything to suggest?

Yeah. Each one of us needs to quickly say what they've done this month, one after the other. I don't know what that's gonna sound like, but that's the point of all of this.

We need to get out of this house. Immediately.


Why?

Yesterday I wanted to play around with accents, and I needed to be careful not to be too loud because someone might hear me.

I'd like to sing.

I can't dance, I can't talk out loud, I can't play music while I'm doing other things...

Sure you can.

A building dictates how it's used. And I have been in this one building for too many years now.

Just now, this lady was saying that I'm cool for doing lots of different things, and I was thinking: "Me? I live in my parents' house, I don't have a job, I spend more time talking to myself

Selves.



I spend more time talking to myself

You mean selves.

It's not a good situation. How is it that Dena's already moved out, and I'm still here?

Whoa, whoa. Ageist!

I don't see how we can get out.

We just need to do it. There's too much thinking around here.

Okay, well, we can talk about this when we're planning for next month. Are there any other points to raise?

Why didn't I get a day?

Because we didn't need you.

And what about what I need?

You have Shabbat. Every single Shabbat, a seventh of our entire life.

Okay, I don't think we can squeeze anything else into this meeting. If there's anything else, it'll have to be next month. Now, worker, I know you want to get out of here. That makes sense. So let's plan out the rest of the post, and make it as few sections as possible while working in everything everyone wants.

Okay. I'd like to be out of here by 7:00, so how much time does that leave for each section...?

In the interest of expediency, I'll do it myself. First we'll each summarize the month. Then we discuss what we've said, and why some characters get more days than others. That's the first section. Then in the second section we'll figure out how that fits in with the general and specific plans we had for May. The third section is about what we can do in the future to fix the problems. And the fourth section plans June, leading straight into the next performance reviews. Does anyone have any problem with this plan?




There should be a menu, with links to each of the sections.

That's a very good idea. It should only take a couple of minutes.

No! No. Let's just get started.

Are you sure? I'd really like to do this.

We've wasted enough time. It can be a linear post, no one cares.

I notice the gamer hasn't said much.

Nothing much to say.

Here's how this works. You say what you've done, and then you give up the mike. I want a real stream of back-and-forth, back-and-forth, rapid-fire cutting. Okay, I'll go first.


Well?

Hey, don't underestimate the value of silence for setting a mood!

This is so cool.




I improvised a bunch of Zelda variations.

I drew in the top of Angles & Circles!

I only got one day, for playing D&D and going out with the family, and the worker watched TV because he thought I wasn't "busy" enough or something. Who gives him the right?

Sh, keep it moving, keep it moving.

I did what everyone else wanted.

All right.

I wrote a chapter and a half of a book, and played a lot of Fluidity, which is

Keep it movin'.

I programmed sd, then I improved sd, then I did the whole new PR system.

Yeah. That was good work.

No commentary yet!

Well, I don't think I can properly review everything that happened this month under these restrictions.

No! You've got this, keep going.

What is the point of this exercise?

There's a beat. You gotta go with the beat, feel the beat... thinker - go.

I co-wrote a very short screenplay, and, um, I invented a good character for Dungeons & Dragons, and I wrote a review of Secret Avengers but the programmer seems to think it's not ready to go up yet.

It's not. But it'll be awesome. Trust me, I'm doing it justice.

It shouldn't be too difficult. It'll mostly be the same code as Living in Hyrule.

The addict. The addict should be here, where's the addict?

Sleeping.

Still?

So what was the point of this whole bit?

Be quiet for just a second. I'm rereading the session. I need to see how it sounds.




Yeah. Awesome. Look at this. You don't know what the next line is gonna be! Is it going to be a gamist, or an awesome musician, is it gonna follow the plan or take a weird left turn... if we're one person, we're one person who can do anything, and knows it, and loves it.

O-kay. Are you just going to go praising yourself here? Because it's kind of painful to watch, and you could have done that without putting us through that tedious silliness. Can we just review the scores and move on?

You're a buzzkill. And I love you anyway.

The average score for the month is 6.75/10, just barely too low to level up. I got five days, with an average of 5/10.

Wow. That's pretty bad.

Yeah. I'll do better.

You've said this before.

Well, this time I mean it.

You've meant it before.

What do you want from me?

Excuse me, but this really is very simple. You did badly because you were too vague. Plan with more specificity, and you'll be fine.

Specificity. I'll do my best. (Specificity.)

I got three days, with an average of 8.33/10.

Very respectable. I had four days, and my average score was 7.75/10.

I didn't get a day.

But that day you supposedly didn't get was a big zero. Passivity builds on itself, this is a problem you're going to have to deal with. It's no one's fault but your own if you can't keep control of a day. I got a 5 and a 9, for an average of exactly 7.

Average score: 7.5/10
(2 days)



And the addict got an average of 8/10, for following up on all our blog projects. That was much appreciated. In fact, I think we should all give as many of our days as we can to the addict. He's reliable, he doesn't get distracted, he's capable of anything.

Out of the question. He'll burn himself out. It also is the equivalent of wandering around in a fog, since the addict is only ever capable of thinking of one thing at a time.

How many simultaneous "things" do you think are needed for most activities?

No. It's out of the question to rely on the addict like that.

I had a problem I couldn't deal with.

What's that?

The bottom of Angles & Circles. I gave it to the worker, and he kept trying it over and over but it didn't go anywhere. And now I'm scared to go back to it.

I'll figure it out.

Really? That's not the sort of thing you usually think about.

I promise you, by the end of my next day, you'll have a way forward.

Thanks.

So that's why you weren't working on it. Interesting. In the future, you should definitely hand things like this over to me.

I'll keep that in mind.

By the way, I would like to point out the obvious and say that the programmer has won the month. 8.33? Kudos.

I just dealt with the problems in front of me.

That's a good attitude. I wish others here had acted like that, just doing what needed to be done instead of acting like children. The thinker made reasonable demands

Oh, are we on that already? New section.

You were talking about the thinker's plan.

Really? I had no idea.

It's just good form to repeat that at the beginning of a page.

I was supposed to keep all of your projects going. I did that, to the best of my ability, but it got a lot harder when your projects all mysteriously dried up. The explorer should have been working on A&C, the programmer should have been programming a rename function, the thinker should have written the second Dungeon Master script by now, and the musician should have worked on something a little bit more substantial than an improvisaton! Oh, and the addict was not meant for the blog. He was meant for everyone! This has just been a complete failure of a month.



I disagree.

What happened this month was a progression from a scattershot approach (which is what my plan was calling for) to a more unified "team" approach that revolved around the blog. Until very recently, there was no place on the blog for you, or for the gamer, or for the programmer, or even the explorer once you get down to it. It was one stream of thought: mine.

I had the performance reviews.

Yes, given a lesser status and maintaining the dualistic "1.0 vs. 2.0" conflict. The unified person, comfortable with all his many aspects, was not welcome in his abstract home until just now. Can you imagine this post right now being written in February? Unthinkable. It's a regression

It is a regression.

It's not a regression, I meant it would have seemed like one. The problem with the old blog wasn't that it sense of self was fractured, it's that those pieces kept arguing with each other and insisting that there's only one "right" way to think. Here we are, having a frank discussion about where we're going, and each of us has different ideas but we're willing to listen to each other. So yeah it's actually the second day of June already, and during May we didn't have the kind of understanding that would have the explorer pass his things to me, and the gamer helping others, and all of us willing to end our days and "pass the mike", as musician put it. (Those names really should be capitalized. Can we take a vote on it?) But we were going for a character who was creative but also cohesive, and that took a month just to put into position. It's the blog that's the glue. The blog needed to be set up just right, so that every single one of us will have a place here. That's what's going to make this version of life different.




Does anyone have anything to add to that?

It was well said.

I still want to know why I only got one day.

You only got one day because you weren't needed. The worker was carrying everyone's projects. So he got five days. I was trying to set a course for all of us, so I got four days. The programmer was helping with the blog. The gamer was contributing to the blog as well. You were giving us nothing. If you want us to stop treating you like you're wasting our time, stop ignoring us.

You're going to need me.

I'm sure that's true. So I hope for all our sakes that you learn to fit in somehow. We're people too. You need to accept that.

So, what, you want me to put aside what real people want from me because it clashes with what you want?

Yes. That is exactly what we want.

I don't care. You're right, we're going to need you to deal with the outside world.

Have we come to any sort of consensus about May?

No.

Let's move on. It bothers me that we haven't been exercising.

Well, that's fixed simply enough. A penalty for not exercising?



Does anyone object to a penalty for not exercising before the day?

Sometimes it's not an option.

That's rare, and I'm talking about a penalty of one point. Hardly a day-killer.

That would do it.

Excellent. I'm also going to apply this to general hygiene and not staying awake past 3:00 AM. Objections?

I can live with that.

I'm editing the Rules post to fit.

There should be a link between here and there, but I want this post to end already and it has been going for soooo long.

You too?

You know, this has taken a lot longer than I thought it would. We've spent enough hours on this; the rest will have to wait for next month. Also, I'm anxious to take the new PR system for a drive already.

No! We still haven't decided where we're going from here!

Fine. Any quick thoughts?

Quick?

You can say whatever you want, but say it in the plans for the month. We're going to end the meeting here.

Thank God.

Please, if you have comments for each other, pass them back and forth during the month. We can't wait for the meeting to do everything. Also, come to the next meeting prepared. We should schedule it for the last day of June, so we don't run into this time-wasting again. And we should all come prepared, so that we have a decent shot at actually getting through everything. And another thing I've decided during all this: attendance is not mandatory. If you've got nothing to add to the conversation, don't wast our time. Okay, let's publish the post now.


2011, May 26th, 00:21 and 29 seconds

start day

mory@Mory:~$ sd explorersd workersd gamersd musiciansd programmersd thinkersd addictsd person Be quick and playful. Whatever you write will set a direction to start in.



Look around you: you're trapped in a small box. Get out!
Keep some paper handy- you'll need it. No boredom allowed today.

mory@Mory:~$
Be extremely specific about the times. If you can't, don't even start. Prioritize wisely, as more energy goes to the earlier activities.



You're not perfect, and today you get better.
No time wasted, no distractions, no lingering.
Go!

mory@Mory:~$
Don't plan on anything too passive or practical.



The plan, in itself, is worthless.
Make this a day to remember.

mory@Mory:~$
Any thoughts?



Forget the past, present and future. You know exactly what to do.

mory@Mory:~$
What's the challenge today?



Analyze, plan, succeed.

mory@Mory:~$
Hey. How's it going?



Step outside of yourself for a moment. No, you're not there yet. Keep going.

mory@Mory:~$
I am obsessed with
Why?



Tomorrow, this won't matter so much. So don't hold back, and don't wait. Today, there is nothing in the world as important as

mory@Mory:~$



Have a nice day.

mory@Mory:~$
Who will I play?

explorer
worker
gamer
musician
programmer
thinker
addict
person

Opening statement:

Opening statement:

Opening statement:

Opening statement:

Opening statement:

Opening statement:

What should I need today?


Opening statement:

Opening statement:


2011, May 16th, 15:36 and 29 seconds

MIDI experiments

I've had my MIDI keyboard for a while, but for the most part I've just used it as a way to record audio files that sound vaguely like they came from a piano. I downloaded a collection of other soundfonts, and have been playing around with the various "instruments". The first thing I recorded with them was an improvised duet on my recent work in progress, with the "string ensemble" and "music box" voices. Well, to be more accurate, I started by improvising randomly with the music box voice just to see what I could do with it, but I quickly realized that what I wanted to do with it was play that theme. I tried playing it the way I do on the piano, but I immediately understood that that wouldn't fit. The piano is a very versatile instrument (though I've fallen into a bit of a rut in how I tend to use it), in a way that the music box is not. For that matter, most of the voices I'd downloaded had a particular personality to them. That personality would dictate what I played on them. The music box had a very hollow sound which was charming and fit the theme well, but its simplicity would not suit any complicated harmonic progressions. At least, that's what I felt. So I picked a different key from the one I normally use (to break out of that thinking), and recorded a duet between that and the strings (to add texture).

I didn't want to upload this file, because I don't like it very much, but I've been talking about it so much that I'm going to have to now. I'm not going to embed it, and I'm warning you now that it's four minutes long and is the equivalent of an old man rambling on and on because he's forgotten what it was he wanted to say. But if you want to hear it, here it is. Anyway, what I learned from playing that is that it's not easy making music by yourself. If the other voice were being played by another person, I'd react to him and he'd react to me and together we'd get somewhere. But when I'm on my own, communication only goes one way. So for instance in this file I first recorded the beginning of the music box's melody, and then I came in with the strings afterward (while listening to the first track) and accompanied. I was going for "mysterious", but I think I ended up with just "messy". It keeps running into situations where one instrument thinks it's finished but the other one wants to keep going. Also, I wasn't using the sustain pedal because I wanted to get away from the piano kind of thinking. That was a mistake, and there's a lot of awkwardness here in the strings (as I try to hold down all the notes with a limited number of fingers) that was wholly unnecessary.

I liked the aesthetic of what I'd done, but not the structure (as haphazard as anything I've ever done). So I started playing something which I know like the back of my hand: my variation on "Zelda's Lullaby" from the Legend of Zelda games:

The idea was a good one. When I know exactly where I'm going, it's a lot easier for various instruments to join in. I first played the piano accompaniment, then the strings, then the flute with the melody, and finally a pan flute adding in little bits of emphasis just because I felt like it was missing something still. Here, for comparison, is the original version of the tune from A Link to the Past. You can see that I've taken it in a totally different direction. This is a variation which I've played countless times on the piano, just because playing it makes me happy. I'm really happy with how this arrangement turned out. Part of that was due to letting the piano do all the work holding the music together. I'd have a much harder time trying to come up with an arrangement for Zelda's Lullaby which didn't have the usual piano arpeggios.

I didn't intend to keep going with the Zelda themes, but the next voice I tried on was called "Tremolo Strings", and when I played an octave in the bass with that I immediately thought of how cool the Dark World theme from A Link to the Past would sound with it.

This isn't a theme I've played with much, so my comfort level was much lower. That's why the beginning is almost exactly the same as the original, unlike my usual Zelda variations which are different right from the start. The thing at the end feels like an afterthought. I should have ended the improvisation earlier. Also, I need to hold back a bit with how I use the strings in the future. Some things which would have sounded perfectly fine on a piano sound painfully shrill with synthesized strings.

And since I already had enough Zelda music to make a blog post, I threw together one more improvisation:

Here's the original. You can see that I've diverged from the original more than with the others, to the point that I could imagine some people not hearing the resemblance between this and what it's based on. That's because the original is limited by its context. It existed solely to give a quaintness to The Wind Waker's opening cutscene, and has never (as far as I can recall) been used since. My version, being much simpler in its style, could be expanded upon and reused in other games in many different contexts. (Usually when I play this tune, I imagine it being peaceful and quiet. With a harp, say.) The original tune didn't have a name as far as I know, but for some reason I think of it as being called "Legend". It needs drums here, but I couldn't find a good drum soundfont on short notice. The voice I'm using for the melody is "Blown Bottle", because I tried just about every single soundfont in the collection and that was the only one that had any "chemistry" with the electric guitar.

Overall, I think these are excellent first steps into music with different kinds of sound. At some point I should try using these soundfonts on something that's less of a known quantity.





2011, May 4th, 21:20 and 44 seconds

Hey. I don't have that much to say, but I figure - I've got as much right to write on this blog as anyone. We're working on that new idea for format and everything, and I really need to have a presence here moving forward because otherwise I'll get drowned out by all the others with their big loud ideas. I've only had one post so far, and I was just writing that on behalf of the person. I just want a blog post for myself, and I'll finish it up quickly and get back to work. Don't worry- I made a spot in my schedule for this. I'm not slacking.

So what I'm going to talk about is just what life is like (Where else would I start blogging?), and for that I really need to back up to yesterday so you get some context of how this works. The gamer got yesterday, taking his sweet time playing through the Legend of Zelda series, when a letter from Hadas came saying there was data entry work today. Of course this changed the plans, because the gamer was supposed to keep going for a few more hours and then today was supposed to be the programmer, seeing if we can switch to Fedora from Kubuntu because Kubuntu is way too buggy. (I need to know what all the other personalities are doing, because I'm kind of working for all of them this month.) That involved getting Harel's help, and he was only free today. Thursday was supposed to be the explorer making the game Angles and Circles and Friday/Saturday night would be me continuing each of those three projects. I think the thinker came up with an elegant plan for the first week, taking into account a lot of variables of where I need to be next week, but then you get e-mails out of the blue and all that planning isn't worth much anymore.

Well, if I had data entry it meant I needed to leave the house at 8:45 AM to get a ride to work with Hadas, and that meant switching time zones again. (I normally go to sleep at 4:00 AM and wake up at 12:30 PM.) So I left games night early, and when I said I was leaving someone looked at me with thtis look of utter shock on his face and he said "Really?". I've never done that before - we're always the first one there (It's next door.) and the last one out, because it's not like playing a game that goes 'til after midnight is messing up any schedule of mine. The Rules allow any character to interrupt their performance for "An event involving other people which was scheduled in advance", so even if it's someone who has absolutely no reason to be there -like the musician- I can still go to games night. It's an important thing to go because many weeks that's my only contact with any other people in the middle of the week, and a depressed actor can't play any role well. Anyway, I responded to everyone's surprise at games night by saying "I have to get up early for work tomorrow.", because it was both true and would make people wonder if I was Mory's evil clone or something. Which isn't far off, come to think of it. Not that I'm evil. It's just a joke, don't take it too literally.

After games night, we couldn't go to sleep yet because the gamer gets scored for progress, not good intentions. He'd been going too slow, and then that letter came and a ten-point wasn't looking likely. But still - better five points than three. So instead of going to sleep immediately, there was an hour and 12 minutes of frantic writing to get as much done as possible without being a wreck today. I only got to bed around 1:00 AM or so, but unfortunately that's still early by my standards. I went to sleep, and woke up at 2:30 refreshed enough by that little nap to keep going. I just couldn't get back to sleep after that, and I think I only got four and half hours of sleep or so total. So when my alarm woke me up at 8:20 AM, I was falling on my face and I needed to keep saying to myself over and over: "I'm not good enough, but today is going to be perfect. I'm not good enough, but today is going to be perfect.". And I forced myself to get up, get dressed, eat a bagel with cream cheese, and get out ready to give the day my all.

Hadas was running a bit late, so I sat on the patio in the hot sun (remembering why I rarely leave the house) and noticed a bird cage out on the other neighbor's side of the patio which I'd never noticed before though it must have been there for a long time. A minute or two later we left.

When she turned on the car, Bohemian Rhapsody started playing and that started a whole conversation about entertainment that goes places versus entertainment that's accessible. That lasted all the way to Jerusalem. When we got out of the elevator Hadas remarked that she can't stand Seinfeld because it's "about nothing", and I said that "All sitcoms are about nothing!", and that's exactly when we walked into the office. It took some willpower to prevent myself from following my train of thought to the show Community, and how that's a sitcom that knows it's about nothing, even though it has the obligatory (and half-hearted) excuse for the characters to be together. I reminded myself that I'd seem a lot more professional if I didn't introduce a new topic of pop-culture conversation inside the office, and just followed the imaginary conversation about Community in my head for a minute until it went away.

The work was more monotonous than usual, since it was mostly the same two kinds of pages over and over. I probably could have done it a bit more speedily if I weren't so tired, but I was efficient enough. The office was really busy, so the only room for me to work was on the other side of Hadas's desk. I had a laptop with a USB keyboard (because a number pad is essential), and a big binder with all the pages that I was copying. It probably doesn't bring out my best side to be working in the same room as my boss (especially when that boss speaks English). It's harder to keep censoring my silly comments when there's no separation. So okay, I'm no good at pretending to be professional. But I do the work quickly, and I get paid, and Hadas keeps hiring me, so maybe I'm professional enough. No, I'm not professional enough. I'll have to work on that.

As I was working on those two forms, Hadas designed the database for the next thing I'd be doing. Unfortunately, that part involved text. You do not want to have to decipher text written by a doctor. Such. Terrible. Handwriting. And they couldn't spell, either. Sometimes Hadas told me to keep the typos ("bening" instead of "benign"), and sometimes she told me to ignore them ("protectioin"). In the end I signed every one of the pages I'd entered, passed them off to the girl who'd be verifying my work, marked down my time and left.

I took the bus home, drifting in and out of consciousness along the way. When I got home I marked down my time and collapsed in a chair. I desperately wanted to get to sleep, but the Rules say an opening statement has to be written within an hour of completing the first activity of the day. And the worker is particularly useless without his opening statement. ("my" opening statement? I never know which pronouns to use here.) So I had a drink, and started planning out the rest of the day. I added up the TV shows on my hard drive to estimate the time it'd take to watch them (taking into account factors like that I take more time to absorb some shows and that I watch some shows at 1.50x speed): I kept taking things out until I had it at a manageable (for today) 5:25. Most of that time is catching up on 30 Rock, which I'm far behind on. But I've also planned to watch two episodes of Amazing Race, because I've got these little side-videos for the season that my parents have started watching and I want to know whether it's worth watching (and whether to tell them about it) before they reach the part where it starts. Anyway. Bottom line, 5:25 of TV. I intended to continue the day until the middle of Thursday, to have enough time to reconcile my own needs (with the data entry and everything) with what I have to do for the others. When I was finished planning it out, I slept for 2 hours.

I woke up, wrote a message for the programmer ("please fix sd"), and got started on this. I'd better wrap this up now- I've only got one minute left allocated to this activity.


2011, May 3rd, 03:12 and 26 seconds

Performance reviews for May 2011

Each day, I'm going to pick a different character. At the end of the month, when I look back at who I've been overall, I want to see a cohesive character who is defined first and foremost by his creativity. The nature of that creativity should be very diverse. I want to get the impression of a person so multifaceted and strange that one never knows what he will do next. This is not my natural state -I am a person prone to easy and repetitive patterns of behavior.- so the performance will likely require the careful and respectful collaboration of all eight of my personalities.

Back


Back

2011, April 19th, 20:15 and 7 seconds

A work in progress

Over the years I've found countless musical themes I liked. Most of them are very simple and straightforward melodies, because for all my insistence that music ought to go somewhere and sound interesting and surprise the listener, I grew up hearing nothing but popular music and that shaped my sensibilities. A lot of composers nowadays are content to create an atmosphere or aesthetic without focusing on a clear melody, but it doesn't take much to create an atmosphere. Here, I'll show you what I mean:

I threw this together in just a few minutes, with the barest hint of an idea. It's pretty enough, and I don't feel like any note there needs to be changed, but there's nothing there that you'd want to remember and nothing worth caring about too much. It's a disposable kind of music. If there were a catchy melody to latch on to, you'd be more invested in where it goes. When I'm trying to make a "composition" rather than a fleeting improvisation, there is then pressure to not lose the listener's interest at any point. The music needs to keep moving and developing. At every moment I need to be doing something new and interesting. And in the end there needs to be a satisfying resolution. These are not simple demands.

Typically when I come up with a theme I play it over and over and over again on the piano, and I'm happy to hear the melody each time I get back to it but I also know I should be doing more with it. I know that any one of my themes could be the subject of a fantastic composition, if only I approached it from the right angle. But usually I don't find that angle. Of the hundreds of themes I've tried to work with, maybe twenty have gotten all the way to having endings I'm satisfied with. At least half never got past the initial improvisation stage. And many have already been forgotten.

The composition I'm working on now is not in any way atypical. The theme came from an improvisation, it's going through a convoluted process of continual inspiration, refinement and censorship, and it's not likely (statistically speaking) that this will be the rare tune that makes it through. In this post, I'm going to walk you through the process of my latest composition attempt, step by awkward step. Imagine hundreds of earlier stories no less messy, and you'll have a sense of all my experiences as a composer.

It started when I played this:

Two things immediately jumped out at me from this tiny little idea. Firstly, I was ashamed to have played something so blatantly derivative. The first four notes came from the main theme of the late TV series 24, and were also very similar to the title music of the game The Legend of Zelda: A Link to the Past. And the chord progression in the second half reminded me of the song Dust in the Wind, which I'd heard very recently. The second thing I noticed was that it was pretty, and I wondered where it might go. So I made a very slight adjustment that would avoid comparisons to 24 and Zelda:

I then played it over and over, careful to avoid the original chord progressions, and each time I would try to launch from the theme into an improvisation, to figure out what came next. But nothing came to me, because I found that with the tiny changes I'd made I no longer found the music as pretty. It felt like a diluted version of the original idea, which of course it was. So though I played with this theme for a while, I couldn't go for more than twenty seconds into any improvisation before stopping, either because I was hitting some note that came from the things I wanted to imitate, or because I was already bored, or because I'd already wandered off to places that had nothing to do with the theme. I decided to abandon the theme.

A few days later on a whim I picked it up again and started with a 6/4 chord instead of the chord's root position. Which is to say, the lowest note was an F instead of a B-flat like it normally would be. What this does is it prevents you from feeling like you're starting somewhere stable, so already from the first note you feel like the music needs to be moving somewhere. It sounded cool, which didn't surprise me because I've had a lot of fun in the past with taking chords that ought to be in root position and making them 6/4 chords. It always sounds interesting, whether or not it works. Anyway, the theme now had a very different kind of energy than it had started with. It had been calm and soothing; now it was vaguly ominous and impatient. In the span of an hour or so, I got the arrangement to a place I was happy with and even managed to move forward a few more measures.

I wasn't sure whether I loved the continuation or hated it. For one thing, I quickly realized it came from a tune for "Cottleston Pie" from Winnie the Pooh that I heard once on The Muppet Show. (Specifically, from the words "ask me a riddle".) I also wasn't sure I should be switching keys so quickly. You'll note that immediately after the part I already had, I go from B-flat minor to E-flat minor, wich isn't strange at all except for being so early in the piece. I couldn't make up my mind whether it sounded beautiful or jarring. So I played around with it a lot, seeing if I could easily separate it from "Cottleston Pie" (I couldn't.), or whether it would sound better without switching keys (It didn't.). Ultimately I decided to keep it. I figure the song is obscure enough, and as Steven Sanders once said: "The degree of your originality is directly proportional to the obscurity of who you steal from.". And I also decided that anything that could add momentum and musical interestingness was a good idea. Plus, I couldn't think of anything else to do with the piece, so it was "Cottleston Pie" or nothing.

As the days went on I kept adding to the music, a few measures at a time. It was like I was leaving a riddle for myself each time, and the next time I sat down I'd come up with a brief answer and immediately another riddle. The riddle was "Now what?", and not much would satisfy. I kept inadvertently stepping into pieces of music I'd heard, or other pieces of music I'd composed myself. And even worse than plagiarism or redundancy would be straightforwardness -this composition had begun with little harmonic games, so I felt that if I delivered anything other than a relentless stream of harmonic games with ever-increasing whimsy, I wouldn't be doing justice to the theme! After a few weeks, I had a piece that had plenty of momentum, but didn't seem to be going anywhere in particular. I sent this file to Moshe and Aviella, as an excuse to get more comfortable with the MIDI keyboard I'd just bought:

You'll note that toward the end (at 1:21) I ran out of music and started improvising in order to give the audio file some (false) sense of resolution before sending it. The very first few notes I improvised were channeling a tune from the Phoenix Wright games, and I hurriedly changed what I was doing, after which I had no idea what I should be doing. Par for the course.

It became apparent that I couldn't just keep pushing myself into the unknown. For one thing, the piece was already starting to get tiring to listen to. There needed to be a break from all the racing forward, and each time I tried anything that would qualify I felt like the composition had become utterly pointless. So I tried a new direction. I noticed that what I'd come up with so far was similar melodically (though not stylistically) to a theme of mine from years ago:

That's all there ever was of it -that theme didn't make it far through the process. And not for lack of trying: I pulled this theme out at least once or twice a year, flipping it around, trying to approach it from different angles, and never getting anywhere. I've always really liked what I have of it, but it stubbornly refuses to budge past that point. So I decided to mix the two themes into one composition.

I've done this sort of thing in only two of my previous compositions. There was one time years ago that I came up with a theme which was fun, but didn't seem strong enough to sustain a whole piece, at the same time that I was halfway through a composition with a similar theme. I didn't notice how well they fit together for a while, but when I did I found a way to work the little theme into the bigger piece, without compromising any of what I already had. It actually works quite well, I think.

The other precedent (and the one closer to my mind) was the last piece I completed, from this past October. There was one theme I wrote down in my music notebook (just a few measures) maybe five years ago, and there was another that I came up with on the day we left for our trip to America in 2007. Neither had ever developed substantially past where they started. But the two themes had a similarity, and I built on that. I inserted the two themes into copious atmosphere (which gave them more direction), and I ended up with what I think is a very fun piece that more than does justice to both themes. Here, listen for yourself. The two themes are introduced at 0:26 and 1:07.

See? A perfect marriage between these formerly separate themes. At first they alternate and compete for attention, but the farther you go the more intertwined the two ideas are. Anyway, I wanted to do something like that here, both because I was stuck and because the older theme was at a dead end. So I started building from what I had toward the other theme, the same way I did in the last composition.

(This starts from the middle of the version of the piece I sent to Moshe and Aviella - around 42 seconds into that file.)

I could see that I was getting closer to being able to play the other theme as I always did, but the closer I got the less satisfied I was with the direction I was headed. I really like that old theme, and I'd love an opportunity to finally use the harmonies and rhythms I had there. But this new theme has its charms too, and I was losing them. One theme is bright and bouncy, the other is dark and mysterious. One is in B-major and stays there, the other starts in B-flat minor and keeps moving. One is in 4/4 time, the other is in 3/4. One is jazzy, the other is more classical. So yes, there are strong similarities between the two pieces which can be built upon. But this isn't an obvious match.

On a recent Shabbat I spoke to Coren, a fellow musician, about my composition problems. I told him that everything I was doing made perfect sense, and yet it sounded like the pieces didn't quite fit together. Not just the new part which worked in the other theme - the whole thing. I liked the first twelve measures. There's a question, an answer, and a continuation. It's pretty. Everything past that point made me uncomfortable. But I couldn't figure out why. Everything I was doing made sense: it all surprised the listener and built on the theme(s) properly and sounded interesting and I knew from experience that combining two themes could work. And as I said all of this, Coren repeatedly insisted that music isn't supposed to make sense. He asked me where I wanted the music to go, regardless of where I thought it should go. And I said that really I just wanted to play the beginning over and over again. That's always what I want to do with my themes, but it's not very interesting, is it. They deserve better.

I told him about "A Lonely Journey", which is still my favorite thing I've composed. I wrote a piece which started with a pretty theme, moved forward chaotically, got to a variation, returned to the original version of the theme, moved forward differently, got to a different variation, and repeated until I eventually completed it with a bombastic ending. And then I threw out the whole thing, analyzed it thoroughly to figure out which parts were indispensible and which parts were wasting the listener's time, added in a new variation, and wrote a whole new piece based on this theme using what I'd learned. I explained to Coren: "There was a point I was trying to make here. I forget what it was."

Anyway, talking to Coren made me realize that I didn't like what I had. So I scrapped everything past the first thirty notes and started over.

Taking Coren's advice, I included what I believe is the only repeat I've used since my third composition, a decade ago. I don't like repeats, as a rule. Music should be moving forward. If a listener has already gotten the gist of what you're playing, you're wasting his time by playing it again in exactly the same way. Maybe if there were some different kind of harmony or something, you could keep his interest like that. Anyway, I put in a simple repeat and I don't know whether I like it or not. I also don't know if I like anything that comes after the repeat. Somehow in this recording I improvised my way into playing the other theme note-for-note the way it was originally, and it doesn't feel entirely out of place. I wasn't expecting the transition to be that easy. But I don't know if I'm comfortable anymore with keeping that theme the way it was. This piece is its own thing, and I shouldn't shape the whole thing around that moment.

The problem is, if I don't include the second theme as it was, I'll never be able to use it anywhere. That's me declaring outright: "This theme may never be made into a complete composition.", because I like some of the bits of it that are in here and if I manage to complete this I won't want to repeat myself later. And it's not like the theme was moving anywhere anyway, but the reason I kept pulling it out year after year was that I hoped it could find a structure that suited it. This isn't really it. I mean, after I play the second theme in the time signature of the first theme (immediately before and after the repeat), I still need to basically stop everything and start again in order to begin the real transition, and then when I switch time signatures it's another break. That's a clumsy way of moving a piece forward, no? So I started messing around with other ways to combine the two very different pieces, and came up with this:

I don't know what that is exactly. I thought it might be a way to get from the ambiance I'm starting from to where I'm going, but it seems like more of a "child theme" for later in the piece. Which means that now I've got yet another thing to try to force the piece into. On the other hand, it sounds like a cross between the Titanic song and the end of the Felicity theme in the style of the music used in the trailer for Peter Pan! So maybe I'll throw it out, or just change it...

I have no idea where this is going. It may well be that these ideas aren't going to coalesce into anything I'm happy with, in which case this is just another theme to throw to the pile. But maybe the next time I go to the piano the pieces will fall into place. It's unlikely, but somehow I've completed other compositions and I can guarantee I didn't go any easier on them. We'll see.


2011, April 3rd, 17:15 precisely

Performance reviews for April 2011

The Rules are a really huge step, and I have no idea whether this kind of character-building can work in the real world. I need proof of the method's legitimacy. So I'm going to set myself goals which are mildly unrealistic for one person to do in one month. If I can really act like multiple people, I'll be able to handle it easily. And if I can't, I'll go back to the one-character approach. During the month of April, I expect:
  • An average score of at least 7/10
  • 30 hours of work on Angles & Circles
  • Two more blog posts
  • Significant progress on at least one piece of music
  • To finish inputting all the scores from games nights
  • To finish the book Otherland and return it
  • To stay up to date with all the TV shows and comics I want to follow, including the ones which are starting this month
  • To finish playing at least one game, and
  • To rewatch a TV season and reread a comic book run.
These goals reflect the sort of meta-character I'd like to play on a regular basis. How I operate moving forward entirely depends on my performance this month.





Go back

2011, April 1st, 3:47 and 34 seconds

The Rules

The Dialogues

I am playing Mory Buckman, an experimental blogger in the early 21st century. The goal of the game is to get points.


The game is played in distinct rounds (I will refer to them as "days", not to be confused with the usual meaning.) of variable length. At specific events the game will pause, either after a day concludes or in the middle of a day, but the game will eventually resume (beginning a new day, if necessary). In each day, a set of behaviors and attitudes will be displayed which I will call a "character". With certain exceptions which will be defined in the "standard characters" section, this character should never be broken while a day is in progress. During a break in the game (while no character is needed), only these seven actions are permitted:
  • Scoring the past day
  • Sleeping
  • Using the bathroom
  • Planning
  • Celebrating a religious holiday
  • Exercising
  • Conversation
  • An event involving other people which was scheduled in advance
If anything else is done (including reading, eating, drinking, playing piano, singing, opening any program on the computer other than the one used for scoring, etc.), a day must be in progress. If the last day was merely paused it resumes, and if that day has already been scored (and is therefore no longer in progress) a new day begins.

Starting a day
A day has started when I've written down the starting time on a piece of paper. I then must get into character for the day. This is done with two actions, which will both be taken but in either order:
  1. Writing an opening statement. This may be long or short, depending on the character and the day, but it should be something which only the character I am playing would say. It's a good idea, after writing the opening statement, to sit and think about it for a minute or two.
  2. A character-appropriate first activity. This may or may not be an activity which the character is going to focus on throughout the day, but it should be something that gets my mind to wherever it needs to be.
Note: an opening statement can and should be written before the day begins, because this action is considered to be "planning" for the day, which is allowed during a break.

If a day has been in progress for twenty minutes and no first activity has been declared, then I will write a collective title for what I have been doing for the past twenty minutes and declare that as my first activity.

As soon as I take a break from whatever my first activity was declared to be, I will write down the time of conclusion. The activity may be returned to later, and if so that will be reflected in the time allocation table but not the "first activity" field. From the minute the first activity is concluded, I have one hour to write an opening statement if I have not done so already. If an hour has passed from the end of my first activity and no opening statement has yet been written, I am no longer entitled to write an opening statement and a blank space will be written in its place.

Activities
When I decide that I've started an activity, its start time is written on a piece of paper. If at any point it cannot validly be said that I am focusing on that activity, an end time must be written and the activity is no longer considered to be in progress. I can return to that activity later and write a new start time; the total time spent on each activity will be counted at the end of the day.

For the purposes of the time allocation table, every single minute of the day past the first activity is allocated to one and only one activity. However, not all activities will be judged by the character to be worth mentioning. If for whatever reason a minute was not accounted for, it counts toward the total for "mundane activities". (Note: if the first activity of the day is mundane, it will be singled out in the "first activity" field but not in the time allocation table.) If at the end of the day mundane activities exceed one quarter of the total time in the day, at least one point will be reduced from the day's score. Note: The first activity is not counted in the time allocation table, but only in its own field.

Ending or pausing a day
At any time and for any reason, a day may be paused or ended. This is signified by writing an end time for any activity in progress, and then writing an end time for the day. If the day is scored, the day is immediately ended and no further progress can be made on it. If the day is not scored, then the day is paused and it will be continued when a new start time is written. The minimum length of a day is three hours, and the maximum length is one week.

There is a procedure of steps that must be taken before scoring at the end of a day. First, I will fill out the time allocation table, subtracting the sum of used time from the time in the day to find "mundane activities". Then I will fill in the first activity field. I will write a closing statement reflecting the character's thoughts on the day. A seemingly chaotic day may be scored well if the closing statement successfully paints the time allocation table as a coherent story. Then a performance review is written to justify the final score.

If I am not already familiar with the character I was playing, the scoring is entirely subjective and is based mainly on two criteria:
  1. Whether I like the character
  2. Whether the character's actions during the day add something I like to the ongoing story of my life.
If it is a character I know, character-specific scoring rules will apply. If rules or principles have been broken, points are taken away after any applicable character-specific scoring rules. Conversely, if the activities of the day present a particularly believable representation of the character, one point will be added (with the maximum still not exceeding ten). The scoring should follow the harshest possible reading of the rules, but the review itself should gently emphasize the positive in the day.

Standard characters







Multiple personalities might not be the most obvious direction for the blog, given the setup so far. There's the distinct possibility that all of this is just a colossal distraction, and will not get me closer to my ideal self. Rules are needed to prevent each character from going his own way.
The explorer has been cooped up for too long in a little house. He longs to find new opportunities, real or virtual, and he doesn't care where they come from. A metalude, a tree branch, a book, the internet... as long as there are new things to see, the explorer will go there. Normally he's easily distracted, but he could sit and stare at a random object for an hour just because he likes the way it looks. The explorer is an overgrown child, and he insists on seeing the world as a place worthy of his interest. When that fails, he watches movies and doodles onto little pieces of paper.

Opening statement: Short and vague. Anything beginning with "I wonder..." will do, or "Remember when...". Any question or random thought offered is going to be followed up on somehow, because the explorer tends to fixate on small ideas.

Closing statement: Long and appreciative of whatever I've experienced. If I don't have anything to say, I've been living the whole day wrong. The statement will conclude with an idea for a day that someone else should follow. If the average score for the month is equal to or above 7/10, the statement may conclude with an idea for a day that someone else should follow.

Edited on July 3rd 2011


General rules:
If I notice something that piques my curiosity, I must immediately put down whatever else I'm doing and give the new curiosity 100% of my attention until my interest is no longer being held.

If whatever I'm doing has failed to excite me in any way during a 20-minute period, I immediately must either stop or look for a way to be engaged while doing it. Actually, twenty minutes is already a long time. If I'm not interested by something for ten minutes, I should already be thinking ahead to prevent possible boredom. I may not get bored, under any circumstances.

Piano playing counts as an activity. Whether it is composition or improvisation is irrelevant.

TV is off limits, except for episodes which I've already seen.

Scoring rules:
At the end of the day, I need to ask myself: "Is there a place that I know better now than yesterday?". If the answer is no, then my score may not exceed 5/10. If the answer is yes, then my score will be at least 3/10.

If I have spent more time watching movies than being creative (includes game creation, writing, piano, and even lengthy thinking), my score may not exceed 7/10.

My score (before external modifiers) will be determined (on the scale from the minimum allowed to the maximum allowed) by answering the question: "How much do I care about the places I've been to today?". I should justify my answer with things I said in the closing statement.
The worker needs to feel useful. He likes to organize, and set things up, and learn new skills and put them to use. He wants to know that his abilities are appreciated, but if they're not he'll still put them to use. Data entry is the height of entertainment as far as he's concerned, because he can continually challenge himself to be more efficient. Everything which doesn't serve a purpose or hone a marketable skill is a waste of time, but there are two wastes of time he'll indulge in. Comic books are enjoyable because they allow for organizing later, and TV shows are a great way to unwind from all the running around.

Opening statement: A full schedule for the day, down to the minute. The activities are ordered according to priority, with time-wasters coming last. The statement ends with the sentence: "I'm not good enough, but today will be perfect." If the average score for the month is equal to or above 7/10, the first half of that sentence will be left out.

Closing statement: A list of accomplishments from the day. Also, I need to specify and justify each and every deviation from the schedule.


General rules:
The schedule in the opening statement must be followed at all times. If a change in the schedule is necessitated, the rest of the day must immediately be replanned in its entirety.

The first activity of the day may not be passive. When adjusting the time allocated to passive entertainments in a previously-declared schedule, the starting time may be postponed (but not past the declared end time), and the ending time may be advanced (but not before the declared start time). However, no passive entertainments may be added to a previously-declared schedule for time which had not already been allocated for the purpose.

I need to be sociable and friendly with any person I come in contact with. If my schedule needs to be changed to accomodate someone else's timetable, the revised schedule must leave enough time to get everything done that I had planned (with the exception of time-wasters). When notifying other people that I need to get back to my schedule, I must be polite but forceful.

No gaming (except for Wii Fit, but that can be played before the day begins because it's exercise). Making games is acceptable, and it's best to be extremely specific in the schedule about which aspect will be worked on.

No web activity unless it serves a practical purpose.

Scoring rules:
If TV-watching is the longest activity, the day gets 0/10. If comics are the longest activity and little of that time was spent on organizing them, the day gets 0/10.

The schedule (or if there were changes, the last revision of the schedule) is scored on a scale from 5 to 10, for the following criteria:
  • How many things needed to be done? (3=good, 1=not enough)
  • Do any of the activities affect other people, or make me money?
  • Are these activities helpful for my future plans?
The day is then scored on a scale from 0 to whatever the plan received, based on how accurately the day reflected the schedule.
The gamer is restless. He always wants to keep moving, to get as much out of the day as possible. World to world, activity to activity. The gamer prefers virtual experiences to real ones, because they're more easily controlled. He can decide what he wants to get out of an hour, and if he doesn't get it he can move on to something else. Whatever he does, he always has the nagging sense that he could be getting more out of his minute. This essential hunger leads him to be very critical of everything he experiences.

Opening statement: A brief list of intended activities. The more specific the goals, the better. They do not necessarily have to be games, and some of them may be in the same game. A strong plan will contain at least three different Forms. The list may not include any plans with clear practical value.

Closing statement: A critique of the day's most notable experiences.


General rules:
I am under no obligation to run through the list from the opening statement. If some other activity holds my interest, I can spend all day with it and not worry about the plan.

No reading, watching movies, watching TV, listening to music, or any such passive activities. Whatever I do, I'm going to be the driving force behind it. The only passive activity allowed is getting other people to play games.

Frustration is to be met with an increased determination. I may abandon an activity because I have something better to do, but I may not abandon an activity for being "too hard" or even for becoming tedious.

Thinking or writing about a particular game counts as time spent on that game, and is added to whatever time is spent playing it.

Scoring rules:
What is being scored is progress. I look at how my status has changed in each of the game worlds, and decide whether the sum of this progress is substantial. Whether I enjoyed it or not is irrelevant. For calculating progress, minigames are considered to be separate games in their own right (rather than insignificant parts of a larger game). I decide -on a scale from 0 to 10- how much progress has been made by myself as a player, by my avatars in their respective stories, or by the avatars of other people I've been watching, and this is my final score for the day.
The musician doesn't care about anything except for music. He wants to surround himself with music, and live inside the music as though it were a tangible place, and in general is utterly detached from anything which isn't abstract.

Opening statement: Anything at all. Any rambling thought or feeling that happens to pop into my head, and it might have absolutely nothing to do with the rest of the day.

Closing statement: Try to verbalize some of the feelings, structures, ideas, etc. that I've encountered in music during the day.


General rules:
Only two activities will be listed in the time allocation table. They are:
  1. Music
  2. Mundane activities
No further distinctions may be made.

Scoring rules:
Eight of the ten points are determined by how short "mundane activities" were relative to the length of the day. If they took less than a tenth of the day's length, a full eight points are given. If they took more than half the day's length, that's worth zero points.

The other two points are based on what was played during the day and how I feel about it. One point is given for "That's not bad.", and two points are given for "My god that's amazing.".
The programmer has a keenly analytical mind, and relishes the opportunity to test it. If he finds a challenge he can't overcome, he turns it over and approaches it from different angles and searches the web for ideas and runs experiments until a solution has been found. The programmer is frustrated by unclear goals, and delighted by rule system games of all kinds.

Opening statement: A specific and nontrivial challenge is stated, along with an initial plan of approach. The challenge will be overcome, but not necessarily by this method.

Closing statement: An overview of the solution, if one has been found, or a description of the problem as it stands.

Edited on July 3rd, 2011


General rules:
No entertainment may be indulged in which does not have clear rules. (Passive mystery stories are acceptable.)

Once I start on a puzzle of some sort, I must either solve it by the end of the day or spend no less than three hours attempting to do so.

Web browsing (including e-mails, RSS feeds and blog-reading) are all prohibited except when in the service of solving a problem. Maintenance and programming for my own blog are allowed.

Creative work is only acceptable if it involves either programming or comparable problem solving.

Scoring rules:
If the problem mentioned in the opening statement was either solved or tackled for 5 hours in total, four points. (Otherwise, no points. It's a binary thing; there's no reward for a job half done.)

The other six points will be distributed based on an estimation of how much I stretched my mind during the day. If there was no mental stimulation at all I get no points. (The worker could have done better.) If I had to pause and think for just a few minutes I get two points. And if I learned an entire new way of thinking, that's six points. (If I exerted my mind for reasons unrelated to any problem-solving or programming, I still get the points.)
The thinker sees life as a series of interconnected blog posts. He believes that planning is the cure to confusion, and that stories give inspiration valuable for everyday life. What he does not believe in is actually doing things. He would rather spend years writing about the gloriousness of inactivity than spend five minutes applying himself. He says that a distance from the world is necessary in order to see the world clearly. The other characters might benefit from his perspective, but they'll still have to do the work.
The thinker sees life as a series of interconnected blog posts. He believes that planning is the cure to confusion, and that stories give inspiration valuable for everyday life. His dream is to tell stories himself, with enough conviction for these fictions to become true.

Opening statement: A brief summary of the past few days, as they relate to my life today. The purpose is not to commit to any actions, but simply to put the day in an interesting context that I can make sense of later.

Closing statement: What ideas have come to me, and how these ideas play off the backdrop presented in the opening statement. The closing statement may include plans and messages for other characters.


General rules:
Blogs, books, newspaper articles, and the time spent thinking about all of these are all lumped together into "reading". Comics are not. General thoughts about life can be attributed either to whatever activity sparked said thoughts, or to "the blog".

I may only watch a TV show that I really care about. Such strong feelings will provoke interesting thoughts. Other shows are distractions.

When I am following a train of thought, I need to go wherever it leads and do whatever it suggests to sort out my feelings on the subject.

Three hours into the day, I should already be trying to tie my activities together into a single coherent line of thought.

With the exception of activities which are literally everyday, every single action should be accounted for regardless of how insignificant it may seem.

A day will be between five hours and fifteen. If the day has had fifteen hours, stop immediately. Whether I feel I've reached the end of the thought is not a factor. This rule does not apply if the average score for the month is equal to or above 7/10.


Before getting lost in my own thoughts, I must first look at the other personalities' recent achievements and problems. I am here for them.

Scoring rules:
What is being scored is the closing statement, moreso than the time allocation table. From 0 to 10, I am being asked to indicate the value of whatever thought I have conveyed. That means whatever I think it does.
Scoring rules:
On a scale from 0 to 4, decide how original the thought in the closing statement seems. Of course nothing in the world can truly be original, so imagine we're actually using a scale of 0 to 100. A 4 on that scale would represent a thought which is new to me, while a 2 is something which just extends the ideas I've already had a little bit further than I've thought of before. (Even if some day God should grant me an idea that's truly original, no more than four points for originality.)

Then on a scale from 0 to 6, judge the coherence of the day as a story which culminates in that thought. Long activities that have nothing to do with the final thought will reduce this score.

Add the originality points to the coherence points to get the full score. Any other character or characters may add or subtract a point from this score (each - multiple characters can use this rule for one day), for any reason at all. To do so, that character must present himself in the performance review and announce the change.

Edited on July 1st, 2011

The addict has a one-track mind. Once he gets an idea in his head, he can't focus on anything else.

Opening and closing statements: Love letters to whatever pursuit I've chosen to be addicted to.


General rules:
Whatever my first activity is is to be treated as the subject of my addiction (regardless of what the opening statement was about). I may repeat this activity, I may write a blog post about the activity, I may do other activities which are peripherally related. I may not do anything else.

If I am unable to focus on my chosen activity, or if I can think of nothing left to do with it, the day must immediately end.

The addict may not be played if one of the past two days was played by the addict, even if the subject of the addiction is different. However, since I am talking about game days rather than "actual" days, it's perfectly okay (though a difficult strategy) to pause the game for long enough to sleep in the middle of the day!

The addict's focus may not be:
  • A TV show
  • Comics
  • On the web, with the exception of this blog
  • Overly general - I can be addicted to a particular gamist's games, but not a particular kind of game
  • Entirely reliant on other people's participation
Otherwise, anything's fair game. This rule does not apply if the average score for the month is equal to or above 7/10.

Scoring rules:
The final score is the total number of hours spent on the subject of the addiction or related activities, minus time spent on anything else, plus 2. The minimum score is zero, the maximum score is ten. No other rules apply.
The person is paralyzed without other people. The other characters are often paralyzed when in the presence of other people. So all the characters are willing to turn control over to the person for a few hours. He'll do whatever makes sense for whatever social situation he's in, and then pass control back to whoever called him.

Rules for switching characters:
Control may be passed to the person at any time. The person may choose at any time to pass control back to the previous character. If the day was begun by the person (rather than passed to him by someone else), the person may choose to switch to any one character during the day.

If a day has been played by two characters, and both characters were active for at least a third of the day, the closing statement can be given for either one of the characters, and that determines which character's scoring rules apply.

If a day has been played by two characters, but one of those characters was active for less than a third of the day, then the closing statement and scoring will follow the other character's rules and anything done by the less-active character may be treated retroactively like it was a pause in the game. (Either all of it is ignored, or all of it is taken into account. No picking and choosing.)

Opening and closing statements: Talk about the other people who are on my mind.

General rules:
The concerns of other people, real or fictional, must always take precedence over my own concerns except for cases which will clearly lead to my immediate or eventual harm. The concerns of real people must always take precendence over the concerns of fictional people.

If I have been in control for an hour and no social interaction (or an activity whose main intent is preparation for social interaction) has taken place, the day must be ended immediately. This one-hour timer is not counting for any character but the Person, and is reset upon switching to the Person. (This rule applies even when the Person did not start the day.)

Scoring "rule":
Decide how meaningful the day was to me, taken on its own. Use whatever criteria seem appropriate.

Scoring "rule":
Decide how much positive change has occurred in my relationships with other people (real or fictional), compared to how much progress I estimate I could possibly have accomplished given the scenarios I was present in. If most of the potential for maintaining, building and strengthening relationships was reached, 10 points. If opportunities were entirely missed, zero points. If there was no potential at all, zero points. (I should not have spent a majority of the day as the person in that situation.)

Edited on July 1st, 2011

General behavioral patterns

If I get a 5/10 or lower, I may not play a character with similar interests on the next day.

I should always have at least a week planned out in broad strokes.

If I run into a situation which I don't know how to handle as whatever character I'm playing, I should schedule a character who can bypass the problem for before the next time I repeat the character who's struggling.

If other people unexpectedly become involved in a day, immediately switch to the person. I'll work out the details later.

The last day of the month is the addict, even if another addict has been played in the past two days. The subject of addiction must be a meeting of the personalities, which will be posted on the blog. The addict must play normally, including taking notes, but the day will not be scored and the time allocation table will not be posted on the web.

Edited on July 1st, 2011

If I continue a day after an interruption of over 5 hours, I should treat the next activity as a "first activity" to get back into the right mindset.

Always exercise (with Wii Fit) and tend to general hygiene each morning.

The game enters a mandatory break at 3:00 AM, regardless of character. The game may only continue after 7:00 AM, and no activities (including web-browsing, reading, reading comics or anything else) may be undertaken until that time.

In busy TV seasons, schedule two workers per week. I'll be watching the TV shows one way or another, and it's best not to mess up any days in the process.

A thinker should be scheduled for the earliest possible time as soon as I start to have feelings that I don't understand.

If I ever go a week without playing more than three hours of games (other than Wii Fit) which I didn't make myself, I should schedule a gamer.

If I'm having trouble playing a given character, don't wait for problems. Immediately pause the game and do whatever I need to do to get my head back in it. Reread this blog post, recite motivations out loud and repeatedly, jump up and down to build up energy, whatever.

It's a good idea to schedule characters who aren't similar to how I've been feeling. I should force myself to stretch my personality, rather than expecting characters which won't be a stretch. In fact, I may sometimes want to forgo scheduled characters just because they'll be too easy to play.Never demand anything from a character which does not fit their nature. Never put pressure on the Musician. Never expect the Worker to improvise. Never require the Explorer to focus. Never force the Gamer to be productive. And so on.

Before starting the day, figure everything out (while writing the opening statement) and get into the right frame of mind. Only when I'm sure I'm ready should I actually start.

If I'm feeling any kind of anxiety at all, do not play the addict!

If any kind of depression starts coming, or if I feel like I'm on the verge of burning out, do not delay in scheduling get-togethers with friends. It cannot be overstated how important this is.

I need to be very, very careful about when I choose to watch TV. There are all sorts of minefields to navigate with an activity so passive.

Unless I am playing a character who would not logically attend a social event, I should not pause the day when attending. If I do pause the day for this purpose, it is good form to specify this in the notes for the day.

Once a character has written an opening statement, no other character (other than the person) may be in control until the day has been ended. The penalty for breaking this rule is being banned for two weeks. A banned character may return early if (and only if) a majority of the other characters feel he is needed.

Back to performance reviews



If a game is in progress at 2:00 PM, 7:40 PM or 1:11 AM, I must pause the game at each of those times for at least one minute and consider my behaviors. I should specifically focus on whether the day is shaping up to be a reflection of the principles whatever character I'm playing stands for. If not, I may not continue the game until deciding how I will correct the problem.

Edited on July 1st, 2011



If twenty-four hours have passed since the last scoring period, the score for the day must immediately be estimated. (A precise calculation may not be possible before the closing statement and performance review.) If it is estimated that the score for the day (were it concluded immediately) would be 7/10 or higher, then the day may continue. Otherwise, the day must conclude immediately, and the formal review will take place.

If my plans rely on another person's involvement, and I do not know for certain that that person is 100% trustworthy on matters of time and place, the schedule should be confirmed with that person at some point within the twenty-four hours before his or her participation is required. If the person doesn't follow through and I didn't confirm, I have no one to blame but myself. (If I did confirm and the person doesn't follow through, blame away.) This rule may not be invoked to justify not being trustworthy myself. If a date and time has been agreed upon, I must be ready whether or not I have been reminded.

Edited on August 31st, 2011

At each multiple of 24 hours after the last scoring period, assuming that at least six hours have passed in the day, the score for the day must immediately be estimated. (A precise calculation may not be possible before the closing statement and performance review.) If it is estimated that the score for the day (were it concluded immediately) would be 7/10 or higher, then the day may continue. Otherwise, the day must conclude immediately, and the formal review will take place. This rule does not apply if the average score for the month is equal to or above 7/10.

If my plans rely on another person's involvement, and I do not know for certain that that person is 100% trustworthy on matters of time and place, the schedule should be confirmed with that person at some point within the twenty-four hours before his or her participation is required. If the person doesn't follow through and I didn't confirm, I have no one to blame but myself. (If I did confirm and the person doesn't follow through, blame away.) This rule may not be invoked to justify not being trustworthy myself. If a date and time has been agreed upon, I must be ready whether or not I have been reminded.

If the average score for the month after a scoring is under 6/10, the game immediately enters panic mode. During panic mode, the following rules are in effect:
  • No one (not even the Worker) may watch TV.
  • No one may read or edit comics. This even applies to the daily strips and regular webcomics.
  • No one (not even the Explorer) may watch movies.
  • Playing piano is only allowed for the Musician.
  • There will be no more than two hours of gaming per day for anyone except the Gamer. This does not apply to game-like activities that make money, such as data entry.
  • Web-browsing, with the exception of e-mail but including blogs, news sites and reference sites, may only be done by the Thinker.
In cases where the activities are a form of socializing, these rules do not apply to the Person. Comics are always forbidden, because while sharing comics might be social, the actual reading and editing is never a social activity. Web browsing is also forbidden for the Person, simply because forums are too dangerous an addiction to risk during panic mode. If the Gamer has a day during panic mode, it must be no longer than 12 hours in length and it must be followed by the Worker.
Panic mode ends immediately after scoring a day that pushes the average score for the month to 6.0/10 or above, or when a new month begins.

Edited on October 31st, 2011

Edited on September 28th, 2011

If a rule requires that the day be immediately ended, but the day has not yet reached its minimum length of three hours, then a conference will immediately take place. During this conference, the Thinker will decide on a different character (or a different version of the same character) for whom the activities engaged in so far would not be out of character, but who would not (unlike the replaced character) be required (for whatever reason) to end the day yet. After the conference, this character will immediately write a new opening statement, which will overwrite the previous statement, and the new character will take full responsibility for the entire day including the other character's actions. Use of this (rather obscure) rule must be listed in the notes for the day.

I reserve the right, as the programmer or the thinker, to add more rules here later. Suggestions are also welcome.
Now for the tricky part: these characters need to work together, to collectively form the version of myself that I've been hoping for. He doesn't need to be perfect, he just needs to be capable of navigating ridiculously varied and massively complex situations. I also need to avoid the extremes the earlier versions of me fell into: I can't lose sight of the rules, and I can't focus so much on the rules that it all becomes about finding loopholes.

2011, March 13th, 21:25 and 54 seconds

A treasure hunt

I am going to define a "song" as lyrics sung to a tune. There were seven short songs by this definition scattered through the blog prior to May 2010. Or, there would have been songs if I'd had a good way to record them. Instead, the songs either were referred to, were alluded to without details, or had their complete lyrics displayed, but there was no music. Some of these songs were serious, and some were very silly. Some were complete, and some were just rough ideas. Some of them had lyrics I didn't write. One of them I wrote with the intention of only ever sharing the lyrics. Others I've always been looking for an excuse to share with you in their original forms. I have now recorded myself singing all seven songs, with accompaniment where appropriate, and I have linked to these recordings from the original posts. Some of the songs are out in the open, accessible by just holding down the Page Down key for long enough. Others are so well hidden that I doubt anyone will find them. Happy hunting.


2011, March 2nd, 4:22 and 16 seconds

Performance reviews for March 2011


2011, February 28th, 3:16 and 47 seconds

Finally: My family game night

When my mother asked me what I wanted for my 23rd birthday, I couldn't think of an answer she'd consider valid. Both my parents were insistent that I have enough games, and why on Earth would I need yet another one? How about a good book, or... a good book? (It's taking me months to get through the two books I'm already in the middle of!) Or driving lessons? (I don't want to drive cars.) Or going out to a fancy restaurant, maybe? (Food is gone in an instant, leaving just the barest hint of a memory behind.) My father bought a Megillah, because as he says (though I have no memory of this) he's always wanted for us to have our own Megillah I can read from on Purim. That's pretty cool. Today I heard him refer to it in a phone conversation as a "birthday present" for me, though he's never put it in those terms for me. I just wanted another game or two, but they didn't want to get me something I'd appreciate; they just wanted to share something they'd appreciate with me.

"Are there any educational games you want?", my mother asked me. "Define educational.", I answered. They said I was being unreasonably rigid in my interests, and I said that my interests were very broad- there are a lot of different kinds of games! And I laughed, not because what I was saying was silly but because I knew that they had no idea what I was talking about. Games were one thing in their eyes, and they could only ever be that one thing: a waste of time. They didn't understand what it was like to get a truly new experience, or to get lost in a foreign world, or to reinvent themselves for a few hours. And while I felt like my values were being ridiculed, at the same time I pitied them. I wished they could appreciate the things I appreciate.

My mother kept asking what she could get me, and I kept failing to respond. With everything they'd given me in life already there really wasn't anything left (short of new games) that I wanted. Except for that one thing, which of course was out of the question because everyone but me seems to always be too busy with the real world. I didn't expect any real connection with my family, anymore. I'd moved on, and gotten myself friends to fill the gap in my life where it felt like a family ought to be. I've got Moshe now, and Avri and his board game club, and Harel and Rachel, and Aviella, all people I can be myself around without always worrying. With family, I know that my very existence could be offensive to them and they'd still pretend they didn't despise me because you're not allowed to despise family. But now I have lots of people who I don't need to second-guess, so I didn't get my hopes up when I asked once again if they'd play games with me.

But they said yes. My parents and Dena and Miriam all accepted that on some evening, they'd all come home and play games with me.

Hearing this consensus, my mind raced with the possibilities. I ran through the list of my favorite videogames, imagining how I could present these experiences to involve all of them. But then I remembered what I'd said once about that, and I stopped myself. I wasn't nearly as desperate this year, so I could think a bit more logically. Even if I found a way to get every single one of them to truly experience, say, The Legend of Zelda: Ocarina of Time, they wouldn't enjoy it. And then what? Did I really want to put my favorite experiences up for being judged by people who I expected to be incapable of appreciating them?

My mother doesn't like for anything to ever be tense. My father doesn't like ever feeling like he's not in complete control. Miriam doesn't like anything that's challenging. And Dena doesn't like things that don't fit into neat little socially-acceptable categories. The challenge wasn't to get them to appreciate my favorite experiences. That was unwinnable. The challenge was to find a game in which they could appreciate some of what I love about games.

I surprised everyone by picking not videogames (as I've always tried to give them) but board games. Three games, in a very particular order: Clue: The Great Museum Caper, Shadows Over Camelot, Robo Rally. The first of those we've owned for over fifteen years but never played, and the other two I borrowed from Avri. These are games which involve skill but also teamwork, with rulesets that pull the players in to very specific miniature worlds.

Part of the reason I wanted to start with The Great Museum Caper is that playing a game called Clue is something our family does have experience with, though we haven't played that game in years and even when we did it wasn't more frequently than one game every two or three years. But still, starting with something like Robo Rally which even looks alien would alienate all of them right off the bat, whereas if we can say we're playing with "Colonel Mustard" and "Mrs. Peacock" there's the illusion of familiarity. I say "illusion" because The Great Museum Caper actually is absolutely nothing like Clue. It's a very clever and surprisingly complex game that just happens to be branded "Clue".

The game has a very nice 3D board representing an art museum, with famous paintings spread throughout the rooms and security cameras placed strategically. Three players are guards, and one player is a thief. The thief doesn't actually move around the board, but writes her moves on a pad of paper behind a shield. The guards need to work together to figure out where she is, and catch her. The thief tries to steal as many paintings as she can get away with, disabling cameras to aid her movement. When she's spotted, she needs to escape the building before the guards catch up to her. You play the game four times, so that each player gets to be the thief, and whoever stole the most paintings as thief wins.

I was worried that there would be unrest, because it was a four-player game and we were five players. But the game was a major hit. We took turns sitting out of rounds, and all five of us got to be thieves. Dena was the first thief, and got three paintings before escaping. Everyone else was caught. My father was really sneaky, and we were chasing him around for a long time. But then, immediately after taking a painting (thereby letting us know where he was) he asked "So to disable a camera, I just need to step on it?", which was not smart. My mother immediately ran to the only nearby camera, and caught him. I made a similar mistake, stopping on a point where two cameras intersected (thereby letting the guards know precisely where I was). My mother didn't even make it out of the room she started in, because she doesn't know how to be sneaky. But every one of us enjoyed the game, such that we would have all been up for another five rounds if I hadn't insisted on bringing out the next game.

After a break for pizza, I explained the rules for Shadows Over Camelot. "We are the Knights of the Round Table", I announced, "tirelessly fighting against the forces of evil!". The game is cooperative, but normally there's one randomly picked player who's (unbeknownst to all) playing a traitor, and that player secretly sabotages the other players' plans. We didn't do that, because if there were a traitor then everyone would need to understand all the rules perfectly, and I didn't have that kind of time. If we were all on the same side, then the rules could be clarified at any relevant point without raising suspicions. Another rule I did away with was that each knight has his own personal ability, again to simplify.

After The Great Museum Caper, we were all thinking in terms of both cooperating with each other and serving our own interests (The traitor would have added a lot of welcome drama to the proceedings, but the time limitations were what they were.), and now those attitudes would go into a big world with lots of small games inside it. Unfortunately my father sat out of the entire game, because he'd just gotten a phone call notifying him that a patient of his had died, and needed to go to the family. The rest of us worked together. Dena (playing as King Arthur, fittingly) did much of the heavy lifting in the Quests: she searched for the Grail, she jousted with the Black Knight, and she single-handedly fought off the Pict invasion. My mother helped out wherever she could, and eventually stood against the siege engines rolling toward the castle while the rest of us travelled. I served as advisor to all the other players. And Miriam did whatever we told her to do. With our teamwork, the forces of evil were no match for us. (I hope we can come back to Camelot some day, playing with all the rules this time.)

My father came back in time to see the tail end of the game, not understanding much of what he was seeing. Over my objections my family insisted on a break for birthday cheesecake, and then I tried to explain Robo Rally.

A large part of the reason I wanted Robo Rally is that my father is a fan of The Amazing Race. It's a reality TV show where teams of two race around the world having to deal with all sorts of challenges without letting tensions get in the way of their teamwork. My mother watches with him, and I thought it would be very interesting to see how they dealt with a similar structure in a game. (Again, the existence of a traitor in Shadows Over Camelot would have led neatly into the sort of backstabbing that Robo Rally inspires. Ah well.) We were three teams, two teams of two and me. (I figured this would be balanced because I have so much experience with the game.) I had picked out a very simple board and decided where I'd be placing three flags. They were close to the starting points, because it was already late and I wanted to have a full game.

In Robo Rally each player controls a robot on a board filled with obstacles. You give the robot five commands, and it executes those commands one after the other. You move around, you go onto conveyor belts to move faster, you push the other robots into pits, you shoot lasers at each other, and eventually each team needs to get to the three flags, in order. My father played with Dena, and my mother played with Miriam. This was not entirely balanced, as it turned out that Dena picked up the rules faster than any of the others and both my mothe and Miriam struggled with basic visual coordination throughout.

I rushed ahead of everyone else to make up for being alone, so they all shot me in the back as they chased after me. After getting the second flag I stopped for repairs, which was possibly a mistake because it prevented me from catching up. My mother got more coordinated over the course of the game, but it's hard to say if Miriam was even trying. Her movements seemed to be entirely random and counterproductive. My father started out strong, getting the first flag right away, but then he stubbornly decided to try the same dangerous route to the third flag (Dena got to the second flag on the second turn.) over and over, each time falling of the board. When my mother accidentally bumped into him, pushing him off the board yet again instead of letting him win, he cursed and he pounded the table and it was a litle bit scary but I was so happy to see it. He wasn't just my father, he was that little robot who just wanted to make it to the finish line. He lost all three of his lives, and Dena hit the third flag giving them the win.

We finished Robo Rally exactly four hours after starting Clue: The Great Museum Caper, and I felt like I had a real honest-to-God family with relationships and everything. I always wanted for my family to experience the same things I've experienced, but I was wrong. Experiences are personal and subjective and they're not like me. But in the right social situation, those differences can drive some really compelling interactions. On that Robo Rally board, with my father furious at my mother for knocking into him and me trying to stay ahead of everyone and my mother trying to keep up while pretending not to care and Miriam being ridiculous and Dena moving forward steadily unnoticed, I felt like we were a real family. For a few hours, we existed in the same virtual space. And in those few hours, I felt like I got to know them better than in years of living with them. We can be a family, after all; we're just a bit out of practice.


three comments, the last one being from Moshe
Anonymous Moshe said:

Sorry for once again being late, how ever, many happy returns.

I do think that it was an excellent idea to use more physical interaction games, than virtual ones, (a nice compromise) to bridge the world you live in with ours. :)

pleased that everyone enjoyed them selves, so do try something like this in the future.

Anonymous Tamir said on March 10th:

About yesterday - I'd like you to know that I got exactly what I wanted, which was a window into your world. I enjoyed myself greatly, and Zelda has been swimming through my head all day. Don't be too surprised if I come back for more. (Just gotta figure out how to make time for it...)

In any case - thank you.

Anonymous Moshe said:

links Mory Links!
You need to put a time stamp so we know which comment is related to which "performance review", its getting a little confusing.

09 March 2011:
Its great to hear that you've got the last bit trip game, I know how long you've been waiting for it.

10 March 2011:

you could ask someone more skilled in ether the piano or in voice for assistance.

Post a Comment




2011, February 7th, 20:58 and 41 seconds

Sequential Motion Pictures

I recently made a new character -an explorer, who'd have the right kind of passion to stick with Angles & Circles through whatever hardships it dictated. One of this character's quirks is that he loves movies almost as much as he loves exploration games. So I've been downloading lots of movies which I've always been curious about but have never seen. The danger, of course, is that movies are a very passive activity. Once you start believing that a world will go on whether or not you move a muscle, it's easy to fall into a dead calm and never get out again. So I anticipated that I'd continually need the blog to remind me of who I was and why. But on the day I defined this character, I reread assorted blog posts and didn't see where I could go next. So on the following day, I had no urgent need to keep the blog in mind. Movies floated to the top, Angles & Circles didn't stand out, and as I explored and drew I had to suppress a sense of hopelessness, of existing in nonexistent space. I felt alone, and insignificant, and before exhaustedly collapsing into bed I concluded that I'd bitten off more than I could chew with this character.

I woke up in the middle of the night from a particularly strange dream. It was not an unpleasant dream; I woke up because I decided (while dreaming) that I needed to be conscious enough for a revelation about my place in the world. That is precisely how conscious I was. The revelation was that it was my duty to make a blog post depicting the dream I was having. Once I had given myself this important message, I fell asleep again. I have no recollection of what the dream was that I was supposed to write about. But in the days that followed, the sense of purpose I had felt remained. It was my duty to make worlds that people could get lost in, as I'd been lost in that dream. Because it's good to be lost every now and then. In the light of a movie projector, you know exactly where you are and there's no need to move on. But in the dark, you feel around and find your way.


When I woke up that morning, the song "Singin' in the Rain" was stuck in my head. I ran to my computer, wrote in my opening statement, and started to watch the movie I'd downloaded on a whim a few days earlier and had not thought of since. I had no idea where I was going, but I was happy again.

There are some things which are called "classic" just because they're old. The 1952 musical Singin' in the Rain is not one of them. It's a passionate love letter to Hollywood. Though, it was made in Hollywood, so I guess it's Hollywood's passionate love letter to itself. I can respect that. The film exists to propagate a belief in the magic of Hollywood, where life is simple and true love is real and song-and-dance numbers are the preferred method of communication. This Hollywood can't exist, but for the viewers of a good old-fashioned musical like Singin' in the Rain it somehow does exist, and that reassures. When I finished watching the movie I wanted to dance, and it barely mattered that I've never done any real dancing and am probably way too clumsy for it. In the movies, everyone can dance. So why not I?

Under the screenplay credit in the film's opening, is written: "Suggested by the song". Interestingly, that song was 23 years old when the movie was released. (Here's the original version, and here's the remake.) The other songs weren't much newer - they were all taken from other MGM movies from around the 1930s. Our modern views of anything from 60 years ago are so tinged with nostalgia, that it's easy to forget this was meant to be a nostalgic experience even then. It encourages the audience to see their familiar, popular entertainments as a kind of miracle. It took songs which everyone already knew, repackaged them into a mostly conventional plot, and tried to convince the audience that when they indulged in these happy clichés they were witnessing something incredible. No, that's not fair to say - it doesn't try. It does convince the audience. It convinced me. Part of that is Gene Kelly's dancing. And part of it is the way the three heroes are so naïvely passionate about what they're doing, in defiance of any elitists who might scoff "That's not art!".

But there's also a particularly subtle bit of sleight-of-hand going on in the script. You see, Singin' in the Rain pretends to demystify Hollywood. The beginning of the movie does not take place in anything approximating the real world -if it did, the rest of the movie wouldn't work- but there's an acknowledgment of Hollywood's essential phoniness. The setting is 1920s-era Hollywood, which is shown to be glamorous and larger than life. We see actors arriving to a film premiere, smiling cheerfully for the cameras. The personas these actors present are fabrications, their wonderful lives a performance for the gossip papers. We meet an actress who is adored by all, except for everyone who knows her. And we meet a respected actor, who lies about his past in order to seem sophisticated. "Ah!", the viewer says, "Here is a movie about the true face of Hollywood!". We are shown that movies are silly things where actors stand in contrived poses and act however love-story formula dictates.

And then the movie suggests that it's only silent film that's like that, and when sound was added suddenly we were seeing things the way they really were. The romance between the two actors at the start was fake, but the romance with this other actress is totally real! Holding a dramatic pose is ridiculous, but doing a tap dance is perfectly natural! The movie can convince us of these strange ideas, because the script has been carefully calculated to get us onto the movie's side. We've already decided that we are witnessing the real film industry, so when it starts rebuilding the Hollywood fantasy, we've already let our guard down too much to question it. The big love song is set on an empty movie set, with a large fan simulating wind around a dirty ladder, and they're singing a 1930s love song at each other, and for a minute I jumped between thinking things like "You can see that this is real love, not like with the other actress!" and wondering "If this is an empty set, then where's the orchestration coming from?". I realized that I'd lost sight of what was real and what was not, and I shooed away that thought because I wanted to believe. In the movie, we see people who through nothing more than passion for their medium and their friends are able to make magic. That's a world worth believing in.

In the real world passion gets you nowhere without unbelievable amounts of hard work. The film's female lead, Debbie Reynolds, once said: "Singin' in the Rain and childbirth were the two hardest things I ever had to do in my life.". And for all the comedy the movie gets out of Reynolds' character dubbing over another actress's singing, it's ironic that some of Reynolds' songs were dubbed over for the movie by a more experienced singer! In the real world, nothing and no one can ever be perfect enough. But in a movie, everything can be just so.

There's a cute little moment in the movie where we see people in the business reacting to their first glimpse of a "talkie": "It's just a toy!", "It's vulgar.", "It'll never amount to a thing.". Later in the movie, the first sound film is a success and it makes everything they're doing look like a relic of an earlier time. But in that moment, the filmmakers are oblivious. This scene comes shortly after a conversation in which film is argued to be inferior to live theater. I find that interesting. I also find it interesting that just a few months after Singin' in the Rain in 1952, Hollywood made its first color 3D film. The general public is not loyal to one format over another. If an entertainment is successful, it is because it gives its audience an experience they value. If a stronger experience elsewhere can get them what they're looking for, they will move on.
There are a lot of production companies for amateur English-speaking theater in the Jerusalem area. There are musicals and dramas and comedies and Shakespeare and childish religious shows and everything in between. And this is odd, because there's not that much demand for amateur English-speaking theater in the Jerusalem area. The production companies were (and continue to be) founded by people who love theater. And people like me join their productions because we love theater. As long as people like us live in the Jerusalem area, we'll be putting on shows. The audience is not a huge part of the equation.

What do we have to offer audiences, anyway? For free they can download stories off the internet, whose every moment was carefully calculated and precisely timed. On a film budget you can create whole worlds, and inhabit them with famous and world-class actors. We cannot compete with that. Our shows are more chaotic, more awkward, less immersive, less skilled. And we're charging as much as a hundred shekels per seat. Why would people bother coming to the theater?

The simple answer is that in many cases, they aren't. Some of these production companies just put on obscure plays in cheap venues, reusing props and costumes and whole sets to keep to a tiny budget. They could try to put more effort into advertising, but there's not much point. The audience isn't there. The actors' families and friends show up, some people who were curious and have time to kill show up, and hopefully enough money comes in to keep going for another day. These shows are being put on because their directors want to put them on, and people volunteer to be part of it because they want to be part of it. Some companies actually charge their actors for the privilege of participating, and people still work with them. It's just too much fun to turn down.

The production company of my last show only does productions that people will come to. Mainly Gilbert & Sullivan, but also Rodgers & Hammerstein and other musicals that people will have nostalgia for from having seen the movie adaptations. This company gets bigger audiences than the others, and therefore has bigger budgets to work with and a more expensive stage to act on. They can charge more, and get away with it because from the audience's perspective it's practically professional. They charged a hundred shekels a ticket for our show, plus five shekels if you wanted the programme. (So even though I was the lead, most of the people who saw my performance don't know my name.) The theater we were in doesn't have enough dressing rooms, and it's in a location with no parking nearby. (If you park on the same street, you come back from the show to find a different kind of ticket waiting.) And understand: this is what you can afford when you only do shows with guaranteed audiences. See, people already have passive entertainments in their lives. They don't need us.

So many people who couldn't be bothered to come have asked me for a DVD of the show. There will be a DVD, soon enough, and of a good performance. But my gut reaction is to be annoyed at them, because they should have seen me in the intended context. Then again, why? What's so great about theater? If they had come, they might have seen us on a bad day! And if they missed a line, that's too bad because the play just keeps moving on. The sound couldn't be perfect, because there are so many variables in a live performance. But at home they can just rewind and listen again. Let's be honest: if I could see plays on my computer screen instead of sitting in a theater, I'd probably do that too. Why would anyone want to see a work that's still in the process of growing? When it's already found its way and isn't so flawed anymore, and when you can see it without having the whole day revolve around it, then it'll be ready to be watched.

A happy story
A difficult plan

At some point years from now I'll make the game Through the Wind, a platformer mimicking dance. The player's avatar will be very vague in its appearance, so that he can more easily pretend it's him. If he is not particularly skilled, the controls themselves will subtly stretch as he plays so that he may experience the expressiveness of movement. But if he does have some competency with a controller, the game will expect him to discover the expressiveness himself. And a player dedicated to the art will practice more complex motions, to evoke emotions for an audience in the room, watching him play. Three methods of communication, all relying on a control scheme which I've long since planned out in the broad strokes. A player may switch between modes at any moment, exploring the possibilities available to him.
Through the Wind is an ambitious game which I'm not qualified to make. The entire experience is built on the sensation of moving a body through space, and I have minimal control over my own body. I am not familiar with dance even as an audience, but to make this game I would need to intimately understand how it feels to dance, from personal experience. I am the wrong person for the job, and following the philosophy I've been cultivating on this blog that means I will need to become the right person for the job. The character I will play will be a dancer, obsessed for several years with improving himself at ballet. The more I think about the details of this plan, the more I am intimidated and want to never make Through the Wind. But in the end the details will fade away and all that will be remembered is a charming little story.

Of the handful of times I've gone to a movie theater over the past year, almost all involved 3D glasses. So the way I see it right now, Avatar permanently changed the medium. 3D used to be a novelty, and now it's an expected part of the movie-going experience. A recent trailer for the movie Thor advertised: "In 3D! (and 2D in select theaters)", as though a flat image is now the novelty. It seems the only movies considered unsuitable for the third dimension are low-budget dramas. But I hope that changes soon. Dramas should be in 3D too.

The last movie I saw in theaters was Tron: Legacy, on (what I later found out was) the very last evening it was showing in local theaters. I took Moshe with me, who had never seen a 3D movie before. He did not like the effect. He said that throughout the movie, he had trouble focusing his eyes. And I can see why he might have had a problem. The format and presentation was far from perfect. The image is dark and seems to have very jerky movement, the exit sign in the room adds a slight glare that bounces off the glasses, and neither the glasses nor the screen are ever perfectly clean. These weaknesses were exacerbated by the way this movie was photographed, with very quickly panning cameras in all the establishing shots. In 3D (both because of this particular technology, and because of a general principle), it takes a little bit longer to process the images in your mind. So establishing shots need to take their time. But these are nitpicks, which can be corrected with practice. Occasionally there were images that took their time, and they were just a pleasure to see. When the camera stands still, everything you're seeing takes on an air of realness, that was certainly beneficial in a movie set almost entirely in a virtual world.

I went to that movie expecting a spectacle. Nothing more, nothing less. I expected to see the world of the 1982 Tron, fleshed out with modern techniques and presented in 3D. If it were not in 3D, I would not have cared much about this movie. At most, I would have downloaded it to my computer a year or two after the fact. But when it's in 3D, it's an event. It's a trip to another world. The movie worked better as a story than I expected, and not quite as well as a spectacle (due to the aforementioned quick camera pans). But overall, I felt I got my money's worth. It did not concern me much that the plot was clichéd, the ending was vague, some of the action scenes were confusing, and some of the characters (including the hero) were uninteresting. They weren't what I'd come for. But I was delighted to see those 3D car races, and walls made out of dots, and the view from a flying transport. Images like that are why movies matter, and while they'd be neat in 2D, in 3D they're an invitation to come in and wander around for myself. I know I can't. I know I'm not going to get that from Hollywood. But my brain is tricked into thinking I can, for two hours, and that's worth the ticket price.

3D displays are the inevitable next step, in the long road of progress that leads to the revolution. I don't know if the specific technologies used in today's theaters is going to last more than a few years more, given all the drawbacks, but once no glasses are needed and all the kinks are worked out I expect for 2D to seem hopelessly quaint. Our computer and TV screens will be 3D, our cellphones (hopefully with video chat standardized, finally) will be 3D, every major street will have 3D advertisements jumping out at us. When that day comes, Hollywood is going to need to adapt. Everything they do will need to be in 3D, or it'll feel fake.

A few decades after that, I expect the movie-theater culture to start dying out. Because once we start seeing reality in virtual worlds, we're going to expect them to behave like reality. No more of this staged nonsense. Why should I spend an hour on the bus going to an imitation of the old theatrical venues, when I can stay at home and get a more personal experience on a videogame console? Why should anyone go on a date to a dark room where they sit quietly and passively accept whatever's fed to them, when they could instead travel to a virtual world together -in private- and go wherever they want? Why should kids be encouraged to simply accept the worlds they see, instead of being given environments where they can make their own worlds?

For now, I'm satisfied with watching a virtual world passively, because I don't expect much forward thinking from the entertainment industries. But in the back of my mind as I watch, there's always the dream that it's going to be more personal. I'm going to be able to walk around and find my own way through the maze. I'm going to be able to feel the walls, and control the cars, and be the character and choose the ending. This can all already be done, so I know Hollywood is behind the times. But no one's moving forward, yet.
The first time I saw 2001: A Space Odyssey, I had no clue what to make of the plot. But I adored the experience of watching it. Kubrick's direction is such that when I saw the empty world at the beginning of the movie, with the precursors to man doing nothing in particular, I felt like I was there at the dawn of man. And when it showed a spaceship moving through space to the sound of the Blue Danube Waltz, I felt like in some small way I understood the vastness and emptiness of space. And when the hallucinogenic part of the movie started, I just accepted it without asking questions. It was like a concert, but made of places rather than sounds. The characters, the plot, that was all irrelevant to me. It was already one of the best movies I'd ever seen, just because of what it was showing me. After reading articles on the internet I feel like I have a slightly better understanding of the plot, but I'd be lying if I said that's what I'm thinking about as I'm watching. I'm just watching, and enjoying watching.

Avatar was a great movie, because it existed to let James Cameron show us Pandora and Pandora is a great world. But I can only imagine how great it'd be if it hadn't tried to tell a story. I don't mind the story, taken on its own. It's predictable and derivative, but it was done well enough. But it had no business being there. It damages the purity of this journey to another world to have it follow a plot and characters. I wish James Cameron had just made a "nature documentary" giving a tour of Pandora, with no plot whatsoever, showing us all the things cool enough to come to the theater for. No one would have come to see it, because people still think the point of a movie has to be a story. But in Avatar the point really wasn't the story, so it would have been a purer experience.

Nowadays, it's perfectly possible to watch every episode of a TV show, for free. (In America, it's sometimes even legal!) So TV writers tend to expect that you've seen every episode, in a way that they'd never have gotten away with a few decades ago. Even procedurals tend to have long-running character arcs and subplots. The appeal is straightforward. When you see a standalone film, you believe it exists as you're watching, and then when it ends you snap back to reality. But if you know you'll be entering that world again soon, then it's there in the back of your mind even as you're not watching. After a while the characters just seem to be real, because you meet them regularly. The kind of continuity that is now commonplace on television allows the characters to behave closer to our expectations of them, because real people do grow and change and remember where they've been.

In theory, this serialized film format should have more potential than the one-off movies, because there's so much more you can do in three years than in two hours. But in practice, TV tends to be even more bland and unambitious than most films. Television is the lower-class film, the cheap product you churn out to make advertisers happy year after year. And while it's exactly the same medium as film, whenever it starts to act like film in its direction and scope we gasp and say "I had no idea TV could be this good!". TV shows are not taken very seriously by the people making them. Any one of those actors or writers or directors would jump ship in a heartbeat for a movie deal.

One of my favorite current TV shows is The Walking Dead, a zombie show based on a comic book of the same name. It was created by Frank Darabont, the director of The Shawshank Redemption, and the network prepared someone to replace him for the second season because they didn't expect a big shot movie director would stick around. But by all indications, Darabont has a tremendous amount of enthusiasm for what he's doing and doesn't plan on leaving, so the other producer left for another show. I'm not normally a fan of zombie stories, but it's just really really good. The directing, the acting, the production values and everything else are much better than you'd expect from a TV show. As a result, the show's ratings are the highest ever for cable. I expect what other networks will learn from this is that horror shows sell, which is a shame, because the lesson is actually that people are starved for serialized stories that don't act like second-class citizens of Hollywood.

Seeing Toy Story 3 in 3D was probably the most powerful experience I've ever had in a movie theater. And it's about a bunch of dolls in a day care center, which just goes to show -like I always say- there's no premise that can't become a great story in the hands of the right storyteller. It's all about how you do it. And I can point to specific moments that made me laugh or cry or worry or cheer -quite a lot of them, in fact; but taken on their own it's not entirely clear how they work. These scenes were not made in isolation- they're part of the bigger picture. And in the case of Toy Story 3, even looking at the entire movie as a whole doesn't show the big picture, because the filmmakers relied on the audience having seen the movie's two predecessors as well.

The first Toy Story came out in 1995. I remember seeing it in theaters, and having my little mind blown. Our parents bought it for us on VHS (as they did with most new Disney releases), and I watched it over and over and over until every line was burned into my brain. After that I developed more of an interest in all the stuffed animals we had lying around. I imagined that not only did they all come to life when I wasn't looking (as Andy's toys did in the movie), but soon they'd let me in on their little secret and I'd talk with them all the time and eventually we'd make movies together about them playing sports against live-action sports teams who don't respect them because they're stuffed animals. (My imagination was limited.) So while I never played with Toy Story-branded toys, those characters are very much linked in my mind to my childhood feeling that playing pretend was as important as reality. (I haven't changed much.)

The third movie begins with a ridiculous action sequence featuring the toys, out of what might have been the greatest adventure serial ever, ridiculously over-the-top and childishly derivative. Not only does this remind me of what uncensored imagination was like, but it also reminds us directly of the first and second movies, by repeating catch phrases ("Ride like the wind, Bullseye!") and plot points ("I brought my dinosaur, who eats force-field dogs!") from the silly stories Andy told before. So right from the first moments the film (very deliberately) gave me two levels of nostalgia, and as soon as the scene's over it abruptly jumps to now, where most of the toys are gone and there are no more games to play. The most depressing moment (for me) was when they quickly mention in passing that the Bo Peep doll is gone, because she was a major character in the first movie and it's such an unceremonious way to write her out. The second movie had a happy, optimistic ending. So to start from this really empty existence for the toys is very dark and depressing. And it fits with what the second movie was building up: the idea that for toys, being discarded is inevitable. The film plays up Jesse's reactions a little bit more than the other toys', so that you think back to the song "When She Loved Me" and feel like you knew it was coming.

My point in all this is that the movie was playing me like a harmonica right from the first two scenes. And it never let go of me, all the way up to the last few seconds of the story. When the big emotional moments came, I had already had an hour and a half of conditioning (built upon fifteen years of memories) setting it up so that I'd be in exactly the right frame of mind for it to hit me like a bag of bricks. I can't even think of the death scene for a second without tearing up, and in the moment it happened I was so caught up in the emotions that I was certain the movie would end then and there with a black screen and all the toys were going to die. It felt real, and it felt personal, and until this movie I thought only videogames were capable of affecting me like that.

I've rewatched the movie on my computer, but it's just not the same. Toy Story 3 was a particular moment in my life, when I legitimately had no idea what to expect from moment to moment (I walked into that movie expecting some sort of third act where the toys' sentience is revealed to the world.) and the illusion of reality was maintained. Each time I rewatch it'll be less real, until eventually it'll just be a movie I like rather than a special experience. Also, I feel the 3D was very important. It gave the impression of actual toys moving on the floor (rather than images moving on the wall). And the first act had a lot of slow or static establishing shots, giving a very clear sense of the room around them. By the time they're doing the big escape scenes, you're already aware of the day care center's layout, and you believe the toys are actually there in physical space so you're on the edge of your seat. There is no point in the movie where the director reminds you "This is a 3D movie.", which means that in your head, it's not. It's just real, and you don't question it.

It's hard to believe the Nintendo 3DS is coming out this month. An actual glasses-free 3D game system, that I can carry around with me. It's going to be priced $250, which is $70 more than I expected. But still- that's a price that within a year or two I could probably save up enough to pay.

There are all sorts of really promising games lined up for it (including a new Paper Mario!), but honestly the thing that excites me most is The Legend of Zelda: Ocarina of Time. If you've been reading this blog for any length of time you know how much that 1998 game means to me. I got a Nintendo 64 from my grandfather just so that I'd be able to play the original version, which I finished doing a month ago. But now they're remaking it, in 3D. The gameplay all looks to be relatively unchanged except for the control scheme (and having a constant map on the bottom screen -I'm concerned about how that'll change the opening), but the graphics have all been redone in 3D. I can wander around Hyrule, for real this time. I'm not expecting much in the way of originality from any of the launch games, but a more convincing version of Hyrule is worth $250 to me.

You probably think I'm being ridiculous. Why would I spend so much money on something that's just a slightly enhanced version of what I already have? But I don't really have it yet. I've shown Ocarina of Time to so many people now, in so many formats, and still I haven't seen a single person's face light up with the revelation that there are other worlds to exist in. Some find it entertaining, some get bored, but no one has the moment I had. Through its skillful manipulations, it made me believe that Hyrule was real and I, not a mere character but I myself, was on an epic journey through it. If I can hand the game to one person someday who is trapped in reality, who sees this little vision of another world as real as any, and in so doing free that person from her own preconceptions, then it will have been worth all the money in the world.

A film, once shipped to the theaters, is fixed in place. This is the strength and the weakness of the cinematic medium. Every detail, every quirk, every mistake is immortalized. Images and sounds and sequences get burned into our heads as the only way the story could possibly go, which gives the work the impression (especially after many viewings) of being definitive. And yet, the work is inherently dead, because it can never grow after the last edit. A later filmmaker sensing potential and opportunity may create a remake, or a sequel, or a spin-off, but this will be frowned upon by those who love the original. Film is not supposed to keep going. You put all the pieces together just so, and then you put it on the wall and keep it there forever. Film is taxidermy.


Every time I start watching a movie, when the studio logo comes up I'm filled with excitement and anticipation. I am about to witness something which is one of a kind. Every moment was slaved over for years, to present this unchanging rectangular area in which I should receive an uninterrupted stream of entertainment. As I watch, nothing exists except for the world which is being presented to me. The real world doesn't exist. The screen doesn't exist. The rest of the audience doesn't exist. I don't exist; I am simply a disembodied consciousness, silently watching. When the end credits roll and the lights turn on, I may smile but I'm disappointed. I have now seen the movie, and all potentials are now closed off. The movie is exposed for the simple sequence of images it was, the accompanying experience being a trick of the light. I may watch the movie again someday, but there is nothing more to discover.


2011, February 2nd, 12:39 and 20 seconds

Performance reviews for February 2011


2011, January 20th, 23:00 and 11 seconds

Portrait of a Shape-Shifter

Today marks six years since I began this blog.But I'm not sure if that's true.I'm not sure this is the same blog.
Its style has changed.Its location has changed.Its author has changed.
Hours and years for a single page.A never-ending vertical worldmaking your browser cry.
The posts are interconnected.You'd only see all the patterns...You'd only see all the contradictions.
I didn't actually expect you.Feel free to wander.Find a little corner here you can own.
But I can get lost in my own head.Don't fall in with me.There is no map.
Six years of introspectionhave filled in the old cracks.So now I make new ones.
Don't fall in.Or do.I'd enjoy the company.

Tell me, weblog: why am I sitting here, writing this? There's nothing left to say. My plans have been shot to hell, because you don't really care about my plans, do you? I wrapped up the whole story last year. I'd been working toward that for a long time, and then I reached the end. I had a plan. I'd give you a grand finale, and then add a post:
Here ends Part II.

There will now be a three-year intermission.

Three years away from you, focused on doing things rather than thinking about things, by the end of which I'd have my life together. Everything would fit together into a neat little order, once I didn't have you picking away at the tiny little cracks and making everything worse. After those three years I would have brought you back in medias res, with an entirely new person writing. A woman, quirky and Asperger-y and fun and giving absolutely no indication of what had happened to me, and then after three posts of the readers wondering "What the hell is this?" it would turn out that without your meddling I'd gotten myself a life, and this was my new girlfriend who I'd be co-writing with. A real girlfriend, not some fictional substitute. And it would turn out that I'd already finished most of the gamism plan, and had moved on to the five games already.

But I can't do that, because you keep stopping me. Don't you see?, it's you, holding me back. I could respect myself, if there were ever a minute you weren't there to remind me of my failures. And you distract me. You say, go be an actor! Go be someone you're not! Go do something silly, so that I get a new post out of it! But I don't have a post to give you. I gave you the Ruddigore story, and now I'm right back to square one, not trying to get anywhere in particular. I haven't worked on any games in ten days, and you've got no problem with that. This is what you wanted: not progress, not hard work, but just endless storytelling. You want me to keep writing, even though I have nothing left to say. So here I am, babbling like an idiot, with a few people actually showing up these days to hear what I have to say, who are probably angry at me right now because you have me sitting here and wasting their time.


Well? Say something, damn you. Speak in that silly little robotic voice of yours and give me an order already! Why do I have to guess what'll make you better? I feel like I give, and I give, and no matter what I do it's never going to be enough for you. Tell me what you want!



Hh. What good are you? All you show me is who I've been before. But day by day I'm changing, because of you. You never let me stop. And the more you make me change, the less coherent you are. I can't just leave you like that. You know I can't leave you like that. Eventually, the whole story will need to make sense from beginning to end. I tried doing that, in I vs. I, but it wasn't enough. I only spent two and a half months on that. You deserve better.


How can I have anything to write? Tomorrow, you'll want me to be someone who disapproves of whatever I say here! Each post needs to reflect the entire narrative that's led into it. When I started a blog, I was writing about whatever random things I had on my mind. But that's not good enough anymore. You keep needing to be bigger and bigger. At first I just needed to talk, and then I needed you to make sense, and then I needed to give you momentum, and then you needed to be an epic, and eventually you'll need to be the best blog on the internet. And if I don't take the next step, then what was the point of all of it? I need to make a continuation that justifies all the build-up. I can't live up to that. I can't be the writer you need.

I'm sorry.



Well? Say something, damn you. Speak in that silly little robotic voice of yours and give me an order already! Why do I have to guess what'll make you better? I feel like I give, and I give, and no matter what I do it's never going to be enough for you. Tell me what you want!



Hh. What good are you? All you show me is who I've been before. But day by day I'm changing, because of you. You never let me stop. And the more you make me change, the less coherent you are. I can't just leave you like that. You know I can't leave you like that. Eventually, the whole story will need to make sense from beginning to end. I tried doing that, in I vs. I, but it wasn't enough. I only spent two and a half months on that. You deserve better.
Declaration: "This blog trusts its writer."

How can I have anything to write? Tomorrow, you'll want me to be someone who disapproves of whatever I say here! Each post needs to reflect the entire narrative that's led into it. When I started a blog, I was writing about whatever random things I had on my mind. But that's not good enough anymore. You keep needing to be bigger and bigger. At first I just needed to talk, and then I needed you to make sense, and then I needed to give you momentum, and then you needed to be an epic, and eventually you'll need to be the best blog on the internet. And if I don't take the next step, then what was the point of all of it? I need to make a continuation that justifies all the build-up. I can't live up to that. I can't be the writer you need.

I'm sorry.

SpaceChem
No fatigue here
Deliberate plagiarism
With all the tedium that I've come to associate with programming, it's easy to forget that I used to find it very exciting. You come up with some zany idea, analyze it until it fits into logical patterns, and once you've gotten it right you can press a button and it starts moving on its own. Come to think of it, I'm not sure I've ever had this experience, exactly. I'm really just remembering what I thought I could do but never had the patience to find out. After all, programming isn't easy. It's all well and good to say "I'm going to make an artificial intelligence program!", or even "I'm going to make a small game!", but it always turns out to be radically more complicated than you'd expect.

I've been thinking about my early programming because that more than anything else is what the puzzle game SpaceChem reminds me of. The game is a work of genius. It creates tiny little rules to learn, and then puts more on top of that, and so on until you think you can deal with any logistical problem you're faced with. And then you discover that that's just been the warmup, and actually each level is going to have many such logistical problems interacting with each other. And once you've mastered that, a whole new layer gets added on top... and through all these jumps in scale, the game never loses sight of the basics. You're doing the same things over and over, but in much bigger contexts.

Ostensibly the game is about separating molecules, and reforming the atoms into other molecules. How this works in practice is very abstract, the general idea being creating paths of commands to follow on 10x8 grids. You have two machines running on the screen simultaneously, and you need to use them to make them into sustainable loops that will do some task over and over without messing up. (As the game progresses more variables get added in as the programs are running that need to be accounted for.)

It's a very technical game, made by a programmer for programmers. And I confess, I mess up around as often as I used to when I was a kid using Visual Basic. But I've got a different attitude now. Often I'll build big machines only to realize at the end that my approach was based entirely on faulty (and overconfident) reasoning. When that happens I delete everything I've done in the level and start over, but that's when the game gets really fun. Suddenly I've got to flip everything I think I know around, and think out of the little box I've gotten comfortable in. When I flick the switch and the machine works, it's a great feeling.
"Event fatigue" is a phrase one often hears in discussions of modern superhero comics. It is a phrase I cannot relate to. I think I understand where the sentiment is coming from, though. What is being referred to are the modern "crossover events", in which many comic books from one publisher (sometimes over a hundred issues!) tie together to form some massive storyline over the course of a few months or a year. This is the shining example of what is possible in a shared universe: the stories that result are more complex than any one writer could have come up with, because ideas bounce back and forth between literally dozens of different writers, affecting hundreds of characters. The editors often say that you don't need to buy all the comics to enjoy the crossover, and there's something to that. There's usually one central miniseries where the broad strokes of the plot can be seen, and the other writers (at least at Marvel) do try to make their subplots work even if that's all you're reading. But you are missing a lot if you don't read it all. Each month I read a majority of Marvel Comics' output, and part of the joy of reading and collecting is the way that the stories all intersect and build up a consistent and cohesive universe. The really good event tie-ins add nuances that make you see the other comics in a new and more interesting light. And often you'll feel like something hasn't been fleshed out enough, but some writer in a different series sees the opportunity and jumps at it. It's the best kind of collaboration. So to say that you can forgo anything you're not already interested in isn't quite right.

I think the reason some people are sick of crossover events is that each issue costs four dollars. I have an advantage, in that I'm getting them all illegally. I can read every single comic without needing two jobs to pay for it all.

It's also a thrill for me because it's a hobby of mine to collect and edit these comics. So a massive crossover gives me more to play with than a bunch of standalone series (an increasingly rare breed of superhero comic). I haven't had a really difficult editing challenge since "Civil War" in 2006, and ever since I've been waiting for something of the same caliber. Marvel's doing a new event called "Fear Itself", which they're claiming wil be even larger in scope than Civil War. (Which will be quite hard considering that Civil War tied into a good 70% of their comics and radically changed the direction of their entire universe for a few years.) I have no idea what it's going to be about, but I can't wait to find out.
I enjoy taking good music, messing around with it on the piano, and seeing what comes out. I've had a lot of fun doing that with the Legend of Zelda music, over the years, and now I've been doing it with Gilbert & Sullivan. Or rather, just Arthur Sullivan. By the time I'm done, the original lyrics are no longer appropriate.

I took a really emotional love song from Ruddigore, "The Battle's Roar Is Over", and turned it to minor and made it into a jazz piece. I played it at the cast party, and even though I was mirroring the original almost note-for-note some people didn't recognize it because the sound of it was so completely different. I've also composed a happy and sweet version of a very sombre and creepy song, and I took a musical theme that Sullivan used for one verse and discarded, and made a full song out of it (No lyrics, but it sounds like it could have lyrics.) I've also got some rough ideas that play with "In Sailing O'er Life's Ocean Wide", and even though it doesn't go anywhere it's fun to play.

I've been wondering if there's anything I could do with things like this. Unlike the Zelda music, there's no copyright on Gilbert & Sullivan. I can do whatever I like with it, without fear of lawyers. (Really, all art and entertainment should be like that. But sadly, it's not.) I'm not just changing the keys and rhythms, I'm also mixing in themes from other songs (when musically appropriate) and having lots of fun with it.

This isn't the first time I've considered plagiarism as a viable medium. In a way, I've always known that that's my musical niche. Even the stuff I do that's original isn't really original. It sounds like lots of things I've heard. And I need to keep struggling to not let the sources be obvious, which has sapped some of the fun out of music for me. (When I was younger, I didn't realize how unoriginal I was and therefore didn't worry about it.) My Zelda variations are good enough, I think, that (if properly orchestrated) they could be in an actual Zelda game. That's not hubris- if you come over and give me the opportunity to play them for you, you'll see what I mean. I know I'm good with variations.

As an experiment I grabbed a non-Ruddigore song: "When I Was A Lad". I only know it because Allan Sherman did a parody of it; I don't actually have any familiarity with G&S beyond Ruddigore. With little effort I turned it into something which sounded sinister. At some point I'll have to listen to all the G&S songs and see what I come up with.
No, this is just silly. These posts don't even have anything to do with each other. This isn't adding to the continuity in any meaningful way, it's not creating any new story opportunities, it doesn't say anything that earlier posts didn't already cover. It's way too late to be writing insubstantial fluff like this. Just, just...


2011, January 7th, 14:13 and 50 seconds

Performance reviews for January 2011


three comments, the last one being anonymous
Anonymous Larry Wachsman said:

Mory - You were born to do Gilbert and Sullivan!

Larry Wachsman

Blogger Kyler said:

Wow. That was an incredible blog post.

Anonymous Anonymous said:

Quite a few people who saw you at Ruddigore are convinced that you have an immense and brilliant stage presence and personal charisma, would do amazingly well in the theater and associated areas. Being as I personally fell in love with you I need to leave this anonymous! But really and truly, I checked with others in the audience so it is not my blindness speaking...

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2010, December 28th, 14:00 and 19 seconds

I Am...
In which I play the part of a lead actor

Chapter 1. "I am clockwork."

Chapter 1. "I am clockwork."

I had no energy at all. I hadn't slept properly the previous night, and I had a bit of a cold. I'd spent the day so far aimlessly wandering around on the web and improvising nonsense on the piano. But it was a Sunday, so my current state of mind was of no relevance. I had to be at the Ruddigore rehearsal.

As I was leaving the house, I noticed a text message from Moshe: "I've lost my job." Ouch. He'd been in a rotten mood already, what with his birthday and all. His older sister Aviella (and her husband) had taken him bowling on Thursday (He'd tried to invite me, but I didn't hear him say it so I didn't come.), but that was the only thing he'd be getting for the occasion. He was being childishly petulant over the realization that at the age of 23, he wouldn't be getting any presents anymore. At some point, people stop acting like you're entitled to anything at all. Which I suppose you aren't.

I called Moshe to reassure him. He'd hated his job. His boss had treated him like his time and effort were worthless. I'd been telling him he should quit. And yet, he was really broken up about it. He said he missed the money. I think there was more to it than that. It wasn't his fault the company was bankrupt. That was down to mismanagement. But still, he'd been working so hard for a little bit of recognition, and then it all came crashing down like the opportunity was never there in the first place. It's one thing to fail- then you can learn and try harder. But it must be especially painful to be in a situation where you can't do anything but fail. I told him that I was going to a rehearsal, where we'd be expected to do the very difficult patter song like a bunch of mechanisms in a cuckoo clock, and that I was scared because I had no energy at all and felt a bit sick. He advised me not to make that information known. The last thing Binder wants to hear, he said, is complaining. When you're working for him, you need to be professional. I thanked him for the advice. Moshe had been in a whole bunch of Robert Binder's Gilbert & Sullivan plays, so he knew what he was talking about.

I reached Binder's house ten minutes early, so Jordan and Aviella were still there. I returned Binder's DVD of the Ruddigore cartoon, and he asked me with interest whether I liked it. "Very much.", I began, intending to then recite that the only problem was the actor who played Robin taking too many liberties with the music and the character, and further that the other cartoons on the disc were well worth watching, there was some fun stuff in there. But Binder was moving on, so I left my stated opinion at "Very much.".

I watched as Rob worked with another actress on her scene. From my modestly objective seat it seemed like Rob knew exactly what he was talking about. He understood her character well. He wanted to get every nuance perfect because he was in love with the scene as written and wanted to get it just right. "He's probably like that with me.", I privately mused, "I should trust him more.".

I asked Aviella in a whisper whether she'd spoken to Moshe yet. She said he was taking it badly. "He'll get over it.", I said, "He didn't like that job.". "You're so positive!", she said, "Looking for the good side.", and I very much wanted to tell her that that was not my intention, but I have such difficulty making myself understood sometimes and her reaction was acceptable enough that I decided not to press the matter. Before she left, Aviella asked Binder if she could go over her scene with me. I was a little bit scared: with my fever, I'd been sweating a lot more than usual. And she had told me (through Moshe, since she'd never say such a thing directly) that she was offended by the way I smell. This scene involved hugging her three times. But I got up, stood in my position, ran the scene as Binder had told me he wanted it done to the best of my ability, was awkwardly delicate in hugging her, and both Aviella and Binder were ready to move on. I asked him "Did I do it right?", and he didn't answer because he was looking at something else. After the rehearsal I called Aviella to apologize for my smell, but she didn't answer her phone.

The "Matter Trio" is one of Gilbert & Sullivan's trademark patter songs. In fact, it sounds very much like "I Am The Very Model Of A Modern Major General", the more famous patter song from Pirates of Penzance. I call it the "Matter Trio" because it's got several parts where we sing "It really doesn't matter, matter, matter, matter, matter, matter...". It's ridiculously fast, and doesn't give any opportunities to take a breath, and I was really proud of already being able to adequately sing my verse in one breath, having practiced it many times on my own. But the rhythm of some of the other parts is very strange, and I'd been looking forward to finally working on it with Paul, the music director, so that he could show me how to sing it right. I expected that that part would be fun. But Paul wasn't there, so we would be working not on the music but on the stage direction. Binder's idea (which he'd told me of as a general idea the week before) was that we would be like the animatronic wooden figures moving around on an ornamental clock, shuffling around and moving our arms back and forth, occasionally posing as though we were checking if it was raining. "You have temporarily turned into robots.", he explained. And he emphasized that we needed to get all of his choreography right because it really did "matter, matter, matter".

Unfortunately, we neither understood nor were immediately capable of performing this dance. Binder was expecting us to behave like efficient little robots, but without giving us adequate time to practice each little part and without specifying the specific beats we should be doing things on. (It was "Now you bow left", not "You start the bow at the beginning of measure 147, and finish in three sixteenths.".) Which might not have seemed like a problem when he was planning it, but he sure acted like there was a problem when we did it exactly as he'd said and the timing didn't look right to him. I wrote down precise notation of every instruction he gave me, and then when I followed that notation precisely he'd tell me I was doing it wrong. And I'd say "But you said to do it on this beat!", whereupon he'd look at me with that look that says "How dare you contradict me, you childish troublemaker!" and I'd pull out the eraser. I'm sure he knew exactly what he wanted. But he's not the greatest at communicating those instructions. By the end, after all the corrections I had to make, the notes I was left with seemed entirely random, lacking any discernable pattern. And yet I was expected to instantly memorize all this, and do it on cue and on rhythm.

This choreography involved shuffling our feet, moving our arms robotically, bowing, posing, and precise equidistance between the three of us at all times. We were doing this without singing (which only I, of the three, was prepared to do), and at roughly a quarter of the actual speed, and still none of us could pull it off adequately. Binder looked calm, but I knew he was furious. We were supposed to be charming little wooden people, and instead we were... whatever the hell it was we were.

I wanted to tell him that he was wasting his time, that there was no way we could ever pull off any of what he was suggesting while also singing, because the singing in itself was so complicated that it required complete concentration! I wanted to say that even if we practiced that scene for two years, none of us would be capable of being the robots he wanted us to be. But what good would it have done to say that? I had blown away all his good will two weeks earlier on my audacity to act like I was entitled to an opinion about my character. I was not entitled to anything. He was the director, and I was only the lead actor. He'd been directing Gilbert & Sullivan plays for decades, and I had never starred in anything. I didn't need to question or experiment or practice or even to understand. I just needed to stand up and perform exactly the way Rob imagined he would do it in my place, a cog in the lovingly and meticulously crafted machine that was this production of Ruddigore.

So I didn't complain, though every instinct was telling me to. I didn't object, though all reason compelled me to. I had temporarily turned into a robot. I'd get my way eventually, as long as I stayed willing to lose my self in the meantime.

Chapter 2. "I am in control."

Chapter 2. "I am in control."

In July I turned myself into the sort of person who prefers active creation to passive enjoyment, which was quite a change. In October I finally cut down the time each day that was outright wasted on activities like internet socializing and piano improvisation. But December was going to be the real challenge. I planned to prove once and for all that I wasn't just crazy writing down what I was doing for every minute of every day and then giving myself a numerical score for it. I mean, okay, sure, I am crazy. I won't dispute that. But the blog had suggested that by separating Mory Buckman the human from Mory Buckman the character, I'd accomplish things. I could be the sort of person who tends to accomplish things by nature, if that was the character I chose to play. And finally I'd reached an opportunity to pay off that idea.

What needed to be accomplished in December was Ruddigore. The play would open on the 28th. And truth be told, I was already mostly happy with how I was performing in the run-throughs. But before I could get to the stage I'd need to go through many more rehearsals, and in each one Binder would have dozens of opportunities to replace what I'd practiced with new ideas of his own, ideas which might or might not fit in with what I was doing. And at the rehearsal I'd just do it his way, but at home I'd have to think about it and find compromises and make my own ideas based on his. It's like Erika always said when she was directing The Matchmaker: "You're the ones who are going to be on stage, not me. If things go wrong, you're the ones who are going to be seen.". So I couldn't just blindly accept directions that contradicted my interpretation of the character. I needed to be in control of my performance, and in order to do that (with five rehearsals some weeks) I needed to put absolutely everything aside except for the play. I needed to take the time to sort out all the contradictions that might arise. I needed to live and breathe this character, so that when I went on stage I wouldn't be of two minds about any moment. I'd know exactly what I needed to do, I'd do it, and then I'd judge myself accordingly.

The first day of December was roughly planned out two days in advance. I'd define a new character in my "declaration of priorities" format, thereby creating a model to imitate for the rest of the month. The order of priorities would be "Ruddigore, the blog, books, comics, TV". Simple. There was no rehearsal (on account of the Chanukkah holiday), and there would be no distractions. Just me and my character, and my character's character. And, um... his character. Yes. Simple.

I turned on my computer screen, ready to type in my opening statement ("There once was a man from Rederring"), but before I did I noticed a letter from Kyler. Kyler is the talented artist who'd done the graphics for my past two games. We'd been talking about the graphics for Gamer Mom, a naturalistic adventure game whose script I had very nearly completed. In the script I was very detailed about the sort of "acting" I wanted his versions of the characters to do ("With an embarrassed smile, because as she says the words she finds that they suddenly sound silly: "Well, I want you to play World of Warcraft. That's all." He looks at her quizzically."), but I didn't specify a particular art style or what the characters look like or where the game is set or what clothes they're wearing or anything like that. He was the one who'd be doing the drawing, so he was the one who needed to be in control of the visuals. But this attitude of mine was causing him problems. In his letter, he said he was having difficulty designing characters without any direction. So I replied with what few details I'd been thinking of, attaching photos of two women I knew who the title character looked like in my mind. I could have sat there for an hour coming up with additional visual details, but that wasn't my place. I trusted Kyler to make better decisions than I would.

This letter took 49 minutes to put together, so to keep Gamer Mom at the bottom of the list I followed with 1 hour and 3 minutes of comic books. And then of course I needed to do 1 hour and 11 minutes of Ruddigore practice, because comics were supposed to be in the middle of the list. I didn't want to leave these corrections for later, because "later" is a nebulous thing. "Later" can be too late. To have a day turn out the way I want it, I need to be asserting my control right from the start. There have been too many days where I got a little bit complacent and found myself in places I didn't want to be.

As the day went on, I found myself drifting off the perfect heading. And when I asked myself why, I discovered that I was tired. Why was I tired? I'd gotten enough sleep, I wasn't feeling sick. No matter. The bottom line was that I had two options: I could keep going and get farther off-course, or I could take a short nap and live the rest of the day correctly. Experience had taught me that only one of those options was acceptable, so without further ado I went back to bed.

Precisely 1 hour later, my mother woke me up to come light the Chanukkah candles. Groggily, I came downstairs. There were wrapped presents on the dining room table, and a big meal on the kitchen table, and by the window my parents and Dena were getting their Chanukkiot ready. None of this held any interest for me- what part of me was awake just wanted to get on with the day. I asked if I could forego the personal lighting this time, and my mother was disappointed but didn't argue. The family lit the candles, and after my father hastily mumbled "Hanerot Halalu" because he couldn't remember the tune, my family all started singing "Ma'oz Tzur". I sleepwalked over to the piano, found their key and accompanied them. This would have to be counted in the "mundane activities" for the day.

Before we ate, my mother insisted that Dena and I open our presents. She watched us excitedly as we began to unwrap them. I wasn't expecting much, and I honestly would not have felt at all bad if she'd given me nothing. The things I like and want, you can't easily buy in Israel: videogames, comic collections, DVDs of TV shows. I was not surprised to find that the first gift was some Israeli-made board game I'd never heard of which she'd picked out in a local toy store. No doubt prompted by the look of disinterest on my face, she encouraged me to open the other present as well. It was another board game I'd never heard of, which seemed less interesting than the first. I'm not the sort of person who'll say something just to make someone feel better. I did not care for these presents.

But it was better than Dena's present. Dena is 18. She is very interested in fashion: making clothes, buying clothes, watching TV shows about people making clothes. She cooks a lot, and goes out with friends while wearing lots of makeup, and in general has spent her entire life constructing a persona that other people will like, a pursuit which she's been very successful in. Her present was a dancing, singing poodle doll. I'm sure my mother had a very clear idea of how this scene was supposed to play out. It would be a perfect little family moment. Dena would take out the doll, say something along the lines of "That's so me! It's adorable, I love it!", and then we'd all sit down and have a lovely meal together. And then, I don't know, maybe we'd magically turn into a family that has anything in common, or something. But that's not what happened. Dena was offended to be given a little girls' toy. I was creeped out by its hideously-drawn face. And my father ran upstairs to get a new battery because the one it had was dead.

As I listened to my mother's repeated insistence that this was the sort of thing Dena should like ("The point is it's prancing. You like things that are cute! I thought it was adorable."), it struck me how much my mother was like Gamer Mom, not really understanding any of us but thinking she could share experiences with us anyway. It doesn't take long to read some of my blog posts, find out what makes me tick. For that matter, she could ask me anything and I'd give her an honest answer, because that's the sort of person I am. But she doesn't really care what I'm like, because she's always busy with one thing or another. And yet she tried to get me a game. She doesn't know the first thing about games. I'd love nothing more than to show her what games are like, but she's not interested. We spend all day in a house together, but I can't say anything to her because there's nothing to say that she'd legitimately be interested in (as opposed to pretending to be interested) and it would just distract her from what she's doing. But if she was acting like Gamer Mom, then maybe we were the same species after all.

We sat down to eat, and the argument kept going. Finally my father replaced the batteries on the toy, and the most hideous noise came out of its tinny little speakers as it danced on the floor. He turned it off. Dena said it wasn't appropriate, and my father backed her up but he didn't restrain himself from yelling ("It wasn't appropriate!"), and then he stormed out of the house, and this whole perfect little moment that my mother had been aiming for was totally ruined just because our behaviors and attitudes were unpredictable to her. She said she really had no time at all but she just wanted to do something nice for the family. I told her she really didn't need to do anything. We all understood she was busy. (On the previous night she'd planned to finally slow down for a few minutes, but had forgotten about her choir practice so she had to rush out of the house.) But she didn't seem to agree that she might not have tried to do everything. So I just said: "For what it's worth, I do sympathize. I know what it feels like to try to get someone something and them not liking it.". "Why would you sympathize?". "Are you kidding? How many times have I tried to get you guys interested in things? It never works.". It was an uncomfortable meal, and I needed to rush back to the things that mattered.

I started working on Ruddigore, and I felt that I needed to get out of the house. Before I left, I went to the kitchen where my mother was standing and crying. I'd calculated that if I were in her position, I'd want a hug but wouldn't get one. So I hugged her, said "That's all." and left.

I crossed the street to the amphitheater. I didn't feel like standing on the stage that day, so I paced around on the field as I sang. I was working mainly on "Away, remorse!" now. It's a song that's always been cut out of the play, ever since Gilbert and Sullivan died. And Binder was only thinking about putting it back in because act 2 was running short. But this was my chance to get control of the character, so I was taking it very seriously. Three days after learning that the song existed, I not only knew the song well but had given myself lots of gestures and movements to do as I sang and was working on more complex voice work for it. And it wasn't enough yet. It needed to be better, everything needed to be perfect when I showed my work to Rob. I had an idea in my head of how the scene would play out: I'd present my work, he'd say something like "That's so perfect for my vision of the play! I love it!", and then we'd be on the same page with the character. And then, what, would all our disagreements just suddenly disappear? Yes. Yes they would.

But the fact of the matter was, I had no idea how he'd react. I never could guess what he'd tell me next, or what he really thought of what I was doing. I'd tried to come up with a way of doing the song that was just like his style of direction, but I couldn't know if that would be enough because I didn't really understand him. Sometimes his directions seemed to contradict each other. He'd agreed with everything I said, so why did he keep pushing me in directions that were more like an angsty teenager? It didn't make any sense! And when I came up with little bits of acting that I thought were really good, he never said "I like that! Good job!". No matter how hard I tried, it would never be enough. So I had no idea how he'd react. For all I knew, he'd be furious at me for trying to do his job for him. I just wanted to make sure that I'd be able to do something nice with the performance, that's all, but no one had asked me to do what I was doing, and no one might want it.

I went back home to continue with the blog. Dena had been practicing for the Grease auditions in her room, but Miriam came home -still in her army uniform- and interrupted Dena to argue about an empty glass that she'd left by their computer, and which Miriam was choosing to get angry about for no more reason than that she missed her husband. I ignored their nonsensical yelling. They didn't matter.

I read through post after post, going all the way back to the beginning of part 3 (and some from earlier), but something was wrong. I'd planned this. I was going to read through earlier posts, think about where I was ending up, and in a moment everything would fall into place. I'd suddenly see a clear vision of the new post, which would show that it hadn't all been random, it all made sense and was leading somewhere. But that wasn't happening. I kept reading and thinking and reading. I wrote down notes to reflect the themes I was finding in earlier posts. Why wasn't it all clicking into place? I'd planned this! The past reveals the true nature of the present, that revelation dictates the future, and everything fits into a neat little character arc. But I didn't see it. I read page after page after page, repeating to myself all the while: "I don't understand.".

Chapter 3. "I am that actor!"

Chapter 3. "I am that actor!"

There was no way I'd get into Ruddigore. I understood that. I figured there were certain actors, like Aviella, who just automatically got into whatever show Binder was making because he knew them and trusted them and they had years of experience under their belts. That wasn't me. I wasn't part of the club. The only Binder production I'd been in was Oklahoma!, where I auditioned to get into the chorus, got my wish, and spent the next few months regretting it. (I didn't enjoy being an entirely inessential part of the cast.) My only significant theatrical role ever was the ridiculous double-act that Erika let me do in The Matchmaker, not exactly what a director like Binder known for his precision would be looking for. And who could I play? I'd just quit Barefoot in the Park for having too small a role, so I wasn't interested in the chorus no matter how pretty the music turned out to be. And from skimming through the list of characters on Wikipedia, it seemed like the only other part in the play I had the right kind of voice for was the male lead, Robin Oakapple. So I knew from the start I didn't have a snowball's chance in hell of getting in.

But Erika had told me that she used to audition for plays even when there wasn't a part for her, just to get better at auditioning. So I auditioned anyway. This wasn't just a chance to show off my tune for Lewis Carroll's Jabberwocky which I'd composed to audition with and hadn't had a chance to use yet. (Though, there was that.) This was also practice for a character I wanted to play at some point in the future: the confident leading man. I was going to walk into that room and be the sort of person who gets to be the lead in a play. That would be valuable experience, because someday I'd run into a play whose lead role I had a shot at and I'd want to already be an old hand at audition technique by that point.

So "Get into character, Mory.", I said to myself on the bus. "You're not a shy, quirky and inexperienced gamist with Asperger's Syndrome, you are sure of yourself. I am going to get this part. I am going to get this part. I'm the sort of person who believes that, because I've got experience and professionalism and I'm not remotely worried about this.". I wasn't worried. I didn't actually believe I had a chance, it was just an act I'd put on in this low-risk environment, and then I'd take it off and go back to my isolated little life.

I'd do everything Erika had told me to do. I'd make sure I had lots of energy before I presented myself. I'd enter the room with a confident walk, smiling as though there was no place in the world I'd rather be in that moment than that room. I'd give them firm handshakes. (Erika repeatedly emphasized the importance of a firm handshake.) I'd introduce myself briefly, do my song and thank them for the opportunity. If they asked questions, I'd answer very concisely and politely. If they gave me lines, I'd read them however they said to read them without questioning the direction for even a split second.

In the past they only knew me as an inconspicuous member of the Oklahoma! chorus, but I'd get them thinking that I was exactly the sort of actor they were looking for. "You want someone who's confident and professional and will do every random thing you say unthinkingly? Well, that's me!". Was my hair presentable enough? No, my hair was not presentable enough. So as I walked up to the building, I tried to brush it back a little with my nails. Eh, good enough. By the time I got to the third floor, I was already more or less in character. I had the confident walk down. I was smiling. I was saying to myself "There is nowhere I'd rather be at this moment than right here.". So far so good.

There were a few faces I recognized in the hall: Aviella, Jordan, Jordan's father Marc, and a few chorus regulars. Aviella I knew as Moshe's sister, and as the female lead in the only two Gilbert & Sullivan productions I'd ever seen, and as the female lead in Oklahoma!, and as the music director in the production of Beauty and the Beast that never made it to stage but got me into acting in the first place. Jordan and Marc were both in 1776, Jordan as Richard Henry Lee and Marc as Franklin. I played two characters in that production: the painter who silently painted Franklin's portrait, and the member of congress who shows up late and spends the rest of the play sleeping. So none of these people (the chorus members included) were friends of mine, exactly, but I said hello in a friendly manner. As Jordan and Marc left, Marc wished me good luck and I returned the sentiment, before reconsidering: "Actually, you don't need good luck. You've been in lots of these already.". I wasn't sure whether the scowl on his face was an indication that he'd misunderstood the compliment, or if it was the same scowl he usually wore.

The wait was long. There were a good twenty people ahead of me, and inside they were taking their time with each one. At one point we heard a booming operatic voice, and a woman sitting next to me commented "I guess I can go home now.". I knew what she meant. Some people were fit to be in a show like this, and some people just weren't. I paced around the hall, away from anyone who might pay attention, and worked on my song a bit more. There were particular gestures I wanted to make as I sang, so I practiced those movements while singing too quietly for anyone to hear. (Flailing your arms around is one thing, singing in public is another.) I did some warm-ups for my body and face, and practiced the most difficult part of the music.

Finally I was the next one in. I jumped in place for a while, to build up energy. Then I stood straight and stiffly like a shaken soda bottle waiting to be opened. I went through the checklist: clothes straight, posture controlled, smile wide, hair as neat as it would ever be. All good. So I waited for a few minutes in the small nook between the waiting hall and the audition room. And then I was called in.

There were the usual three people inside: Paul the music director, Arlene the choreographer, and Rob Binder. They'd been sitting there for hours already through one no-doubt dreadful audition after another, but you'd never have known it from their pleasant demeanor. That's because they're old pros. Well, for that audition, so was I! I walked in confidently and gave Rob and Paul firm handshakes. They started making polite chitchat, which I responded to concisely. When Paul asked if I'd be interested in chorus if they didn't have a part for me, I politely (though firmly) said no. And then Rob caught me by surprise: "Are you still making computer games?". "I recently finished my third game and now I'm working on my fourth. This one is going to be big, I mean, I think a lot of people will be interested in this who don't even necessarily have any interest in games. And I think it could totally change the way people look at this kind of game. If I can pull it off. It's a lot of work.". I privately cursed myself for that loss of control, but kept smiling blandly.

"What will you be singing?": "I will be singing my rendition of Jabberwocky. Can I have an A flat?". And so, I was off. I switched voices pretty well, I was very dramatic, I was jumping all around the room (not exactly how I'd practiced, but close enough), I had good diction, I was clear melodically, I didn't trip up on the more difficult key changes. When the fight with the Jabberwock began, I was swinging an imaginary sword around with reckless abandon. When the head was chopped off, I held a dramatic pose. In the last verse I got quiet and ominous, ended and said "Thank you.". Paul said repeatedly that it was fantastic. Arlene launched into a long tangent about someone she knew who had once recited Jabberwocky, "though not anything like that". Rob kept smiling blandly, as he does.

Rob handed me a scene from the play. He described the context: Simple farmer Robin Oakapple has been forced by a family curse to transform into a melodramatic villain. Now the portrait of his dead uncle has come to life and is deciding whether Robin has been evil enough in the past week. If he has not, he'll have to be killed. I listened eagerly to his every word, then considered the scene for around five seconds before we began. For the first time that evening I was nervous, though I was careful not to betray this fact. I hadn't practiced this. I wasn't in control of it. What if I reached a point where I just didn't know how to continue? But that point didn't come. I started playing the role naturally, with a little bit of simple fear thrown in. But then one line said "(melodramatically:)", so I jumped into a deep voice like I'd done so many times before. The dialogue was abolutely fantastic, with lots of awkward realism ("Can't I though? I like that! I did!") of the sort I enjoy. After a while I just flowed with it, and I was barely looking at the page but already acting to a certain extent, moving around and reacting to Rob and focusing mostly on the comic timing.

They thanked me for coming, and I walked out as confidently as I entered. Maybe more so, because it wasn't entirely an act anymore. Based on the strength of that audition, I gave myself 50/50 odds. I could get this part. I could actually get this part!

Chapter 4. "I am an equal."

Chapter 4. "I am an equal."

I was very proud of my hair. It was distinctive. You couldn't look at my face and mistake me for anyone else. I hadn't cut my hair since Oklahoma! in the first half of 2009. By this point I had so much curly black hair that it seemed to change the shape of my head. When I shaved, it was only on the neck and trimming the chin. I don't like beards that go down. They look accidental. My beard grew outward. I'd been growing the sideburns out for months, and they'd gotten to the point where they blended in with the rest of my hair and made my whole head look unified. Without the neat chin and mustache, I'd look like I belonged in the 1800s. Without the sideburns, I'd look like I belonged in the modern day. But with both (plus my oversized glasses), I was a man from no particular time period, not conforming to any norms of fashion.

(Most people just figured I didn't care how I looked.)

From the start I figured Binder would tell me to cut it all off. And then one day, he did.
Here is what I looked like before the haircut: pre-shearing.jpg
And here's what I looked like after the haircut: post-shearing.jpg

Over the next few days, my face got astonished reactions from everyone who knew me:
When Aviella saw me, she exclaimed "You're so handsome!" and seemed to not understand what I found so funny.
Chip (another lead actor) just passed me by without recognition. When I confronted him, he admitted: "You're right! I didn't recognize you! You look like [you might be] your brother!"
My next door neighbor Avri said "You've just lost 80% of your quirkiness!"
Miri, a girl in the chorus that I often talked to on the bus to Beit Shemesh, said it straight: "You look much better like this.".
There were a lot of "What happened?"s and "You look nice!"s.
I'm going to pretend there was some attractively distinctive woman who said "You looked so much cooler before, you shouldn't have cut it.".

For weeks afterward, each and every time I saw myself in a mirror I wondered for a split second "Who is that?" before remembering. I missed my hair. I didn't like looking like everyone else. With a unique look, I was automatically the best-looking man of my type. But when I blended in with the crowd, I felt uncomfortable going anywhere in public. "They'll think I'm boring like them!".

There is a clear hierarchy in Binder's productions. At the top is Rob. Far below are the principal actors, and at the bottom are the chorus. The chorus are pawns to be moved around the board. They themselves don't need to understand what's going on, they just need to stand where they're expected to stand at all times and not distract the audience while they're there. I was in the chorus of Binder's Oklahoma!, whose production took the first six months of 2009. That was an unhappy time. I'd very briefly been considered for the part of Jud, the villain of the story. From reading through his part in the script, it was clear to me that the character should be played sympathetically. So that's what I tried to do in the callbacks. An older, more experienced actor named Chuck did it the way it was done in the movie: one-note and hateful. He got the part, and I was put into the chorus along with around seventy other people. How I resented him.

It didn't help that I rarely saw him. Under Binder each rehearsal is clearly designated as either "principals" or "chorus". In our rehearsals we worked on moving around the stage during big crowd scenes, and the actual story was presumably being dealt with in their rehearsals. (I was so disconnected from the bigger picture that it took me months to realize I didn't like the play at all.) When rehearsals were marked as "full cast" it meant we'd be alternating: while we went over crowd scenes the principals would go off to work on their own in another room, and when Binder called them in we stood around outside and waited quietly. On those rare occasions that I was permitted to see the leads, I paid especial attention to what Chuck was doing. "Show me what you've got, Mr. Experienced Actor.". But to me he never seemed, even on stage, to be doing anything good enough to justify getting the part.

There were a few people in that chorus that I was friendly with, because I already knew them from somewhere or other, but most of the downtime I spent sitting in the corner and playing Rhythm Heaven on my Nintendo DS. I enjoy socializing one-on-one, but I'm very uncomfortable talking in crowded and noisy rooms. You can't have a meaningful conversation in that environment. When we got to the stage there were occasions when I was alone with only a handful of people at a time: getting makeup applied, or in the dressing rooms. Finally I had the chance to meet some of my castmates properly, and I took a liking to a few of them. But that was only after months of feeling isolated and insignificant.

Ruddigore was liable to become another Oklahoma!. Who was I? I was nobody. Could I really play the part well enough to justify getting it over everyone else? Of course not. They'd all hate me. Even my appearance would be offensive to them. But it was time for "audition #2". It was time to meet the rest of the class.

My "lead actor" persona had been a resounding success so far, so on my way to the first full-cast rehearsal I decided on a new character to play. I'd be "one of them". I'd be sociable though shy, as many of them no doubt viewed themselves. If I ever made reference to my role, it would only be in the context of having had a good audition -the idea being, "If you have a really good audition someday, you'll get this opportunity for yourself!". No doubt much of the cast would be retained from Oklahoma!, as many of these people join every one of Binder's productions regardless of what it is. I briefly wondered if they'd notice that my personality had "changed" and detect the act, but I dismissed that thought: none of them had paid much attention to me in Oklahoma!, so whatever first impression I made today would mix with their vague memories of my existence and they'd just assume I'd always been like this.

I came in unassumingly, warmly greeted those I recognized (like Jerry) and casually sat in the middle of the back row. I immediately began to chat with the person sitting next to me (a man named Eddy), doing my best to tune out the noise. An everyday conversation between equals, that's what it was! I looked around the room, and saw very few familiar faces. That didn't mean they hadn't all been in Oklahoma!, of course- I'm terrible at remembering faces, especially of people I don't know well. But all the same, I said hello to everyone I had any excuse to say hello to -for instance, if they sat down near me. I didn't make any mention of my part- best to let them assume I was chorus first.

I was quickly singled out as Robin Oakapple, and told to get out of the seats assigned to the chorus. I tried to emphasize the awkwardness of my step as I walked away and quietly found another chair. Segregation was just the way it worked. Aviella came in late with her usual big smile that says how ecstatic she is to see everyone, and sat on the floor by the entrance. Eventually the chorus got to a song that I was involved in: it was my solo, while they responded and then sang quietly underneath me. Paul called me to the front, to stand next to him facing the chorus as I sang. I actually did know exactly what I was doing: though we hadn't touched on that song in the principals' rehearsal, it had been a week since I'd gotten my copy of the libretto and I'd already learned most of my songs. But there was no need to be arrogant about it. So I made my best impression of a deer in headlights as I sang. I was having fun and enjoying the spotlight, but all I showed the chorus was a nervous smile that said I was awfully embarassed at all that attention. I was very conscious of all the eyes on me, and I wanted to control how they saw me.

Back to the meeting


Not everyone showed up to the rehearsal. Marc (who'd be playing Robin's dead uncle) was out of the country, for instance. But I caught my first brief glimpse of some of the others I'd be working with. Chip, for instance, would be playing my younger brother (though he's more than twice my age), and he made quite an impression. Hamming up his songs, making lots of jokey references to past G&S productions which he'd no doubt played major roles in. The whole cast seemed to love him. But under the surface, I figured, they must wish they could have what he has. I would, in their place. This Chip guy had better be good, I said to myself.

During a short break, I spoke with a very nice lady named Reisie, for no more reason than that she didn't seem to be doing anything. I told her that all it took to get in was the right attitude in the auditions. She said she had no interest in a lead role. I didn't understand. Sure, singing is nice, but didn't she wish she had more? Didn't she wish she could be "in the loop"? But apparently not. She just liked being in choruses, she said. No aspirations toward more serious acting. How strange.

When the rehearsal ended, many members of the cast came up to me and complimented me on my singing (which they'd heard little of). I imagined an implication that they'd expected nothing at all. Or rather, I hoped they were making that implication. I hoped they didn't think of me as a bigshot actor. I was one of them, I was but a pawn. One young woman introduced herself by name as though she'd like to chat, and I would very much have liked to have a conversation but there was no socially-acceptable excuse for it at that moment and by the next rehearsal I had forgotten who it was. No matter. She probably didn't really want to talk to me anyway.

There were few chorus rehearsals I was allowed to attend. Clearly I would be judged harshly for showing up at a women's rehearsal, but I was informed that even those spots on the schedule marked "men" were not referring to me. For a while my rehearsals were almost exclusively with Aviella and Jordan. Around them, I could get away with being myself. But I never believed Aviella was doing the same. Jordan would often look unhappy, or tired, or display any other signs of normal human chaos. But Aviella was always smiling. One evening she looked like she might be physically ill, and I asked "Are you OK?" hoping for some reassurance that she was, in fact, a human being. But immediately she gave me her usual wide smile and said that she was great. She was always great, she was always ecstatic to see whoever she happened to be in a room with. How could she keep that up all the time, and more importantly, why would she want to?

I know it's none of my business how someone else chooses to act. But it was frustrating when she gave me compliments, which was often. I didn't know how to react to that. I had no experience, no training, none of what she's had for years. I could see that I was messing up over and over. So what was the compliment - was it charity, or the sort of encouragement one gives to a pet, or what? I had to imagine she was playing some sort of game, and just wouldn't tell me the rules. I confronted her early on, as she gave me a ride to the central bus station, and she got serious and said that she never says things she doesn't mean. Obviously I couldn't argue with that, but I couldn't exactly believe it either. She had seen me in every production I'd ever been in. She'd seen me in The Matchmaker on my worst night. She'd seen me play thankless roles, and not particularly well. For heaven's sake, she was present for my very first audition ever (for Beauty and the Beast), which to this day is one of the moments in my life I am most embarrassed about! There's no way she could see all that and still think I was any good, not with all her experience and knowing all those great actors and singers she must have performed with! Could she?

Eventually there was a chorus rehearsal I had an excuse to be at. They'd be working on the scene where the ghosts of all Robin's ancestors come to life and criticize him for not being evil enough. And they'd be working on something else first, so I was asked to come late. I left home a half hour later than usual (the bus rides from my house in Beit Shemesh to the rehearsals in Jerusalem generally taking two hours), and arrived there just as they were wrapping up a song that I'd be singing with them in the show, and had been practicing at home, and would very much have liked to work on with the rest of them. I smiled broadly as I entered, but sat quietly and called no attention to myself. They were the stars, not me. They would be making all the lovely music and I'd just be taking the credit. I'd just be singing straightforward melodies; harmonies are harder. And they had to act in the tightest of conditions, finding personalities that would engage the audience without being given an inch to work in. I was just there to be "in the loop", so that I wouldn't walk out on stage not knowing what was going on with the play.

Binder told me to lie down in the middle of the floor. So I lied down, on my back, and he corrected me: I'd be lying face down. The floor was pretty dirty. Staging began: they stood in a semicircle around me, tiptoeing in as they sang their creepy ghost-song. Once they'd gotten that right, I could get on my knees. And then they circled around me, pointing at me and singing insults. Some people seemed to particularly enjoy this bit. I tried to stay in character by making pained looks as though every word was a slap in the face. And when they were done, we all went home. That was the last rehearsal marked "men" that I came to.

Every time I passed Jerry in the full-cast rehearsals, he would say the same thing: "You're doing a great job.". He's a friendly guy. I asked him to stop saying that.

I carefully considered each word of my biography for the programme. It was long and full of blogsy color, because there were many things it needed to achieve. I wanted to paint myself as an underdog, who beat the odds to get a lead. I wanted to make myself relatable to the audience, so that they could imagine themselves in my shoes. And I wanted to hint at a certain inoffensive degree of strangeness, encouraging the right kinds of people to come to www.thebuckmans.com and find out more for themselves. I wrote up this bio and sent it in, and weeks later Rob announced that the bios were not to exceed three lines (whatever a "line" is) in length. A woman in the chorus said she was in charge of the programme, so I sent her an e-mail requesting a sample bio so I'd know the expected length.

I was pleasantly surprised to receive as a reply not just a mock bio, but a lengthy and charmingly awkward letter around it. Since on the internet it is perfectly acceptable etiquette to reply by breaking a message into quoted sections and responding to each one, I jumped at the opportunity for a conversation. I told her that I'd been acting from the moment I walked through the door to that first rehearsal, and that I'd been trying to carefully control what they all thought of me. This went back and forth, and in her last letter she wrote the following:
I have an overactive imagination that tends to jump to the worst possible scenario and conclusion, so I really don't know if you would prefer to be left alone. Problem is, now even if you'll tell me that it's fine to go ahead and write back, I'll be left to wonder if you're playing the role of the lead actor who is really just one of the gang and would never discourage anyone from trying to talk to him...

When Beauty and the Beast fell apart, the people in charge set up a final get-together in a café in Jerusalem. I came for just one reason, which was to say goodbye to Jerry. He didn't show up, so I waited around for a while sitting with Aviella and the others. I didn't talk much, because there was no excuse to ask what I really wanted to: "Have I done a good job?". My job was to just be a part of the chorus, and I couldn't help feeling that I'd messed that up. I kept acting like I knew the music better than anyone else, I kept loudly correcting Aviella's tiny mistakes, and then I kept messing up in front of everyone. I'd found opportunities to embarrass myself where none seemed to exist. Did Aviella think I was pathetic? Did she honestly think I had a nice voice like she said, or was she just filling seats with whoever she could get? I looked at her face intently, with that inscrutable smile of hers, and I suspected I'd never get the answers I was looking for. I wasn't important enough to be told the honest truth.

I kept doing my best playing Robin Oakapple, and kept waiting for the criticisms to come. When they didn't come, I started asking people directly what they thought of my performance, but still all I'd get was a simple "You're great.". Then I started hearing compliments come second- or third-hand, including one that apparently originated with Aviella. If they gave me a compliment to my face, that was suspect. But what possible motive could there be in complimenting me behind my back? Eventually I was forced to accept that the only one imposing hierarchies of worth, and the only one inserting hidden meanings into things, and the only one doubting my abilities, was me.

Chapter 5. "I am Robin Oakapple."

Chapter 5. "I am Robin Oakapple."

In an unassuming fishing village called Rederring, there lives a woman named Rose Maybud so fair that she is declared by all to be the "queen of maidenkind". Every man nearby is in love with her, but none of them quite measure up to her standards. You see, Rose is a firm believer in the importance of etiquette:
I have learnt to test the moral worth of all who approach me. The man who bites his bread, or eats peas with a knife, I look upon as a lost creature, and he who has not acquired the proper way of entering and leaving a room is the object of my pitying horror! There are those in this village who bite their nails, dear aunt, and nearly all are wont to use their pocket combs in public places. In truth I could pursue this painful theme much further, but behold, I have said enough.
Despite her lofty expectations, Rose has set her eyes on a farmer named Robin Oakapple, and is waiting for him to make the first move (as is proper). He must be quite a fellow to merit her interest! Who is he? He is first described as one who "combines the manners of a Marquis with the morals of a Methodist", but let's see if we can find out a bit more by listening to what he says.
I sometimes think that if she wasn't quite so particular I might venture – but no, no – even then I should be unworthy of her!
Yes, I know well enough that few men are better calculated to win a woman's heart than I. I'm a fine fellow, Dick, and worthy any woman's love – happy the girl who gets me, say I.
I'm diffident, modest, and shy!
I've a bright intellectual brain – In all London city there's no one so witty – I've thought so again and again. I've a highly intelligent face – My features cannot be denied –
Wait, no, this can't be right. This sounds like an arrogant ass. Is this the same Robin Oakapple that the priestess of propriety has fallen for? I'm sure another quote or two will clear this right up:
In doubt, difficulty, and danger, I've always asked my heart what I should do, and it has never failed me.
Soho! pretty one – in my power at last, eh? Know ye not that I have those within my call who, at my lightest bidding, would immure ye in an uncomfortable dungeon?
Um, wait. What?
Ah, you've no idea what a poor opinion I have of myself, and how little I deserve it!


Robin Oakapple is, at his core, an actor. He's also an arrogant ass, but one follows from the other. He has been acting for his entire life. He was born Sir Ruthven Murgatroyd (The name is pronounced "Riven", like the game.), the heir to a bloodline of evil noblemen. One imagines he did not enjoy the Murgatroyd family outings, which might have typically consisted of a beheading and a picnic, but such was his life. His uncle, the baronet Sir Roderic Murgatroyd, was expected -as the eldest living Murgatroyd- to commit some sort of terrible crime every day. If on any day he should fail to do so, the ghosts of his ancestors would all come to life and kill him for that grave insult to their legacy. There was no opportunity to excel at this daily task, but it came with the expectation of eventual failure. This was the life that Ruthven would inherit, and all he could do was act like he could tolerate the situation.

So he ran. He faked his own death and hid in Rederring under the false name "Robin Oakapple". You might assume that for the remainder of his life he acted only as his own nature dictated, but that's not how it works. Once you have been thinking of life as an act, it is hard to ever stop acting. He did not escape his constant fear of failure; he merely replaced one character with another, whose demands were not much easier. He replaced "Ruthven Murgatroyd", the man expected to always do evil, with "Robin Oakapple", the man expected to never make a false step. So who is this man, really? No one knows, least of all himself. He is an actor, and thus all his behaviors are suspect.

It is this quality in him which appealed to Rose Maybud. She recognizes the act. She knows that he cannot possibly be as perfect and inhuman as his behavior suggests. And she recognizes in him a kindred spirit, because she too has been acting for her entire life. Who is she? She is a nobody. She has no possessions, no particular talents, and no faith in her own instincts, but she has been cast in the role of "Queen of Maidenkind" and is expected to live up to that character. The only script she can find to follow is a book of etiquette, with rules and guidelines for (hopefully) every life situation she might ever come across. She brings the book with her wheresoever she goes, and adheres to its teachings with clockwork precision.

These two souls are lost in a world of simple people, who never seem to worry too much about how they present themselves. Rose and Robin cling to their performances because they have nothing else to hold on to in their confused isolation. But the very same performances that unite these two actors make it very difficult to initiate a romance. Rose tells her aunt, Dame Hannah:
If any well-bred youth I knew, polite and gentle, neat and trim, then I would hint as much to you, and you could hint as much to him. (Referring to book:) But here it says, in plainest print: "It's most unladylike to hint." – You may not hint, you must not hint – it says you mustn't hint, in print!
Robin, meanwhile, is nowhere near as certain what to do. (He has no book to follow.) On the one hand, he is of noble blood, so really he ought to be entitled to get whatever he wants in life. On the other hand, he has forsaken his rightful title of baronet, so perhaps he does not deserve to get anything! Thus, when speaking privately with his foster brother Richard, Robin oscillates wildly back and forth between self-aggrandizement and self-loathing. The only thing he remains sure about is that to get anywhere in life, one needs to maintain an act:
If you wish in the world to advance, your merits you're bound to enhance - you must stir it and stump it, and blow your own trumpet, or trust me, you haven't a chance!
But which act? The noble baronet, or the modest farmer? Rose is so hard to please, and Robin expects that any false move made will be the end of the story. So he needs to present the absolute perfect version of himself -- whatever that is. When he finally works up the nerve to talk to her, it sounds like this:
ROBIN. Mistress Rose!
ROSE. (surprised) Master Robin!
ROB. I wished to say that – it is fine.
ROSE. It is passing fine.
ROB. But we do want rain.
ROSE. Aye, sorely! Is that all?
ROB. (sighing) That is all.
ROSE. Good day, Master Robin!
ROB. Good day, Mistress Rose!


His intentions undeclared, Rose sees no socially-acceptable excuse to refuse another man's proposal of marriage. Who is Robin Oakapple? He is a fool.

Chapter 6. "I am just like you!"

Chapter 6. "I am just like you!"

I was full of energy, even though I'd normally be fast asleep at 7:34 in the morning. And on a Friday, no less. But for today, little things like sleep schedules didn't matter. I was The Confident Actor. Tiredness? Bah! Tiredness was for lesser mortals. All I needed to do was keep up the audition character at these callbacks, and I had a shot at getting a good part in Ruddigore. So four hours before I'd normally wake up, I was getting on a bus to Jerusalem, wide of eye and smile.

I got to Binder's house early. Without missing a beat I pulled out my notepad, wrote down the time, and started writing down notes for my next blog post ("Little Social Games"). After 17 minutes of thinking and writing, I felt that the interactive dialogue I was working on had a well-defined shape. If I continued to stand outside, I would not accomplish anything more. So even though I was 13 minutes early (and it seemed more proper to enter at precisely the time I was invited), I went inside and knocked on Binder's door.

He greeted me with a warm smile. I apologized for being early, and he dismissed the sentiment as foolishness. "I guess it's better to be early than late.", I agreed. I had planned to feign interest and agreement in whatever Rob said, but as it turned out no pretension was called for. He spoke of Ruddigore with a genuine enthusiasm, and it did sound like a brilliant play. He warned me that Robin Oakapple was a very difficult character, because halfway through the play he undergoes a total transformation into an evil baronet. I asked him if he'd heard of what I'd done in The Matchmaker. When he said he hadn't, I boasted that I had played two different characters with different personalities and voices and mannerisms, and that when he said Robin was like two characters it sounded to me like a good challenge.

I don't think my acting on that morning was anything to brag about. I pretended to be perfectly fine with what I was doing, but privately I was frustrated. I was also confused, because I didn't seem to be competing with anyone. I had assumed there would be at least one other person there trying out for Robin, but only one other actor showed up and he was being considered for a different character. Paul gave me some music to see if I could do actual singing (as opposed to my Jabberwocky), and again I did a passable if unexceptional job. And then I left.

I was dreading a long weekend full of waiting, but a few hours later I received an e-mail. Terrified, I prepared myself for either eventuality. Long seconds passed as my webmail loaded. The terror did not subside until I reached the words "and would like to offer you the role of Robin Oakapple/Sir Ruthven Murgatroyd.", to which I replied that I accepted "most eagerly". The first thing I did next was run downstairs and tell my mother. The second thing I did was update my blog. The third thing I did was sit and stare at my blog, where I'd written "I got the lead role in Robert Binder's production of Gilbert and Sullivan's Ruddigore.", in disbelief. This was my life now, for the near future.

Rob was out of the country for several weeks after that. I had one rehearsal with Paul, and I went to one chorus rehearsal, and that was it for the first month of the production. At home I studied the libretto both to memorize the details of the performance, and to try to come to a deeper understanding of the character, which wasn't easy because his scenes kept contradicting themselves. By the end of the month I thought I roughly understood him in abstract terms, but I was starting to get really nervous. There weren't that many months until the play, and still I had not gotten a feel for the character. How could I?- I'd never run through a single scene of dialogue with the other actors! Between the other leads, the women's chorus and the men's chorus there were three rehearsals each week. I was not invited to them and had no idea what was being worked on. I was out of the loop, and I was afraid that when I finally came to a rehearsal I'd be far behind everyone else. So when Rob returned, I sent him a letter:
It seems from this rehearsal schedule that I am only expected once or twice per week. I'm not sure that will be enough to make up for all this lost time. Is there any chance more rehearsals might be added for the month of October?
He suggested that I come an hour early to all my rehearsals, to give us more time to work together. I was satisfied with this solution.

The very first thing I did upon meeting Rob was tell him how I saw the character. "I think he's an actor. He's putting on an act, not just in Act 2 when he's the evil baronet but right from the beginning. In Act 1 he's putting on the act of the perfect gentleman.". Rob did not disagree with what I said, but added: "The act never gets him anywhere.". "Well, of course!", I hastily agreed, "That doesn't even need to be said!". "I think it does.", he emphasized.

It was a relief to not be outright contradicted. Putting forward my interpretation right on the first rehearsal with Rob was a carefully calculated opening move. I knew of his tendency to produce plays almost exactly like other versions he'd seen (movies, other productions, soundtracks, etc.), and I fully expected him to reject my understanding of the character. After all, I wasn't basing it on any other productions. I was only relying on the source material, and coming from the assumption that the story made sense. Any apparent contradictions had to be indicative of not understanding the underlying themes well enough. I'd analyzed the text from that angle, and this was the explanation I'd found: the entire play, from start to finish, was about people acting according to arbitrary social expectations. Therefore, it was absolutely critical that the audience see Robin as a person putting on an act right from the beginning of the show, not just for the benefit of my own performance but for the coherence of the entire narrative. That's why I needed to learn Rob's opinion as soon as I saw him. Better to let him break my "theory" now, rather than get my hopes up and be devastated later.

I hadn't planned out the performance in any precision, because I didn't actually expect for it to be allowed. I thought I'd be shot down, and then Rob would tell me how he wanted it and I'd pretend I was okay with it. So my ideas were more "Robin is pretending to be the model of propriety" and less "As Robin says his second line, he suddenly stands perfectly straight and makes confident steps forward.". Which might not have seemed like a problem when I was planning it, but I started to see a problem as soon as we began to work. We went through Robin's lines page by page, I would read the lines (still undecided on how to say them) and he'd give me directions, as was his job. Unfortunately, those directions did not on any level fit with the version of the character that I'd just described (and which he'd seemed to agree to). I was very confused, but deemed it improper to voice these misgivings too strongly. I was still the newcomer, and I had not yet done anything to prove myself. It was not my place to criticize each and every direction he gave, especially not after he'd so graciously accepted my version of the big picture.

Whenever he showed me a new idea, he'd act it out himself. He seemed to be enjoying that, and he clearly had a strong idea of who Robin was. He squirmed around a lot as he spoke, he was overwhelmed with nerves and undisguised emotion. I later learned that Rob's version was inspired by certain respected actors' takes on the character (such as John Reed, who did the voice in the cartoon), but I didn't know that then. All I knew was that he was not playing Robin Oakapple as Gilbert wrote him. I'd need to reconcile these new ideas of Rob's with how I saw the character, but on my own time.

When Aviella showed up, we began working on the scenes between Robin and Rose. (No one ever doubted that she would get the female lead. She always does.) Binder had many ideas for those scenes. For instance, he gave me a handkerchief that I'd be using to nervously dab my face, after which I'd drop the handkerchief for her to pick up. Rob smiled pleasantly as he explained that we'd be reversing gender roles for comedic effect. What was I supposed to say? "No, Robin Oakapple would never in a milion years act like that."? What right did I have to act like that? I had just a few hours earlier settled on a general idea for the character, and he knew the play like the back of his hand.

So I went home, and I tried to reconcile these directions with the bigger picture of the play. But the conclusion I reached was that there was no reconciliation to be found. The character Rob showed me was not the character that he had given his permission for me to play. I agonized over how to proceed, and only one course of action seemed to make any sense at all. I knew for a fact that Binder was reverent of the source material. And I was equally certain that my take on the character was supported by the text. So I wrote a lengthy e-mail, which began:
The way we've been playing the first (on-stage) meeting of Rose and Robin is that Robin is having tremendous difficulty keeping his emotions under control. All his feelings are right on his face for the audience to see, and with the addition of the thrown handkerchief gag he is perhaps pitied by Rose. (Rob, I believe the words you used were "What a creep.") This is a funny way of doing the scene, to be sure, but the more I look over the libretto and think about what this means for the larger fabric of the play, the less I am convinced that this is what Gilbert and Sullivan were thinking of. I'd rather not get into a petty argument of the "This is what I think!"/"But this is what I think!" sort, so instead I'm going to present what I believe to be a well-reasoned argument in favor of a slightly different approach.
What followed was a step-by-step thought process leading up to my objection, which -in order to dodge the possible accusation of non-constructive criticism- was accompanied by a detailed (but not too insistent) suggestion of how we might play the scene differently:
There are all sorts of little ways that Robin and Rose could show the audience what they're feeling, without showing each other. For instance, I could run toward Aviella eagerly until she turns around, at which point I'd suddenly stand straight and say "Mistress Rose." We could react honestly and emotionally (and even exaggeratedly) to each other's statements for short moments, before quickly correcting our poses. We could break our poses entirely as soon as our backs are turned, only to resume them as soon as we face each other again. These are just random ideas, you understand; my point is not that we need to do the scene in this particular way with these particular beats, but only to suggest that it is quite doable to play the scene humorously without losing the parody of etiquette which was so clearly intended by Mr. Gilbert.
I reread the letter several times before hitting "send". In the abstract, there was no question that this was the right move. It made my case clearly and (I thought) persuasively, while avoiding many attitudes which could possibly offend Rob. But I knew that his behavior was entirely unpredictable to me. He wasn't like me. He wouldn't obsess over fitting random ideas into big logical patterns like I do. He wouldn't necessarily appreciate honest opinions. And who could know how he'd deal with criticism, even of the polite variety. For all I knew, he'd kick me out of the play for acting like I knew best!

I sent the letter to both Rob and Aviella, because my suggestions concerned her performance as well as my own and I didn't want to go over her head. (I had to weigh the possibility that either Binder or Aviella might get angry at me for speaking to another actor about her characterization, against the possibility that Aviella might get angry if I did not.) Aviella wrote back a long and friendly reply, considering and reacting to each point I raised about Rose's motivations. Rob's reply was brief and (to my mind) intimidating:
I'll be quite happy to try it your way in rehearsal tomorrow, but reserve my right as director to say "yea" or "nay".
I noted that he had not agreed or disagreed with any point I'd raised. I also read from the inclusion of the phrase "as director" that he thought I'd gone too far. He really might kick me out of the play for this. It wasn't my place to interpret or analyze, it was my place to defer to the director, who possessed both authority and experience.

I showed up to "audition #3", much more scared than at the first two. This time, I had everything to lose. Paul was there, and when he saw me he immediately said with a smile: "It's the writer of the intellectual analysis!". I refrained from shrieking and looking for a corner to hide in. Then Rob had me show him what I had in mind. I tried to recreate what I'd worked on, but as I ran through the scene I could tell that none of what I'd described in the letter was being communicated adequately in my performance. "That's fine.", Rob said, and then we moved on as though nothing had happened.

In the long hour that followed, I tried to defer to Rob's directions whenever possible. The "Confident Actor" character wouldn't contradict his director; he'd always provide reassurances that they were on the same page in all things. But in order to carry out Binder's instructions, I felt I needed to understand the ideas behind them. So I asked him many questions. After one of them, a simple request for clarification, Rob said to me simply: "You would do well to remember that I am the director.". I kept more quiet after that.

The rehearsals got worse from there. At one rehearsal no one but me and Rob showed up, Paul wasn't there, and I came (as always) an hour early. That was a very unpleasant experience (despite Rob showing me bits of the Ruddigore cartoon, which was great). That very night I asked Rob via a polite e-mail if I could stop coming early. He was brief in his reply, but I didn't detect any resentment at all.

Ruddigore was not the only source of stress in my life around then. It was November, and I was expected (by the blog) to present a clear and likable character through my actions every day. If on any day I should fail to do so, I'd be given a low score which would bring down the average for the month and make it harder to achieve the winning state of 7/10 or above. In concept, it all made sense. But in practice, I was lost. The blog offered no script to follow, only criticism. I was sure that there was some mysterious combination of activities each day that I was capable of earning a good score with, but there was never any way to know (at the beginning of the day) what that was. I tried going far from my usual behaviors, and I was judged harshly for it. And I knew that if I stuck to a routine, I'd be judged harshly for failing to entertain! Each morning I'd announce my intentions, and each evening I'd admit my failure. I didn't understand what was wrong. I was supposed to be a confident actor, playing whatever part I chose with skill and precision, and instead I was... what I was.

I moved each day from this sad routine, to rehearsals with a director who wasn't anything like me and who I couldn't possibly understand. Some of his directions were perfectly in line with what I wanted to do. Others were perfectly opposite. Sometimes he wanted me to be over-the-top in my acting, and sometimes he wanted me to act naturally, and I never knew which would be which but I felt like I was letting him down when I did the wrong one in the wrong place. I would come home exhausted, and wake up the next morning not wanting to get out of bed. Who was I today?, the blog would demand. I was a nobody. I was a fool. I was inadequate.


And I was on the verge of a nervous breakdown. One night I was pacing around frantically, unable to sort my thoughts and unable to function on any level without doing so. I knew that on the course I was on, I'd soon be earning zero-point scores every single day. And I couldn't live with that idea. So I did something that the blog had warned me never to do: I turned to another person for advice. I wrote an e-mail to Aviella.
Hello. I know you aren't always comfortable talking about private things, so I'll understand if you ignore this letter. But I think you might be able to help me out. Maybe you've been where I am now.

Basically, I am miserable being in this play. It's fun hanging out with everyone, and it's fun singing, and it's fun practicing, but when it comes to the acting it's just soul-crushing, to the point where I almost wish I could quit. You saw what happened with the evil laugh. It's like that with everything. When I started working with Rob I had lots of half-formed ideas and I asked Rob if they were okay. And without fail, he'd say "We'll try it.", which told me that I could keep working on it and improving it and eventually I'd have a grasp on the character. But I'm finding that what he actually meant each and every time he said that was "You can do it for now because it's not important yet, but when we get serious you'll be doing it how John Reed did it.". So I have all these ideas about the character which I want to get across, and every single one of them is getting shot down. Because they're not how John Reed did it.

The way you write out pages about what your character's motivations are and how she feels about everyone else, I do the same sort of thing in my head. I was just starting to figure out how he felt about everything and everyone, which is a process that could take months, and then Rob tells me "No. What's going on is much more straightforward and simple than how you're thinking. Play it straightforward and simple.". And I feel like I have zero input into who this character is. You could take a video of Rob playing out each part, splice them together, and none of us would ever be needed or wanted. How am I supposed to enjoy the process, when the entire process consists of getting shot down?

Seriously, how have you done it for this long? Do you just not get too attached to the character, or do you hold off on forming any ideas until the last month of production, or what?

-Mory
On the subject of Aviella's reply I will not mince words: she addressed my problems point by point, reassured me that what I was trying to do had value, and singlehandedly saved my life in the short-term. I am a person who thrives on ideas. Aviella gave me many specific tips, but the central idea she gave me was that I shouldn't lose sight of whose performance it was. If I knew what I wanted, then I just needed to keep pushing for that regardless of what Rob told me. This little bit of encouragement was exactly what I needed.

Certainly I still felt tense around Rob. Still he never told me if he liked anything I was doing, still he was maddeningly subtle in his criticisms, still I had the sense that this little life I'd carved out for myself inside the creation process could all come tumbling down at a single word. But this was the tension of a strategy game between equals, not the tension of a pawn being moved by his king. And that made all the difference in the world. I had more than just a goal, I had what seemed to be a viable strategy to get me there. I would compromise. I would accept his directions (with whatever modifications I deemed necessary) whenever they fit into my plan, and when they did not I would do something which was similar to what he said (but actually served my purposes), so that I could not be accused of ignoring his requests. "Yes, I remember what you said! And I practiced with it, but then I had this neat idea that took what you told me and ran with it one step further.". And if he knocked that down, I'd take whatever he said next and move a step away from that, and the game would continue. I could never allow myself to be maneuvered into losing my central ideas, but I was in a position to prevent that. You see, I had the tactical advantage: I had no life, or at least, not one which couldn't be put on hold for a little while. Each move I made might take as long as an hour to calculate. I could arrange to have that much time to spare. Rob could not. So I would always stay one step ahead.

This new character would need to be focused for a sustained period of time. He would be the sort of person who saw destructive upheavals as nothing more than challenges to overcome. A person so unemotional that should everything he's built up get knocked down, he'd immediately start over in building it up again. A person who was efficient and constantly productive, a person without distractions, a person who was absolutely perfect for this job. A person who was not me.

It was fortunate that I already had the framework to support such a character. I had a wonderful tool, in the blog's daily performance reviews, which I didn't know what to do with. But here was a task big enough to justify the blog's daily criticisms! December would be my biggest challenge yet. I would prove once and for all that I wasn't just crazy trying to do Robin Oakapple properly. I mean, sure, I am crazy. But people respect the sort of crazy that gets things done. (I could respect that kind of crazy.) So maybe I wasn't as experienced or as quick-witted or even as talented as other kids, but no one would ever need to know. In December, I would live and breathe Ruddigore. I would exist within a fictional world, like I've always wanted to, and no one would stop me!

At the end of November, I received a surprising e-mail. In the interest of lengthening Act 2 (which was on the short side), Rob and Paul were considering restoring a song usually cut from the play, a mild patter song called "Away, Remorse!" in which Robin describes how evil his behavior is and then calls the audience fools for envying his position. It was absolutely perfect! The lyrics show Robin staying in character throughout, in a way which doesn't make sense if Robin isn't committed to his performances. So if I could sing that song onstage in the spirit it was written, the core ideas behind Robin Oakapple would be untouchable. In the abstract, it made sense. I just needed to put it into practice.

I obsessed over this song day and night. Within one day I'd learned all the lyrics and music by heart. By the second day I was capable of singing it consistently. And then the real work began: voice acting to bring out the confident evilness, gestures similar to the other songs to reassure Binder that this would fit into the big picture, and improving my singing to make it clear that only the confident approach could do the scene justice. This song was temporarily the most important thing in my life, and I still didn't know for sure if it would be included in our production.

Once I was mostly satisfied with it (and because December had begun) I went back to the opening scene between Robin and Rose, where Robin's other character (the Simple Farmer) is defined for the audience. The main battle there, as before, was the handkerchief gag. I'd diluted it a bit, to take out the joke without losing the prop, and Rob had countered by making it Rose's handkerchief, which Robin dabs his face with and hands back. Even if I was granted the foundation of Robin's skill at acting (courtesy of "Away, Remorse!"), there would still be the question of which character he's playing in act 1. My answer (the model of gentlemanly conduct) was certainly the easiest to reach at that point, but I couldn't know if Rob would make that logical step. Hence the handkerchief gag, and my continuing need to fight that fight. After much agonizing I came up with a new version: Robin would pick up Rose's handkerchief, try to give it back but lose his nerve, and quickly hide it behind his back so that he shouldn't break character. I practiced this over and over, because the more amusing it was the less likely Binder would be to try "fixing" it. But it never seemed quite good enough for that.

December 5th was -in my mind- the fourth audition, though I'd lost count by that point and it seemed like the audition period might continue all the way up to opening night. I'd been dreading this rehearsal for days. Everything I'd built up for months was on the line, and the outcome would be decided by a man whose behaviors were unpredictable to me. I got off the bus a few minutes early, so I walked as slowly as I had any excuse to walk to get to the rehearsal space. A car stopped next to me, and Rob said from the driver's seat: "Get in.". I got in, and as we drove a very short distance we had a pleasant chat about the Chanukkah party he'd just left. We got out of the car and walked to the elevator. We got in. It was small. The doors closed. I smiled good-naturedly. There was no one else around. I had nowhere to hide. At any moment, he'd tell me how much he disliked what I'd been doing. But he didn't. Instead, he started telling me about the history of the deleted song. And then we discussed the play's flaws: it's structured awkwardly, there are pacing problems toward the end, and it could often be clearer what's going on exactly. I wanted to point out that the story was also utterly brilliant, but given my next few moves I knew better than to contradict him about anything. Rob expressed some misgivings over whether he could adequately communicate a plot so complicated to an audience, and for a moment I privately wondered if he felt as unworthy of the task as I did. He told me to show him the song.

I'd expected Paul to be there with piano accompaniment, and possibly encouragement, but Paul wouldn't be coming. So I sang the song, as I'd practiced it. Rob gave me three small notes. And we moved on.

Aviella came, and we worked on the Rose & Robin scene. It was going fine, but I knew the handkerchief would be coming up. When it did, I interrupted. I pointed out again that Rose's aunt had said Robin had "The morals of a Marquis and the manners of a... I mean, the manners of... you know how it goes. Anyway, even if she were senile she wouldn't use those words to describe a man who picks up a lady's handkerchief, uses it on himself, and gives it back.". Rob laughed. I asked Aviella to do her part again, so that I could show what I had in mind. So we took it back to her verse, I did what I'd practiced, Rob had no problem with it, and we moved on.

We ran our other scenes. Rob had so little to correct us on that the three of us just sat around chatting for a half hour until the next actress came.

After that day, I started paying attention to little things Rob did which I'd previously been too distracted to notice. When Marc came in with a wacky idea a week before the show opened, Rob agreed to it almost immediately. One time an actor did something surprising with his scene, and Rob -while laughing quietly- looked over at me, maybe to see if I found it as funny as he did. (I did.) I started noticing that he dealt with problems with remarkable patience, like he was playing a character who couldn't be brought down by such things. And I realized that Binder might have been exactly like me the whole time, but I'd been too self-absorbed to recognize it.

I came to one dress rehearsal unprepared. I hadn't slept well, and I couldn't find the shirt I was supposed to wear, and I was too distracted to remember all the little directions I'd given myself. It was a mess. The next morning I apologized to Rob over the phone, and he dismissed the sentiment as foolishness. "If you act like that on stage,", he said to me, "I'll be very happy.". I told my mother that evidently I didn't need to worry about Rob's approval anymore. "So you can finally loosen up!", she said. "No, now I need to be harder on myself than ever, because no one else will!"

Chapter 7. "I am satisfied here."

Chapter 7. "I am satisfied here."

Interview transcript: Mordechai Buckman | December 28, 2036

Here with us today is game director Mordechai Buckman, known for light "adventure games" like Present-Self Defense and more recently the surprise hit Emma. His new game, out next month, is The Curse of Ruddygore, based on an obscure 19th-century operetta by Gilbert and Sullivan. Hello, Mordechai.

Please, call me Mory.

I think I will, it's easier to pronounce. Can you tell me a little bit about your game?

I'd love to. It's a quirky fantasy comedy about propriety and villainy, with ghosts and curses and romance and lots of fun. It revolves around a man named Robin Oakapple in an old-fashioned village, who secretly comes from a family of evildoers but tries to be the perfect gentleman. When he falls in love with a beautiful woman named Rose Maybud, he sets a chain of events into motion that lead to him being outed for who he is and forced to follow his family's tradition of despicable evil.

If you don't mind me saying so, that sounds more like a play than a game.

Well, it's inspired by the comic opera "Ruddigore" by Gilbert and Sulivan, and it's timed to coincide with the play's 150th anniversary.

I'm going to get my biases out there right at the start. I personally did not like Emma very much.

I'm sorry to hear that.

I know lots of people really love it, especially women, but I just didn't see why I should play through a game where they already knew how it was going to end in a book two hundred years ago. I felt like I wasn't in control of the story.

Well, I think the sales on that really show that people like different kinds of experiences. It doesn't always have to be about control, sometimes it's about a character who isn't in control.

So is The Curse of Ruddygore the kind of game that gives control, or takes it away?

Well, what makes it really interesting is that each of the characters follows a strict code in their behavior, but where those rules are totally arbitrary and prevent anyone from getting what they want. The player gets points for following the rules more closely.

Can I break the rules and get a more interesting story?

It's more interesting if you follow the rules, actually.

So basically, this is a game about people always being proper and bland and never getting anywhere? This sounds like Emma.

There are certain themes that speak to me. One of those is dealing with the limitations of identity. But each time I'm approaching it from a different angle.

What angle are you looking from in The Curse of Ruddygore?

...I don't understand the question.

You said that you always approach the theme of identity from a different angle. So how is this game different from Emma, or The Royal Nexus, or Flash Gordon on the Planet Mongo, or any of the countless games you've made over the past decade or so?

It's, it's different source material. Obviously it's different.

Let's talk about the source material. The original operetta Ruddigore or, The Witch's Curse was first performed on January 22nd 1887 by the British duo of Gilbert and Sullivan, and the reviews of the time were not positive. It never became as popular as other Gilbert and Sullivan musicals like The Pirates of Penzance or The Mikado.

You've done your homework.

I find it's best to be prepared. Incidentally, is this game a musical of some sort?

No, it's not.

Because that might be interesting, a musical adventure game.

It might be. But that's not what this is.

Okay. So I guess the question I need to ask is, why make a game about Ruddigore?

The simple answer is that I love the story and always have.

Ever since you acted in a production of the show, right?

Yeah. That was right before I devoted my life to adventure games. I played Robin Oakapple, and that was the only time I'd gotten a lead role. I've never acted since, because I don't want to get carried away. Acting is really fun.

I'll bet.

I just figured, adventure games are what my whole life is going to be about. That's what I decided, and I was the sort of person who, once he decides on something, he has to go through with it. So I didn't have the time to waste on acting anymore when I decided that I'd be a guy who makes adventure games. I've been perfectly fine without acting. I don't need it, it was just nice.

So you have a personal connection to Ruddigore, is what you're saying.

Yeah, but it's not just that. You're right that the opera didn't do very well when it was first made. And to make the public more okay with it, Gilbert and Sullivan made lots of edits to the show. But what they really should have done, I think, is add more songs in. People at the time only saw that... the play, the original opera was a parody of Victorian melodrama. It relied on lots of clichés from the early 19th century melodramas, and that's all that people saw in the story. They saw the surface, of these shallow characters and kinds of storylines where innocent ladies get kidnapped by sneering villains and heroes always do whatever their hearts tell them. But there was this whole level underneath that, this brilliant satire about people acting how they think they're supposed to, and people didn't see that. All the opera needed was a few more songs in act 2, to flesh out the themes better and make the story more cohesive, and everyone would have seen how brilliant it was. These are great characters who deserve to be appreciated, but Gilbert and Sullivan couldn't convey that to the audience.

How are you going to do better?

Well, we're updating it for modern gamers. The clichés from back then aren't relevant anymore, but we have other clichés which are very similar. Specifically, we're parodying the archetypes of late 20th century videogames. The entire evil Murgatroyd family, including Robin and his brother Despard, are inspired by the old Japanese role-playing games. And there's a wonderful character named Mad Margaret, who in the original was a parody of Shakespeare's Ophelia, but in our version she's based on the nonsensical characters in early adventure games. She's a real highlight of the game.

You're replacing old clichés with other old clichés.

Actually, Victorian melodrama was already passé by the time Ruddigore got to it. But that's why it works. The expectations the audience had from theatrical characters was a stand-in for their expectations from other people. That's the brilliance of it.

But people didn't appreciate this brilliance.

That's why I think it needed more going on in act 2, which we're adding in. Our version actually has more twists and turns than the original.

And you think that this will somehow be clearer than the original.

Well, look. I know if it was too ambitious for them, it's probably too ambitious for me. I have no illusions about how complicated this story is, and the difficulties in communicating it. I'm not an arrogant person, who'd say he's better than Gilbert and Sullivan.

So what are you saying?

I'm saying that there's a gap there, that I'm trying to fill. There's something there that I've always known needed to be done better, and now I have the opportunity to do that. Or at least, I can try.

So you've been waiting to fix Ruddigore for a long time

I wouldn't say "fix". The opera is brilliant. "Clarify", maybe.

Were you not able to make the story clear when you were an actor?

[chuckles] This has nothing to do with that. My acting was fine.

And yet you swore off acting, and devoted yourself to a very particular kind of game. Is that accurate to say?

Yeah.

Let's fast forward to the present. Now you have it all. Everything you wanted back then, you've achieved. You've got a big company, lots of successful games, hordes of fans. And you even get to remake Ruddigore.

... It's great. Yeah. I'm really satisfied with where I am in life now.

Why don't you tell us what it's like behind the scenes, to make these games. What's your position, and how many people do you manage?

I'm director, which means that I oversee... everything, basically. It doesn't leave much time for anything else in life, but it's worth it. I've got a team of around thirty lead writers under me who do the main writing for the games, all of which I read through and give comments on. I always need to make sure we're all on the same page in terms of where the characters are going, because you can't have a character that seems like it was written by lots of different people, even if it is. There needs to be a consistent voice. Under the lead writers there are around fifty "connection writers" as we call them, whose job is to close off the loose ends the lead writers have left in the branching paths. We've got a big art department, a big technical staff which obviously includes all the programmers. I don't know exactly how many people we have. It's a big undertaking.

That sounds very impressive.

It's necessary. If you want the game to be good enough, not like Present-Self Defense style but actually good enough by today's standards, you need to have a lot of talented people.

I actually am a huge fan of Present-Self Defense.

Oh. Thank you. But I can barely think about that game now, it seems so primitive in its technique.

It got the point across.

No it didn't.

Is that why you keep making the same kind of game, over and over? Because you don't think you got it right?

... I didn't get it right. All anyone saw in Present-Self Defense was that it was about a shape-shifting spy. I had all these big ideas, and I wasn't good enough yet to communicate any of them.

But now you are.

...

I'm confident that fans of my previous games will find that The Curse of Ruddygore represents a significant refinement of what they liked in my other games. And people who aren't fans yet, I think this is going to be good enough to change their minds.


Will we see you branch out more in your future games, now that you've perfected this formula?

"Perfected" is a strong word. Nothing I do will ever be perfect.

So you'll keep making and remaking the same game?

It's not the same game. There are certain themes that speak to me, and that the players demand.

I apologize. But you are going to keep making adventure games about repressed characters.

This is who I am. Making adventure games is who I am.

On that note, I'm sure a lot of people are curious about who you are exactly. All we know is that you release these adventure games consistently. Nothing is known about your personal life, or really anything about you these days except for the games.

There's nothing to know. I live inside the process of making adventure games. That's who I am.

Some of our readers will know that decades ago, you wrote a strange blog called "I Am Not" where you went into tiny detail about every aspect of your life. I've read some of it, and there's some good writing in there.

Thanks.

Why did you stop?

Blogging, you mean?

Why'd you stop making your life public? Why did you decide that the only side of you anyone should see is the guy who makes adventure games about repressed people in strange societies?

Look, I'm really proud of "I Am Not". I think it holds up really well as a three-part story. But the whole thing was leading up to the place where I could define who I was, and then I did. I said, "I am going to be the sort of person who makes adventure games," because that was really rewarding and I knew that I could make people happy with it and just keep going without having to change what I was doing. So I said that, and that's who I am now. There was really nowhere to take the story after that, so I stopped the blog and stopped caring about what I'd written. I'm not the same person now that I was then.

Why adventure games?

Why not? If I was going to pick a person I wanted to be, I decided I could do worse than to reinvent an unappreciated kind of game and get better at my craft with it. And then I got comfortable with that life, which is where I am now. I'm very happy with where I am now.

What about your "five games"?

Excuse me?

You said there were five games you were going to make in your life, no matter what. I've got the quote from "I Am Not" here: "I have many ideas for games I could make, but there are five in particular which are more important than the others. Most of my ideas, I won't be too broken up about if I don't get to them. But these five are absolute necessities. Whatever happens in my life, I am going to make these five games in some form."

Present-Self Defense was one of those five, and it wasn't very good. So you should count yourself lucky that I'm making what people want, instead of what twenty-year-old me thought he wanted.

I think Present-Self Defense is the best thing you've ever done. And whenever friends of mine see your new work and like it, I point them to Present-Self Defense and they're blown away.

That's kind of you to say.

Michael was a character who was repressed in a strange society, but he was in control of it. He kept changing, and he could jump into a situation and immediately take charge of the situation by just making a few strategic moves. I look at the energy in that game, and I wish I could see what the other four games you planned to make were. Is there any chance you might finish the five games?

No. No chance whatsoever. I am very happy with how my life is now. I don't want to change it. I don't want to say to the eighty writers I've got that they don't have jobs anymore because I've decided to take the art department and the programmers to a different kind of game where they won't be needed. They'd kill me. Anyway, the five-games plan was a stupid, stupid idea because you can't start out knowing what you're doing. To be worth anything at all, you need years of experience. You can't just suddenly decide "I'm going to be good at this" and make it so. The first try is always filled with flaws. It's always crap. But that's fine, because I'm the sort of person who looks at the piece of crap and says "that didn't work, so let's try it again from a different angle." And I could keep doing this, year after year, because each game might be the one that people actually get. Every day, I wake up and I tell myself: "The Curse of Ruddygore is going to be the one that does it." It could be. It really could be.

Do you mean to tell me that after Emma, which sold millions of copies, you still don't think you've done enough?

No! It's never enough. I gave them Emma, which was the best work of my career, and all anyone had to say was "oh, a Jane Austen game. How quaint." It's never enough for them! I don't care about popularity or money, I just want for once in my life to say something and have it be heard. I keep making these characters for people to play, and these stories and whole fantasy worlds, and nobody hears a thing I'm saying underneath all that. No one.

I understood what you were doing in Present-Self Defense.

No you didn't. It was a crap game, like all of the five games I wanted to make. But this one will be better. I've been living and breathing The Curse of Ruddygore. It is not an exaggeration to say that you interrogating me in this interview about things like those damn five games is the first time in months I wasn't entirely thinking about the characters of Ruddygore. That's my life now. Did you get your sound bite? Are you happy? Are you glad that you figured out who I am, now? I'm nobody. I'll never be good enough to move on to the other four games, and I don't know if I'll even get this one.

...

Yeah, great. You've had your entertainment. Watch the old man who's wasted his life. Would you like some tomatoes? I'll give you tomatoes to throw.

Chapter 8. "I am not..."

Chapter 8. "I am not..."

My adventure game-in-progress Gamer Mom is about a woman who lives in a virtual world, while her family does not. The player (as this woman) will try to engage the family's interest, but they are not looking for a new reality. They're satisfied with the existences they have, which are inadequate but familiar. They'd be perfectly comfortable (though not actually happy) staying exactly where they are for the rest of their lives. One of the tragedies of the game, for me, is that all their lives would be enrichened by the fantasy. But they are trapped, all three of them, because they won't step outside their own characters. How can they?- they've forgotten they're only acting!

In my last two years of high school, I had a crush on a girl named Maya. I knew absolutely nothing about her, except that she was one of them. The dancers moved en bloc, always gossiping together about who-knows-what. They never noticed I existed, nor did they have any reason to. But I noticed her, and it drove me crazy. There was no reason I should be interested. She was very conventionally pretty, and never demonstrated any strangeness that I could detect. And even if I ever had some socially-acceptable excuse to approach her, I would be expected to speak in Hebrew. My Hebrew was, shall we say, far from perfect. So I was always careful to not look at her for any longer than could be considered disinterested. In one English class we read a poem about masks, and Maya objected (in perfectly fluent English) that she was sure some people were exactly who they seemed to be. I said that "When you wear a mask for long enough, it becomes your face!", she said that I wasn't making any sense, and we argued for maybe thirty seconds. That was the only time I ever spoke to her. An internet search tells me that she's an actress now.

Robin Oakapple is expected -as the eldest living Murgatroyd- to commit some sort of terrible crime each day. If he doesn't, he will die. But if he does, he won't be able to live with himself. He agonizes over the situation, and tries to play every angle he can find to no avail. And then, in his desperation, a solution pops into his head. His ancestors died because at one point or another they failed to commit a terrible crime. But for as long as the family curse was in effect, failing to commit a crime was a kind of suicide, and suicide is a terrible crime. The elegance of this logic brings all the dead Murgatroyds back to life (since they should not have died in the first place), breaks the curse, allows Robin to marry Rose Maybud, and sorts out all the other unpleasant details of reality. This ending has been called an anticlimax, a contrivance, an inanity. But to one who thrives on ideas, it is reassuring. This is the way the world is supposed to work. No more than careful analysis should ever be required to escape a messy situation.

My mother's parents came to Israel for Miriam's wedding. My grandmother is someone who loves to act and has never stopped doing so. I avoided them. At the dinner table one night, my grandmother told me that she'd once -decades since- been in the chorus of a production of Ruddigore. She said that the only thing she remembered was that the female lead sang a song that went (and she sang:) "It's contrary to etiquette.". I knew exactly what she was doing. She thought that if she could make me think she was like me, I'd be more receptive to receiving generous gifts I hadn't done anything to earn, which would then make me feel indebted to her so that she could believe we had a connection. I didn't fall into her trap. "That's not how [the music] goes.", I bluntly corrected her, "But yes.". I understood; therefore I was in control.

I stared at the incomplete script for Gamer Mom. I didn't understand. This was all supposed to work, it was all supposed to make sense to me. So why couldn't I figure out how this branch of the game needed to continue? I looked at other branches that were similar: maybe I could tie them together? No, there were slight differences that would make that impossible. I tried to think of ideas for new buttons, but none came to mind. I tried to imagine myself in the mother's situation: how would I deal with it? I had no idea. I didn't understand. And maybe I couldn't understand. Who was I? I was a nobody. What made me think I'd be capable of inventing an entire new language of storytelling? Even if I took years, I'd still be stuck at this branch, not knowing what to write next. I politely told that part of my brain to shut up.

I wandered around the outskirts of the field, practicing my character in the cold. I wanted to be on the amphitheater's stage, but there were two Ethiopian kids sitting there and I didn't want to know what they thought of a guy speaking in funny voices and gesturing melodramatically. (It was for the same reason that I was wandering around outside rather than standing in our heated living room.) I was working on the evil character that Robin Oakapple would be playing, because I wasn't happy with how I'd been doing any of those lines. The audience needs to get the impression that Robin is taking his role seriously, that he's following a ridiculous arbitrary script and choosing to wholeheartedly believe in it for no more reason than that it's expected of him. That wasn't coming across yet, because my deep-voiced villain was not as convincing as an actor like Robin would demand of himself. So I kept saying "I'm not as bad a bart as all thart!" and "Soho, pretty one! In my power at last, eh?" and "I am foiled again!", over and over and over. After an hour of this my delivery wasn't perfect, but some of it was passable. I got a call on my cell phone from Moshe, who wanted to know if he could come over. On the one hand, my character wouldn't appreciate the distraction. On the other hand, I'd like the company. So I told him to come. By the time he arrived, I had already retreated to my house. I pulled out the two board games my mother had bought me for Chanukkah, and we started playing. We only stopped playing two hours later because he had to leave. The progression of the day didn't neatly fit into my grand narrative. And yet, it felt right.

I put aside the character I was playing, for one day with the family. No blog, no Ruddigore, just the willing delusion that we might be able to share an experience for once. On the way to Jerusalem, the car felt small and crowded. I couldn't escape now, and there was nothing I could possibly say to any of them that wouldn't mess the day up. They didn't want to hear from me, and I didn't enjoy hearing them. Certainly the more we interacted, the more we'd find out that we were completely different people and thus incompatible with each other. But I kept my mouth shut. We went to the botanical garden, and to Miriam's apartment, and then to a restaurant. Through it all, I put my perfectly reasonable expectations aside, because I chose to believe instead in the fiction. It was a lovely day.

I really didn't think it was humanly possible to sing the Matter Trio and do Rob's clockwork dance at the same time. I expected that all three of us would fail spectacularly. So I planned ahead, and decided that the first to fail would not be me. I was the newcomer. If I failed his dance, or expressed any misgivings at all about its feasibility, he might get angry at me for not being good enough. And then he'd just get more stubborn about the dance and I'd be stuck in an impossible situation. But the two others in this dance, Rob knew well. He'd worked with them many times. If both of them messed up he'd have to realize the problem was his unrealistic choreography, and cut back on the complexity. And they would mess up, just as surely as I would. It wasn't humanly possible. So my strategy was to stay one step ahead of them, and legitimately do my best effort as though it weren't hopeless, and as though I'd never doubted Rob's vision. So I temporarily deluded myself (as all actors do) into believing I could do the dance. I then proceeded (staying in character) by spending hours trying to pull it off. But then something surprising happened: I pulled it off. My colleagues caught up soon afterward. And at last we were not only able to sing the Matter Trio as robots (at the actual speed), but we were able to do that and then come back for three encores, as Rob had planned. I was thankful I hadn't opened my mouth to complain back at the beginning, because I'd been entirely wrong. Right from the start, I should have put my expectations aside and believed in the fiction.

The last activity in our family-outing day was where the illusion of a simple family could all fall apart. I'd been going on about the movie Tangled ever since I first heard that Glen Keane was making a Rapunzel movie with Rococo-inspired computer graphics. Years later I found out that it was a musical from Alan Menken, and my expectations went through the roof. And finally, I'd learned that it was showing in 3D. (I love 3D because it reassures me that the fantasy is real.) So I'd been telling my family for months that this was something they might care about. What if the movie wasn't good enough? In the restaurant I warned Miriam that just the backgrounds, not the characters, were inspired by her favorite painting (The Swing), and I warned my father that he might not like it at all. "Do you think I only like manly things?" - "Yes.", I admitted. So we went, and while I loved the movie thoroughly (The character of Rapunzel, devoted to her selfish pretend-mother, got me thinking about what my mother must have been like as a kid.), it wasn't perfect. The backgrounds were never shown off enough, the music wasn't catchy, the 3D effect was harmed by the dirtiness of the theater's screen, and the ending was so Disney that it descended into self-parody. But when we left the theater, we were all smiling. It's safe to say my father's smile wasn't genuine, and Miriam expressed disappointment with the imagery, but they weren't angry at me. It was nice.

Ideas are simple; people are not. This doesn't mean that ideas are inadequate, only that different ideas are needed at different times. I wanted to fill my whole life with the idea that I am different, that I will avoid playing other people's games so that my behaviors can never be questioned. There are times when that is a useful attitude, and other times when it is self-defeating. The world represses and imposes and I will not stand for that. I will control my own story. But I also need allies, and friends. People like Kyler. People like Aviella. People like Rob. People with passion that is not faked. I should be aware of my character, but I must never be trapped by it. There's always another character I can jump into. Sometimes such changes are required with just a moment's notice. It is not easy to keep transforming. But if I stick with a character even as I see it does not serve me, then I have nothing to blame for my failure but my own foolishness.

"I am clockwork.". "I am an equal.". "I am just like you!". As I say these things, I believe in them, because a statement without belief is a statement without power. It therefore falls to my blog, my personal Book of Etiquette, to remind me. "I am not...". I am not Robin Oakapple. I am not trapped inside Ruddigore. I am not satisfied here, and I never will be.

I will keep planning, and calculating, and analyzing. I will keep taking the tiny fragments of reality that are available to me, and trying to sort them into an order that makes sense to my abstract mind. But the plans and the calculations and the order that I find are not absolute. I must believe in them as though they are, but then there will be moments and days and whole months where my ideas are inadequate. At those times, I'll immediately reach for a replacement and the blog will say to me "We'll try it.". If it's an idea with a solid rational basis in my emotions and goals, receiving a low score will only redouble my resolve. And if not, I will discard it with all due haste and try something else.

Who am I, then? What character can I play, who will eventually be worthy of my interest? He is an impatient phoenix. When I wake up, I will throw away the ideas of the day before and find a new order. This will never be a comfortable process. It is not meant to be. Embracing change means rejecting the familiar. It will also not be an elegant process, because I am an inelegant creature. I am not perfect, and I never will be. I will make false steps. I will misinterpret my situation. But I think I can grow amidst this self-destruction. I think I can improve my skill at everything I want to be, by never committing to one permanent performance. I don't know if life can work like that, and I don't want to know. If what I'm proposing is humanly impossible, I say it's a fiction worth believing in.


2010, December 2nd, 3:09 and 37 seconds

Performance reviews for December 2010


2010, November 20th, 23:42 and 32 seconds

How My Character Acts

New day. What sort of day is it.

...

*yawn* So. What sort of day is it? Is there anything that I particularly care about today?

Hmmm.... Can't think of anything. A blank slate.

What sort of day should it be?

Let's go with the standard.
A declaration of priorities.
I'd like a tight focus today.
Why stick to what I've already done?

Please wait while the post loads.

...

*yawn* So. What sort of day is it? Is there anything that I particularly care about today?

Hmmm.... Can't think of anything. A blank slate.

What sort of day should it be?

Let's go with the standard.
A declaration of priorities.
I'd like a tight focus today.
Why stick to what I've already done?

I've finished this section of Gamer Mom. Yeah, it's... it's pretty good. My inclination is to stop here.

Start working on another section.
Let's move on to the blog.
Comics until lunch, and then no more for the rest of the day.

This is excellent progress. Cool. Break for lunch, and then what?

Then the blog, obviously.
I could do the data entry now.

I'm not close to finishing this post, but I've got other things to be doing. I'll continue this another day.

I'll focus on data entry.
I wonder if there are any new comic scans.

So much to do! This will be fun.

I'd like to blog now.
I'm in the mood for data entry.

What are my current priorities, exactly?

Let's think about this for a minute. The Ruddigore performance is next month. I could make it really awesome if I go beyond what's demanded of me and make this a focal point of my life. But maybe it shouldn't be more of a focus. Maybe the play is only good in that it'll bring people to my blog, which will get more people to play my games. Or maybe it's just entertainment for me, and it doesn't really matter so much.

And then there's music. Is it something I need, or something I want, or something to avoid, or what?

Nothing has changed: games are the most important part of my life. Music and acting are fun, but they are distractions.
I can play a variation on the character for the next few weeks, and then go back. For now, the play and the music are the main event. We'll see where it goes from there.
This is a chance to show off my range. I'll jump back and forth between the different worlds, grounded in the blog.

Now for the good stuff. What should be higher on the list: Little King's Story or Ocarina of Time?

Definitely Ocarina of Time.
There's no need for a value judgment here. I've been playing Little King's Story more lately, and it's a fine game.

Okay, so we've got a new temporary status quo. Good. Where does Gamer Mom fit in, then?

I ought to do a token amount, even on days like this.
It's a distraction from music. I'll add to it whenever I feel like it, but it's not the most important thing right now.

Am I actually going to go through with stuffing in everything? I could just have one thing of each category, to represent a whole group of activities.

What groups are there. There are passive entertainments and active entertainments. There's acting and gamism; hm, these each have one. It's mostly entertainment where there'd be a question.

I'd like to include everything.
A shorter list will do.

Okay, now before I do a single thing. I need to figure out where I'm going here, and really internalize that this is what the day's going to be about.

So. What is the day about?

Ruddigore
The blog
The Legend of Zelda

Wow. That was exciting. What'll I do for the rest of the day?

Comics and TV
Ocarina of Time

Pretty intense. I don't know if I can handle any more soul-searching for one day. Something lighter would be ideal.

I'll see how far I can get into the data entry.
I'll play someone else now.

This feels like as good a point as any to move on.

Darn, it's taking all my willpower to keep from just playing the Zelda music on the piano over and over. Fine, I'll put "Hyrule Symphony" on a loop on my computer. That'll shut that part of my brain up. What do I do with the rest of it?

More Gamer Mom.
Organize my comics collection a bit more.

Okay, something new. Options!

I could finally let myself have a day focused on music.
I've been meaning to check out Minecraft.
The movie The Social Network isn't going to be in theaters forever. I should go to Rav Khen to see it.

Wait. Before I let this go on for a single minute, I need to rethink this.

Is this something I trust myself to do?

I mean, sure, it'll be great fun. But then what about tomorrow? Will I be able to make plans tomorrow, or will the music drive it out of my head? Giving in to music is a risky move, and I need to be absolutely sure that I'm up to it.

Am I up to it?

I'm not sure, so let's scale back. Instead of actively creating music, I can passively enjoy other people's music. Similar thrill, with much less risk.
I understand the risks, and I'll do whatever I need to do tomorrow.

I'm sure I could spend the whole day in Minecraft. Is that okay?

Sure, go for it.
Let's limit it to five hours, and the rest of the day will be standard.

Wait. Stop. I've got to keep myself from this trap of being passive all day. The movie's at 7:30, which means I leave here at 5:30, which means I've got lots of time. How do I want to spend it?

I'll work on the blog.
To Hyrule!


four comments, the last one being from myself
Anonymous Tamir said:

I have to disagree with you on a couple things there. Yes, I think it's a positive thing for people to make their own sites, and a beautiful thing for their sites to be rich worlds constructed of their identities. But not everyone has the time or the capacity to learn site coding and to experiment like you have. For example, the other day I stumbled on a template-blog whose owner I imagine knows little to no HTML. Despite this, her personality is evident on every aspect of the site. Her unusual drawings and sense of humor are scattered everywhere, making the site her own, even if she barely knows what its code looks like. It's quite a nice blog. Would it have been better if it wasn't made from a template? Probably. Would it exist at all if not for the template? Probably not.
All I'm trying to say is - don't be so quick to dissmiss template-built sites. They enable the creation of things online that wouldn't exist otherwise.

The other problem I have with your post is your willingness to expose your personal information and your idea that everyone should do so. I think it's prudent to not upload information that could be used to hurt you or steal your identity. Just saying.

On a nonrelated note, I just discovered that your blog is very unfriendly to Internet Explorer. Not sure if that should bother you, though.

Blogger Kyler said:

That was a fun post.

Did the idea for this come about before or after I talked to you about the Gamer Mom script creation idea, because this feels very similar to that, just a very different format.

 Mory said:

No, I started writing "How My Character Acts" three days before your letter. Sorry. Obviously I am not averse to games of this type; I just don't feel it's right for Gamer Mom. This blog post is the idealized version of me, presented in a way that'll be easy for me to look back at and remember how I'm supposed to think. Gamer Mom is not the idealized version of anything, it's messy and complicated and real and deserves a less abstract approach.

Tamir: I know of the problems with Internet Explorer. I don't care. I used to try to get it to run in that crippled browser, but the more ambitious I got the more hours it took for each tiny little thing and eventually it just felt like an anchor holding me down. Internet Explorer is a piece of crap. There are accepted standards of how the web is supposed to work, and Internet Explorer ignores them for no particular reason. There are four perfectly good browsers out there: Firefox, Chrome, Safari and Opera. My blog works perfectly well in all of them because they follow the standards. If and when Microsoft chooses to get their act together, IE will as well. Until that time, anyone who chooses to use Internet Explorer (rather than the non-broken browsers) deserves whatever they get.

 Mory said:

I think some of the November performance reviews were unduly harsh. I was doing some really bold experiments, and shot them down because they didn't seem like the right character. Also, some days were overly similar to each other and I didn't mind that at all. I would judge differently now (January 2011), because I've changed my mind (over the course of writing "I Am..." about what sort of character I'm playing.

I suppose some confusion was necessary, since it was the first month in which I really payed attention to the character. I hadn't decided exactly what I was looking for yet, so I relied entirely on the past blog posts instead of taking interesting days for what they were.

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2010, November 4th, 18:22 and 36 seconds

SysRq

On the insipidity of Web 2.0

The Reality Revolution was the culmination of centuries of technological and social progress. Ever since the late 20th Century and the invention of the internet, there have been subcultures throughout Earth who saw virtual worlds as spaces that could be lived in. But this idea could not be taken seriously by the greater public while physical food and water were still needed for survival. The biotechnologies we use today to get around this problem were the final ingredient in this major social upheaval. Up to that point in history, Earth had always been seen as having an objectively greater value than any other world; when this ideology was challenged, there was a need for true replacements that the existing worlds did not satisfy. An unparalleled explosion of new worlds and philosophies ensued, setting the foundation for all of human history since. It is dificult -even with time-hacking- to affix a clear date to the Revolution, because it lasted anywhere betwen ten and two hundred years in different sections of Earth. But as the Earth decayed and became uninhabitable the move to virtuality was inevitable. Today all of humanity is scattered among the infinitely vast reaches of the net, with each individual given the right (in many governments) to choose their own mode of existence.

The social networking site Facebook has over 500 million users, which by my calculations amounts to around 7.27% of Earth's human population. I think that enables us to say with some conviction, though perhaps not definitively, that social networking is not a passing fad -Facebook or whatever it leads to is going to be an important part of the social fabric moving forward. We are no longer restricted to interacting with those people who happen to be in the same room as us; now we can be separated by great physical distances and still stay in touch on a minute-to-minute level without making any great effort. This is the future, and the general public is embracing it en masse. So why does it feel so old-fashioned? I signed up to Facebook because I wanted someone's e-mail address. I found this person quickly, but found myself locked out of getting any information because I had not officially been recognized as this person's "friend". I browsed through a bunch of other people I had a casual interest in checking on: Tuvia from high school, people I know from Beit Shemesh. All locked. All information restricted, as though I'm some predator who needs to be guarded against. If this is the future, why does it feel as cliquish as a high school hallway?

The System Request key can be found on any standard PC keyboard. It's usually combined with the Print Screen button. You may have used the Print Screen key on occasion: it copies an image of exactly what you're doing at the moment. Then you could save that image as a file, to preserve that exact positioning of windows after they may have already been closed. Or you could share it with other people, to show them exactly what random assortment of activities you happen to be up to in thrilling detail. Or you could put that image on your desktop, to give yourself the impression that there are programs open when in fact there are not. I think we can all agree that Print Screen is a useful key indeed. But if you hold down Alt as you press it, you will see no reaction from your computer because that is how you activate the System Request key. Your computer will ignore you if you press the System Request key. If it were capable of laughing, it would probably do that too. The System Request key has not had a function in decades. In the 1980s it let people switch between operating systems without getting in the way of the programs running on top of them. This isn't the 1980s, and people stick with one operating system. Why is the System Request key still on the keyboard, then? Well, who's going to mess with the standard keyboard? It works, doesn't it? So don't ask silly questions.



The game Digital: A Love Story by Christine Love is shallow and repetitive. But it's also tremendously engaging - I highly recommend it. Simply put, there's nothing else like it. It's a science-fiction love story set on a computer in the 1980s. The interface is glitchy and tedious, but it's a 1980s-style computer interface and that is many levels of awesome. It gave me nostalgia for a time I'm too young to remember, the earliest days of the internet when it still seemed like a big and exciting place. There are all sorts of unpleasant and even dangerous types you meet over the game's bulletin boards, but there are also friendly and fascinating people. Half of what you're doing in the game is illegal, but the end result is free and total access. If you're blocked out, try a different way and eventually you'll get in. The game is an ode to the exploration that may once have been the hallmark of the internet. I compare the excitement I felt playing this technically-crude game to the actual experience of using the internet in the 21st Century, and I wonder what has become of cyberspace. It was once the final frontier; now it's a void you fill with personal photos.

For a few years after I first learned to read, I thought books were exploration games. I would look at something as banal as a prayer book, and say to myself: "I could spend an entire day just exploring this thing, figuring out its structure, memorizing the page numbers for different things. I could really get to know this book!" But then I grew up enough to learn that books were not worlds, they were simple containers of content. So I looked to the internet for my exploring. And when I lost that, I turned to videogames. And when the game industry stopped giving me things to discover, I started making my own games. In a sense, my whole life has followed a pattern of having something which seemed worth discovering, then having it disappoint me. J.J. Abrams once gave a talk about mystery, where he described a box of magic tricks which he got as a kid and has purposefully never opened. He said:
The thing is, that it represents infinite possibility. It represents hope. It represents potential.
And there's something to that. Most likely what was in that box of his wasn't so interesting to begin with, and his world has been a little bit more interesting with the box closed. But I know for a fact that that's not always the case. What's in the box can live up to the mystery, even if it usually doesn't.

There's a primitive online magazine called GAMES?. Its code was written in Microsoft FrontPage 4.0. The commenting forum is so desolate that spammers posted vulgar ads weeks ago and no one seems to have noticed yet. The site has no RSS feed- you just show up when you show up, and if there's a new issue you're pleasantly surprised. The writing is often amateurish, and sometimes presents arguments that would be hard to defend. I think it's a magical site. These people are not copying the way the internet already is, they're not working within any familiar system, they're just doing what they feel like doing.

It was the second issue of GAMES? that linked me to Digital: A Love Story, which surprised me with its existence. I later came back to Christine Love's site to see what sort of individual would make such a strange experience. The box open, I was not disappointed. Seemingly all her creative output was right there on her (seemingly hand-coded) site. Short stories, visual novels, games. Even a fan site she'd made for some obscure anime. There were links to her Twitter feed, and her IM account, and her e-mail address. And I thought to myself: "Here is a person who lives on the internet." I felt like I could spend days, just exploring the place. I downloaded and read one of her visual novels. It wasn't a very good story, but it was distinctive and personal. When it ended I had a random question about it, so I sent her an instant message. She said she was busy, but answered my question. A few minutes later, I took advantage of the opportunity to thank her for Digital: A Love Story, and she immediately logged off. From her Twitter feed I got the impression that I'd just interrupted her writing, twice. So I imagine she was annoyed by this short exchange, but I found it invigorating.

I have no plans to read every story on her site. But when I look at her simple, distinctive site with everything she's done laid out, I know that I could. I could open another box, and find another box inside, and another inside that, and eventually I'd get all the way down to who she actually is as a person. Because that's what it means to live on the internet. The sites I get nostalgic about weren't made by template, they were lovingly (if amateurishly) made by people who put themselves into it. The reason they felt like they were filled with infinite potential was because they were. Those people might have continued putting more and more of themselves into their sites indefinitely, making the experience of browsing through them richer and richer. It's not like many people actually would look at every page they put up. But they could, and that's a beautiful thing. In the real world there are limits to how much of yourself you can share, how well other people can conceivably know you. Those limits aren't present here. Each web site can be an entire world constructed out of an identity, and the willing explorer can travel from one world to another just by pressing a button.

This internet I'm describing is in the process of being replaced. The culture of the web has shifted from many distinct sites run by individuals, to a few monolithic and unthreatening sites run by communities. It used to be, if you wanted a personal site you'd need to learn HTML and bumble through the design process. It would be a lot of work, and it would look like it was made by an amateur, but it would be yours. Every single choice would reflect you, and the web would be made richer by this page's existence. Today, making a personal blog does not require a brain. So people feel free not to use theirs. You don't need to work with the code, so you don't worry about what the experience will be like. It's a blog, it works, who cares beyond that. You're given a bunch of templates, so you don't really decide what it's going to look like and how it's going to feel. And once you've taken the few seconds it takes for all that to be decided, you don't even need to say much. After all, the post is just a way to kickstart a conversation with your friends! The real meat of the blog comes in the comments, when you pass the microphone over to your little community. The end result of all this community-building and ease-of-use is millions of sites which are utterly bland, imitating what everyone else has already been doing instead of setting their own rules.

And now, with sites like Twitter and Facebook, we're not even going as far as to make our own sites anymore. Why go out on your own, at great cost to your time, when you can just plug yourself in to a ready-made database of people? Fill in a list of your favorite songs, make it private to the people who already know you, and voila!- you're on the internet! What more could anyone want?

We have reached a stage in the progression of the internet where everyone seems eager to lock themselves into little boxes. Year by year, the explorer will find fewer and fewer worlds to discover. The old hosting sites for personal web pages are shutting down, because everyone has moved to blogs. Blogs get updated less frequently, because their writers have moved to Twitter. Eventually the blogging sites will shut down, replaced by more community-driven sites which allow for less personality. More people, upon realizing that the internet doesn't need to be totally open, will demand from all internet activities all the privacy they get in the real world. Restricting access to data will be taught in schools as an important life lesson to avoid running into dangerous people. It will be upheld as a basic principle of social etiquette that you are not to expect significant access to other people's output. Random little events like me meeting Kyler through a blog post about WALL•E and then working together simply won't happen, because there will be standard ways of meeting people and anything else will be frowned upon. The internet will get more safe, more controlled, more dead.

There was a person from Kent, England who was showing up on my blog every single day for months. I don't know how this person found my blog. I don't know who it was. There was never a comment. I thought that was really cute. The person was obviously shy, but if he or she was coming to my blog every single day, that person must have been interested in me as a person. So I tried to start a conversation. I put a message at the top of the blog (nicely formatted and everything) that only this person would see, saying hello and thank you for reading my blog and I'm curious who you are. And then there was a link marked "Reply", which would take him/her to a (private) comments page to answer. A few days later, this person stopped coming and has not been back since.

Well, I'm not going to be like that. I am going to continue to use the internet the way it always should have been used. On this blog, I present myself in full. My e-mail address is Mory@TheBuckmans.com. My AIM address is MoryBuck, though I'm rarely on. My full name is Mordechai Ariel Buckman. I tell you these things because I am not afraid. I will not participate in the subversion of the internet that simply extends the old social order and its limitations. Reality can be replaced. Let the old social order die out, and bring on the future!


2010, November 2nd, 3:53 and 8 seconds

Performance reviews for November 2010


2010, October 21st, 14:44 and 44 seconds

No Soundtrack

We Asperger types, we each have an affinity, a skill, a mutant power. Mine is music. I never chose to be a musician. I chose to be a pianist, I chose to do specific things with my music, and when I was encouraged to join music schools I didn't choose to object. But I never chose to be a musician in the first place. I don't find music all that fascinating. I don't think I have any particular insights I can add to the field. The highest musical goal I can realistically aspire to with my skill set is TV composer, not a job that particularly appeals to me. But I can't help it: I am a musician. I've always been a musician. As far back as I can remember, my life has always had a soundtrack. Wherever I went, whatever I did, I always accompanied it by singing. And even when I didn't sing out loud, and after I learned that it's not acceptable to sing in public, the music kept playing in my head. It hasn't ever stopped. As I write these words a new musical theme has just popped into my head, not a good one but a new one and I was compelled to pace around the room following that thought until I forced myself back to the keyboard. The music hasn't gone away as I'm typing, I'm just doing my best to ignore it. Being a musician is hard-coded into my DNA, and there's not a thing I can do about it.

When I got into a music school, someone lent me a corny inspirational movie with a message about "following your dreams". And it hadn't occurred to anyone that maybe music isn't my dream. Okay, so I have to admit that there are often musical themes in my dreams, but it's never what the dreams are about. I want to make computer games, and not just musical computer games either. I want to fill the gaps in gamism; someone needs to do that job and I think it can be me. But there is no Asperger affinity for "general creativity" (as you'd need to be a gamist), an interest in videogames is just a side-dish that always comes with the package of Aspergeryness. I don't have to make games. But I have to think about music.

At first none of the music I sang to myself was original. Sometimes I'd think it was original, for some reason, but later realized that I'd just been singing a song I'd heard from the radio. In order to alleviate the embarrassment of that realization, I gradually started obscuring the sources of the songs I sang so that I could convince myself they were original. And I've gotten good enough at that that by this point when I play "original" music I might be switching sources every few seconds and it'll all fit together as though it's just my work. I doubt if I've ever come up with a musical theme that was really original. Every time I realize this, I get less interested in music as a concept. If only my DNA would listen.

Every time I audition for a musical, I do it with a song I wrote myself. I'd feel uncomfortable singing a song someone else had written, because you're not supposed to do that sort of thing when other people can hear you. I haven't played another person's composition on the piano in years. It seems arrogant to make other people around hear you copying someone else's work. I do often play the music from the Legend of Zelda series, but I'm always careful to put my own spin on it. If I'm being semi-original, I don't have to feel so guilty. But even with the creativity I still feel that I'm just giving in to an addiction, and it'll never amount to anything.

The daily performance reviews are allowing me a certain amount of self-control. I decided that music would be considered part of "mundane activities" rather than its own distinct activity, because that way I'm afraid that if I give in to music I'll ruin the day. It's basically working. Some weeks go by without me touching the piano once.

On Sunday I had a particularly tough rehearsal of Ruddigore. I was sitting alone with the director for hours, not going over anything I'd practiced and being expected to do well at a lot of things which I hadn't practiced. And he was being very rigid in his thinking, not letting me experiment with anything and giving me extremely specific pieces of direction that made no sense. (I later realized that he was trying to imitate certain beats from a Ruddigore cartoon.) After a few hours, I said to Rob that I was tired and I would like a break for a few minutes. And when he said yes, I asked him whether I could play my latest composition on his piano. And when he said yes, I did. He did not react to the composition, and I felt very embarrassed afterwards that I had wasted his time. Later on, I realized that I'd been playing for me and not for him, because I needed to vent some frustration and there was no socially acceptable way to do that except through the obscurity of original music. When I got home I was still in a rotten mood. And there in my inbox was a letter from Eliezer. I had asked him for a recording of his new concerto, and here it was. I put on my headphones, turned off my monitor, and listened. When it was done, I went back to the beginning and listened again. Those were forty-three minutes that I could have spent on Gamer Mom. But I needed music, and this blog had no say in the matter.



That's when I realized that I couldn't suppress my music, not ever. It's not an option that'll work in the long-term. Oh, I can keep myself off the piano for a little while, but then in a moment of stress or tiredness I'll go right back and then I might even embarrass myself in the process because I'll be so desperate for the music around then.

It also occurred to me that music would probably be a much better job for me than anything else. And that's a dangerous thought. Can I trust myself to work in music, and not lose sight of what matters? Or is the idea in itself self-deception, a desperate attempt to break down the structures which I'm working so hard (here in part 3 of the blog) to set up? I don't want a retread of Part 2. I need to find some compromise, so that I can present a unified front. I don't think I'm strong enough to do that yet.


2010, October 3rd, 2:23 and 51 seconds

Performance reviews for October 2010

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I Am Not Myself Today
On characterization in interactive storytelling, and my adventure game-in-progress Gamer Mom

The vast majority of adventure game protagonists are variations on two basic character types. I call them the Silent Wanderer and the Uninhibited Sociopath.


The Silent Wanderer acts like this:

You are standing along a dirt road. There is a man standing by the road.

Listen to the man
Look at the road
Keep walking

"This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Look at the road
Keep walking

"Have you forgotten what I said already? Okay, I will repeat it for you. This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Look at the road
Keep walking

"You want me to give my speech again? Don't mind if I do! This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Look at the road
Keep walking

There's a lot of dirt here. You decide to think of it as a 4x4 grid, because that is easier for your mind to process.

Check area 1
Check area 2
Check area 3
Check area 4
Check area 5
Check area 6
Check area 7
Check area 8
Check area 9
Check area 10
Check area 11
Check area 12
Check area 13
Check area 14
Check area 15
Check area 16

You find nothing.

You find a key.

Listen to the man
Keep walking

The road leads into a gate. It is locked. What's that? Climb over? Don't be ridiculous.

Look at the gate
Go back

That is one nice-looking gate.

Look at the gate
Go back

You look again to confirm, and it still looks nice.

Look at the gate
Go back

How on Earth did such a nice gate end up in a place like this? Surely there is a long and fascinating story behind this.

Look at the gate
Go back

You are standing along a dirt road. There is a man standing by the road.

Listen to the man
Look at the road
Keep walking

"Ahem. This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Keep walking

"Again? Sure! This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Keep walking

"You'll listen to me again? This is the best day of my life. This is the town of Peaceville. It was founded in 1982. We are all very happy here. By the way, there was once a mad warlock named Jimmy who lived here. He had a strange imagination and a love of puzzles. Oh, that crazy crazy Jimmy. It is said that there is a magical switch somewhere, that will undo all the mischief he caused. There is an interesting story about that..."

..and so on.

Listen to the man
Keep walking

You walk through the gate. On the ground in front of you, you see a box.

Go back
Look at the box
Open the box

It is a box.

Go back
Look at the box
Open the box

A box it is.

Go back
Look at the box
Open the box

Is it a box?

Go back
Look at the box
Open the box

You are standing along a dirt road. There is a man standing by the road.

Listen to the man
Keep walking

Inside the box there's a switch.

Look at the switch
Flick the switch

It looks like a switch.

Look at the switch
Flick the switch

Do you think it's a switch?

Look at the switch
Flick the switch

And they all lived happily ever after. The end.



And then there's the Uninhibited Sociopath:

What a lousy little road this is. Thankfully, I'm here to make life more fun for everyone!

There's a man standing by the road, with a key dangling out of his pocket.

I have a rake, a pair of cymbals, a feather, and my natural charm.

What should I do first?

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm going to yell at the top of my lungs. Yaaaaah! Blobbity blobbity blobbity! Oink!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm not going to dance by myself!

Dance with rake
Dance with cymbals
Dance with feather
Dance with man

Oh, sweet rake. You are a fantastic dancer. Did you ever take lessons?

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm jumping and running and hitting myself in the head with cymbals. I think the cymbals are enjoying this more than I am.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm holding the feather to my chest and twirling around. Wheee!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Hey, man standing on the side of the road! Got your arms! Now you have to dance with me, because I'm not going to let go. One two three, one two three. You know, this would be a lot more romantic if you stopped trying to wriggle away. You're no fun at all.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

How should I jump?

Jump on ground
Jump on rake
Jump on cymbals
Jump on feather
Jump on man
Jump at key

Jump, jump.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm jumping on the rake... ow. It hit me in the head. Bad rake.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

The cymbals make a lovely sound when I jump on them, don't you think?

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm jumping on the feather! Take that, feather!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm jumping on top of the man now. Jump! Jump! That was fun. Oh, stop acting like that hurt. You're barely even bruised!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Maybe I can get that key out of the man's pocket, if I get enough momentum and swipe it in the middle of the jump. I'm going back now... okay, that's far enough back. Run run run jump! No, didn't work. It was worth a shot.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

My therapist says I need to talk more. Or was it less? I can never remember.

Talk to ground
Talk to rake
Talk to cymbals
Talk to feather
Talk to man
Talk to key

Ground, you need to take a bath. You're covered in dirt.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Hey, rake. How're ya doin'. Seen any good leaves lately?

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Why is it that you only make crashing sounds? I think it's silly, how you always try to do the same thing. It's more fun to do lots of different things! Don't you think? Ah, why do I bother. No matter what I say, you always just answer with a crashing sound.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

You're such a cute little feather! Yes you are! Coochie coochie coo!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

What should I say?

I love you!
I like you!
I dislike you!
I hate you!
Give me your key!
You're boring me. Go away now.

You're teasing me, aren't you. Dangling out of that guy's pocket like that... you know I have to get you, now that I've seen you. So shiny and gold. What do you see in that person, anyway? Wouldn't I be a better owner? I'd take you places! Oh, key, stop playing hard to get and join me on my quest!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

"No."

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

"Okay."

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm running in circles! Yippee!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

How should I sleep?

Sleep with ground
Sleep with rake
Sleep with cymbals
Sleep with feather
Sleep with man

I'm curling up into a ball on the ground. I'm closing my eyes. I'm sleeping. I'm waking up.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Ouch! Bad rake.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Good idea! I'll hit myself in the head with cymbals.
























Good morning.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm using the feather as a pillow. I'm so well rested now!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

He's resisting, the prude. It's just as well- he's not my type.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

What should I grab?

Grab ground
Grab rake
Grab cymbals
Grab feather
Grab man
Grab key

I'm grabbing a handful of dirt for later. You never know when a handful of dirt will come in handy!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm confused. Where's the fun in grabbing something that's actually mine?

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm going to carry this man around with me. You never know when he might come in handy! Whoa. This guy is heavier than he looks. I don't want to carry this man around with me. Lose some weight, mister.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Ooh, that man standing by the side of the road has a key dangling out of his pocket. Neat. I'm going to take it. I wonder how I'll use it. Maybe I'll use it to rip up a paper plane! Or maybe I'll use it to conduct electricity! Or an orchestra! Maybe if I bury it in the ground, a magical beanstalk will grow which will lead me to the kingdom where everything is made out of tin foil! But first I have to take it. Why won't you let me take your key, man standing by the side of the road? Oh, I get it. There's some more complicated way to get it. I'll have to think out of the box....

"You are not getting my key!"

Yes I am! Shut up.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

What should I use the rake with?

Use rake with ground
Use rake with cymbals
Use rake with feather
Use rake with man
Use rake with key

Rake, rake, rake. The ground is still dirty! I knew I overpaid for this rake.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm balancing one of the cymbals on the rake! Look at me look at me!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm cleaning the rake with the feather. It's clean now.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm hitting the man with the rake.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Maybe I can grab the key out of the man's pocket with the rake! Steady... steady... no, this won't work. This requires so much precision, the only way I could possibly pull this off is in a mini-game. How am I supposed to be precise with a multiple-choice system?!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

What should I use the cymbals with?

Use cymbals with ground
Use cymbals with rake
Use cymbals with feather
Use cymbals with man
Use cymbals with key

Hitting the ground with the cymbals isn't doing anything interesting.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm throwing the feather in the air! Now I'm trying to catch it between the cymbals as it falls. I'm going to get this! I didn't. I'm picking up the feather.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Hey, I have an audience! I'll play the cymbals for him. Play, play, play. I hope he appreciates the artistry that's going into this.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

If I use a cymbal as a Frisbee, maybe I can knock that key out of the man's pocket! Let's see... no, I only hit his head. I'm picking up the cymbal.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

What should I use the feather with?

Use feather with ground
Use feather with rake
Use feather with cymbals
Use feather with man
Use feather with key

I'm signing my name in the ground. Wait, does it have one Q or two? I'll use three, just to be safe.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

I'm going to see if this man standing by the road is ticklish. He is!

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather

Yes, I thought of that. But then how would I get the key out of my armpit? Really, you should think these things through.

Yell
Dance
Jump
Talk
Run
Sleep
Grab
Use rake
Use cymbals
Use feather



I think there's room in adventure games for a different kind of character. Someone who behaves according to a plausible personality, with motivations and history and relationships with other people. Someone who is aware of social norms and is (on some level) concerned with outward appearances. A person with opinions and emotional reactions. A person whose capabilities and behavior patterns go beyond solving puzzles. A complicated character. Let's call it the Human Being.

Damn it. I was supposed to be home almost an hour ago. What will I say when I get there?

"What difference does it make? I'm here now, aren't I?"
"It's not like you're always so punctual."
"I was busier than I expected."
I don't have any good excuses. I should probably just apologize.
"Was I supposed to be here earlier? Oh! I must have misheard you."

There's an old man walking alongside the road, struggling to carry some bags that look much too heavy for him.

Help him out

"Can I help you carry that?", I ask. "Oh, that's very nice of you. Most people these days wouldn't even think to stop and help an old man out. They'd just pass right by."

"I'm sure that's not true."
"You don't look so old."
"I actually have to be somewhere soon. Is it far to where you're going?"
This might actually make for a good explanation of why I'm late.

"No, trust me-", he says, "you're one in a million. I know what I'm talking about."

"Why wouldn't I help you?"
What, me?
"Thanks."

He chuckles. I wonder how long this is going to take.

"Is it far to where you're going?"
There's really no need to talk.

"Hold your horses. It's right up ahead."

A minute later, we reach his house. I should go now.

"I'm going."
"Do you need anything else?"

We keep walking until we reach his house. I should go now.

"Do you need anything else?"
"I really should go."

"Trust me, most people don't think like that. It would be nice if they did, but they don't." I don't know what to say to that.

A minute later we reach his house. I should go now.

"Do you need anything else?"
"I really should go."

"Yeah, I'm a saint.", I laugh.

A minute later we reach his house. I should go now.

"Do you need anything else?"
"I really should go."

We keep walking until we reach his house. I should go now.

"I'm going."
"Do you need anything else?"

"Oh, of course. Thank you. I mean that."

It doesn't take long to get home from there.

Wait a little
Go in

"No, you've done plenty for me. Thank you. I mean that."

It doesn't take long to get home from there.

Wait a little
Go in

I'm standing outside the front door.

Go in
Wait a little

I'm standing outside the front door.

Wait a little
Go in

I walk in. "Hi, I'm here now."

"Oh, good. Hello."
"Hey. You know, before you say anything about how late I am, I just want to point out-"

"Oh, sure. Don't worry about it."
"Hi. I was very busy. Hence the lateness."

"Oh, sure. Don't worry about it."
"Hi. I'm sorry I'm late."

"No, that's fine. Don't worry about it."
"Hello. Oh, was I supposed to be here earlier? What time is it-"

"That's fine. You're here, it doesn't matter."
"Hi. Sorry I'm late, I was helping this guy carry some bags."

"Ha! Sounds like you. It's no problem."


1. The Primacy of Characterization

(2010, September 27th)

1. The Primacy of Characterization

(2010, September 27th)

For a long time now, I've felt that adventure games are not meeting their considerable potential. My approach to game design revolves around purity: each game should try to figure out what it is that it does well, and then pursue that with a single-minded focus. This attitude has led to many disagreements between me and what seems to be the majority of gamers. Several times a year, some game is widely praised for its exceptionally diverse gameplay, and I crash the party with my insistence that its design is an unfocused mess. "But it's fun!", people protest. Well, I like to think games should aim higher than that. "Fun" is easy. You can get fun by throwing a ball against a wall. So I'm not as concerned with how fun a game is as how good it is, how well it achieves whatever it is it's set out to achieve.

What is it that modern adventure games are achieving? Sure, they can be fun. Puzzles are fun and stories are fun and perception games are fun and exploration is fun, and if you put them all together you're moving between fun activities all the time. But what is the point? Why play an adventure game, when you could get your fun from anywhere else? If it's puzzles you like, you'll be more mentally stimulated by a pure puzzle game. If you're looking for exploration, you'll get a more satisfying (if short) journey in those rare pure exploration games like The Path or Small Worlds. If you want to hunt for objects, there are Hidden Object Games where that's all you do. And if you want a story, there are well-established old Forms for the task. What is it that adventure games have to offer, other than nostalgia for the way computer games used to be made?

Consider this dialogue tree from the 1990 adventure game The Secret of Monkey Island. The context is that Guybrush Threepwood, pirate wannabe, has stolen a statue from the governer of the area. On his way out, he runs into her and sees her face for the first time.
"So, you were just going to borrow it, eh?"

"Uh..."
"Gee..."
"Well..."
"Gosh..."

"Relax, Mr. Threepwood. I know why you're here. Believe me, you're not the first who's tried. Although, I have to admit, not many get as far as you have."

"Er..."
"Um..."
"Golly..."
"Jeepers..."

"My lookout told me of your arrival. I've wanted to meet you ever since I heard your fascinating name. Tell me, Guybrush, why do you want to be a pirate? You don't look like one. Your face is too... sweet."

"Blfft..."
"Grlpyt..."
"Hrdrl..."
"Rldft..."

"I see... Well, you're obviously not in the mood for idle chitchat, are you? I suppose you've got many more exciting things to do. I won't take up any more of your time, Mr. Threepwood."

It's an easy gag, and yet I feel like I can relate to the character of Guybrush Threepwood more in these three nodes than in all the rest of the game. When I play through this dialogue tree, I am struck by a certainty that adventure games have something to offer as a storytelling medium. Think about what the player is going through here. Even before the player has given any input, he is already feeling a bit like Guybrush, caught with his hand in the cookie jar. The fact that there are multiple choices available suggests that there should be a way out, but there isn't one. So the player is confused as to what he should do: is any one of these options actually useful? Then Elaine surprises both Guybrush and the player, by praising rather than chastising him. Again there are four meaningless choices, because Guybrush is so surprised by this that he still can't form a thought. And before he can collect his thoughts, she flirts with him. His brain turns to mush, and the player is given random strings of letters. It is absolutely impossible to communicate. Elaine promptly leaves, and the player is left in a daze. As the player says "This game is unfair!", Guybrush comments: "I really wish I knew how to talk to women." So in a matter of seconds, the player has experienced a fairly complex series of emotions, first-hand!

That's the strength of adventure games. They can put you in the head of another character, and suddenly everything in the world is fresh and new because you're seeing it through someone else's eyes. The player is the character's "free will". The character has a personality, and a history, and everything that a human identity entails, and the player gets to experience it from the inside. That is an experience unique to adventure games among all the storytelling media.

What does this mean in practice? I'm going to try to answer that question from several angles in the posts to come, but it all basically boils down to one simple principle: Only give the player choices which the character would consider. If it doesn't make sense for the character to pick up an object, then don't give the player that ability. If the character really wants something, then restrict the player's choices to ways of getting that. The player should have choices to make, but only in the way that a real person has choices to make. As a human being, you have many years of experience teaching you that some things are acceptable and some things are not. In any given situation there are only a handful of things you will actually consider. Those are the options the player should have. No more, no less.

So whatever the topic of the game, whatever its genre, whatever its plot, and whatever challenges it may pose to the gamer, the very first thing any adventure gamist must ask himself is: "Who is the player character? What makes that person tick?". The rest will follow from there.

2. Interface Art

(2010, October 13th)

2. Interface Art

(2010, October 13th)

Conventional wisdom says that an adventure game's story must compete for attention with its gameplay. Characterization usually comes from dialogue and cutscenes; assuming there's animation and voice acting (as there always is these days), that means we're dealing with techniques inherited from film. And film is a medium built on empathy: you passively watch characters, and try to imagine what they're feeling. The standard gameplay is an entirely different experience, built on direct interaction. The character steps aside, and you solve puzzles and hunt for objects and make choices. The adventure games we're used to playing keep going back and forth between these two entirely separate experiences. I've played adventure games where the story and the gameplay are designed by two different people. It shows, and it's wrong. An adventure game should be one cohesive unit, where being involved in the story is the gameplay.

The key to pulling this off is creative manipulation of the user interface, by which I am referring to the buttons the player will be pressing to interact with the game. This idea runs counter to the usual design philosophies. The interface is seen as a practical tool, nothing more. It gives the player whatever controls he wants/needs over the game world, and beyond that it should stay out of the way. So either the player always sees a bunch of generic "Talk/Walk/Examine/Inventory" controls, or the player is given minimal options for interaction beyond choosing an object on the screen. Either way, the intent is the same: learn how to play, and then never think about it again so that you can get to the meat of the game. The controls are a layer of abstraction that risk pulling the player out of the experience if they get too intrusive.

But the way I see it, playing with the interface is the experience. That level of abstraction is where all the magic happens, so it should be emphasized and expanded rather than hidden away. This may sound counter-intuitive, given that I want the player to feel like he's in the head of the character. Surely the best way to do that is through cinematic immersion, taking away all the game-y bits and pulling you into that pretty world! The problem I have with that line of thought is, the player actually isn't the character, and if he sees the game world directly he's not going to react the way the character would. You can use film tricks like camera angles, soundtracks, acting, etc. to get the player more in the right mood, but those filmic illusions are awfully thin and they'll fall apart as soon as the player is left to his own devices. I see only two reasons why you might ever expect that if you drop the player in the middle of a game world, he'll start acting like the character. The first is if you've designed a game for one very specific person who has exactly the same personality as the character. The other possibility is that the character is so generic that he's not really worth making a game out of. (This is often the case.)

With a more dynamic interface we have another option: we can tell the player how to interpret the game world, by giving him specific choices that frame the situation the way the character would see it.

I'll use a few examples from Gamer Mom (the adventure game I'm writing) to illustrate this principle.

Toward the beginning of the game, the titular mother is talking about her favorite game, World of Warcraft, for anyone who'll listen. The interface is a long list of buttons, each one listing a different thing that is wonderful about World of Warcraft. They can be pressed in any order, and when one is pressed it disappears (leaving the others). Now, I have no idea what any given player's attitude toward WOW will be. He may in fact be an enthusiast, but more likely he's never played the game. And some players will never have even heard of the game. That's irrelevant, because as soon as I frame the situation with the implied question "What order should the game's qualities be praised in?", I have taken the player's personality out of the equation. What matters now is what the character wants, and in trying to satisfy the character's short-term goals the player will come to understand what it's like to be that character from moment to moment.

Here's another example. At a certain point (that the player may or may not reach), the woman's husband remarks that World of Warcraft sounds nice. Now, actually he's just trying to shut her up, but his wife is so starved for attention at this point that she'd like to believe he's interested. There are only two buttons: "He means it." and "He doesn't mean it.". I'm expecting that the player is intelligent enough to understand what's really going on, so the choices should be perceived as "Let's pretend this isn't hopeless." and "Let's just admit the truth.". (I didn't write it that way, because I want to leave some ambiguity as to whether or not she understands her situation.) The two choices take the game in radically different directions, and it's entirely up to the player to decide which way to go. Of course one way is clearly "right" and the other is clearly "wrong", but because these are the only two options provided, the player will (at least for a split second) be on the fence about it just like the character is.

At a certain point she can realize exactly how little he cares about her interests, and the player has many contradictary options on how to react. I will note briefly that the multitude of options intentionally reflects the character's confusion on being confronted with the truth, but that's not what I'd like to focus on at the moment. The most extreme (but still reasonable-sounding) option has her go too far, and she knows she went too far. So all these options disappear, replaced by one little button marked "Apologize". And that button doesn't go away- you can press it over and over and she'll apologize in many different ways, but you never get all those other options back. Now think about what the player will be going through, at this point. A moment ago he had lots of freedom in choosing how to act. Now that's all gone, because of what he chose. I think a tiny bit of guilt would not be out of the question, even though the player couldn't have known how his choice would play out.

As these examples demonstrate, there's quite a lot of emotion you can wring out of a bunch of buttons. Normally you'd expect a button to be a trigger for content, but the buttons are actually the containers of content here. The graphics and dialogue provide context that can convince you you're dealing with a larger world and plot, but all the abstract feelings that give the story its meaning (I have referred to this in the past as the "music" of storytelling.)- that's all in the buttons. How many there are, what's written on them, whether they stay or disappear when you click on them.

And also, how they're placed. Let's say there's a single button to press. This tells the player that there's only one conceivable way to deal with the situation. (Whether that's true or not is irrelevant- it's what the character thinks.) But where is the button? If it's a tiny little button hiding in a corner, it's an uncomfortable step to take. If the button's medium-sized and in the center of the interface area, then it's just a matter-of-fact thing-you-do. And if it's taking up the entire interface area, then it's yelling out "Click me! Click me now! No time to think about it!". The layout of controls can be a useful kind of artistic expression when used properly.

In Gamer Mom the interface is entirely separated from the graphics: following the lead of countless old games, I am placing the interface on the bottom and the graphics and dialogue on top. Because I consider the interface to be of critical importance, I'm giving it a full half of the screen space. I would like to emphasize that while I have only been looking for storytelling techniques that fit this model, it is hardly the only model that might work. Controls could be overlaid on the graphics, the graphics could be a rectangle in the center of the screen with the controls on all sides, and there could be more complex designs where the world and controls are not kept in specific boxes but keep moving around the screen dynamically. And there's no reason buttons would be superior to lists and labels and images and drag-and-drop functionality. I do think it's best to have a pointer of some sort rather than a console-style controller or a keyboard (The controller is too limiting, and the keyboard is not limiting enough.), but beyond that none of what I'm doing is the be-all and end-all of adventure game design, nor is it meant to be. It is a starting point, nothing more.

I imagine with the right interface and a sufficiently creative gamist, any kind of character and emotional progression could be experienced interactively. I can't go that far myself, but I know the first step: the interface needs to be dynamic, it needs to be expressive, and it should never be taken for granted.

3. Separating Intent From Actions

(2010, October 26th)

3. Separating Intent From Actions

(2010, October 26th)

We've come to expect 1:1 control of our games. We tell a character to shoot something, he shoots it. We tell a character to move one step left, he does. We tell a character to combine two objects, and immediately the two objects are combined. All this gameplay is very practical -so practical, in fact, that I don't believe it bears any resemblance to the actual experience of being a human being. Humans are messy. We make mistakes. We get distracted. Sometimes we do things without thinking about it, and sometimes we think about things without doing anything about it. To create a character who could conceivably exist in the real world (which is my goal with Gamer Mom), you can't sidestep the messiness of human behavior. So if a player presses a button saying "Stand up" for instance, it doesn't mean the character needs to immediately stand up. All it means is that the character has decided to stand up. Lots of different things can happen after that, depending on circumstance. Conversely, if the character stands up it doesn't mean the player has necessarily pressed a button marked "Stand up", because there might not be any conscious thought behind that action.

As I write this post, I occasionally stand up and pace around the room. There is no conscious thought involved there. If my thought processes were represented by buttons, there might be one saying "Think about the subconscious", and when you press it I just so happen to stand up and pace around the room because that's what I do every time I come across a new thought. (Don't ask me why. I have no idea.) Once I'm pacing, the buttons could be questions I'm asking myself, but there would also be one button marked "Keep typing", and if you pressed that I'd sit down at the computer again. The sitting and standing and pacing are not the relevant actions here, the thought processes are. The movement is just something that naturally goes along with the conscious choices.

Let's say you're eating something. Most likely you're not thinking about every single bite you're taking. It may be a conscious choice to start eating, but past that there's no thinking required. So if you eating something were an adventure game, there would be a button marked "Eat", and once you pressed it it would stay pressed until you clicked on something else that you couldn't do while eating. No "Take another bite" button is required, because as soon as the character decides to eat, all the individual bites go without saying. Now let's change the situation a little bit by imagining that the food is really bad, but for whatever reason the player character is forcing himself to eat it anyway. Then we wouldn't tie one button to many actions, but one action to many buttons!: There would be a button marked "Take a bite", then a "Chew" button and a "Swallow" button. And if we're being cute about it, at the end there might be an optional "Compliment" button, which has the character say "Mmmmm, delicious!".

You could even go beyond these examples. If an action which doesn't require much thought only calls for one button, then an action which doesn't require any thought at all might not need any input at all from the player to be triggered. The character might act on an instinct at a specific point, even though there were no buttons beforehand. (This could cause the player to be frustrated, which can be used for dramatic effect.) And if many buttons imply that the action is hard to do, you could achieve a similar effect by requiring a single button to be pressed several times to trigger an action. Each click before that could visually push the character a tiny bit closer to the action, to indicate to the player that his inputs are in fact being noticed, and that the lack of action is down to the character's hesitation. The gamist can also indicate the severity of the character's fear by making the action's button disappear after a few presses, as though the character loses his nerve entirely when he gets too close to actually doing whatever it is. (On a more cynical note, this is also a useful way for the gamist to avoid having to write a drastically divergent branching path while acting as though the idea was considered.)

By human standards, all these examples so far are very straightforward. The button indicates a clear action, and the character acts accordingly. But we're not always so rational. If there's a button marked "Get book", but that book is in a different room, pressing the button might just lead the character to that room, where the player finds the buttons "Why did I come here?" (having no effect when pressed) and "Go back". It's so perfectly common to forget things; why shouldn't it be common in adventure games too? Alternately, the character could get distracted by something else along the way to the room with the book, leading him on a tangent that he never gets back to the book from. If nothing else, it's a tremendously useful little plot device: you have the character going to deal with something tedious, that unexpectedly leads him to a place where something interesting is going on, and the chore is swiftly forgotten. The action that the clicked button suggests doesn't actually need to ever happen.

A thinking person is always going to have more options than just actions to choose from. There are all sorts of other decisions to make: what opinions to form, what attitudes to display, what ideas to keep in mind for later. These buttons would generally be marked with statements rather than commands: "I don't like this person.", "I'd better not waste any time.", "Interesting.". Clicking on one of these buttons does not make its statement true; if the statement appeared on a button, then the character is already thinking it. Rather, the player in clicking on a statement is giving the character implicit permission to act on that thought/feeling in the future. In certain cases it'll make sense for the character to do an action much later in the game without any input from the player, just because the player gave that permission here. But more often, it will subtly add or subtract buttons for the player to choose from and/or slightly change the actions triggered when the regular buttons are pressed. It is not always essential to include buttons to pay off an earlier button press, but often it makes sense.

Buttons can also have immediate effects even if they are not clearly marked. A polite person will act on the button "I don't like this person." by having the option to end a conversation with that person a little earlier, but a rude person may immediately say "You know, I don't like you very much.". Obscuring the end result from the player can reflect that the result is unclear to the character- he doesn't necessarily know where any thought he follows is going to lead him. A button called "Disagree" may instead (in specific contexts) be marked "That's not true.", and the difference in how the player experiences it is that he's unsure whether the button is an immediate command or just something to keep in mind for later. I find that foggier actions make for a more authentic experience.

One thing which I'm absolutely not going to do in Gamer Mom is to present dialogue options exactly how they are spoken. I am referring to the standard way of handling dialogue trees: you have a list of complete sentences, and when you choose one the character repeats it and receives a concise response from whoever he's talking to. Playing through dialogues like that, I always get the sense that my character isn't being honest and human, he's just reciting a script I'm feeding him. That's why I'd rather keep choices to things like "Reluctantly accept", "Go back to the other topic", etc. If you see the entire statement before it's made, then the character knows exactly what he's going to say before he starts. Who talks like that? Even if a character thought he knew exactly what he was about to say, I'd probably fill his statement with "um"s and "like"s and "y'know"s, and I'd have fun getting the other character to interrupt his speech in the middle with questions and all sorts of messiness like that. Humans do not act like computer programs, outputting data efficiently. So if you want a computer program to be about humans, you've got to add in all that messiness that we never think about but always do.

The next time you catch yourself messing some little thing up, or doing something you didn't exactly intend, think about how that behavior might work in an adventure game. You might be surprised by how easily the experience of being you translates into gameplay.

4. Maintaining The Illusion of Reality

(2010, November 30th)

4. Maintaining The Illusion of Reality

(2010, November 30th)

From a certain perspective, everything I've said thus far is common sense. I want to encourage the idea that the adventure game in its pure state is a common-sense kind of medium. After all, is it not a universal idea to wonder what it would be like to be other people for a little while? It seems perfectly natural for a game to try and sate that curiosity. But while this idea is simple, its implementation is not. It is a good start to decide on a consistent characterization and convert that characterization into an interface. But still what you're left with is just an illusion: that the player is being given control of a real person with a personality and a life. Illusions are flimsy. At any point the player might remember he's playing a meticulously-scripted game, and stop caring about the character.

Thankfully, the player is probably on our side. There is a tendency to recognize patterns and human behaviors in all things, so the player will usually make an effort to fill in the gaps in the game's reality in his mind. When we offer the player an abstract reality made of buttons and images, we can realistically expect him to imagine that there is a "real world" on the other side of those buttons, just because the player is human. Don't take it personally, it's just how we're wired. A human brain, upon seeing patterns that seem like human behaviors, immediately assumes there's another human on the other side. In the case of a (single-player) adventure game, there's obviously no person on the other end. So many players will automatically assume that there's some "artificial intelligence" program in the code, with a personality and something like human thought processes. (There is, of course, no such thing going on.) Those who understand the techniques used will reject such ideas, but they might have similar feelings going on under their rational skepticism.

At a certain point, an adventure can stop seeming like a computer program and start feeling like it's just people being people. At that point, the player is hooked. Whatever happens in the game after that is real and has the corresponding weight. The gamist should attempt to bring the player to that point of irrational belief, and keep him there for as long as possible. While the player believes, the adventure has a self-evident value. But as soon as he does not, the game becomes a curious novelty and nothing more.

The first step, as I've mentioned, is to follow the principles I laid out in the last three posts. Without a dynamic, character-driven interface, there's nothing to fool the player with. Beyond that, it's mostly a matter of finding a realistic degree of chaos. Remember, what the gamist is fighting is the perception of a straightforward computer program. "This isn't a game, it's a person you're playing!". So anything which seems too computerized and logical damages the illusion, reminding the player that he's actually just clicking on buttons on a screen. And contrariwise, things which don't make sense and aren't expected add to the illusion. This may seem backwards: why prevent the player from finding patterns? But the fact of the matter is, the real world is never perfectly straightforward. It makes sense, yes, but you need to try to make sense of it. Something that's perfect and simple is perceived as being artificial, whereas certain kinds of imperfections and complexity seem to indicate an underlying reality.

The player should never get the sense that the non-player characters exist for his benefit. A character who stands around dispensing information on request is a massive gaping hole in the illusion. The same goes for NPCs who perfectly repeat their statements or actions indefinitely. But when an NPC acts in a way that does not serve the game in a clear way, that enhances the illusion. Including characters who don't want to be bothered and won't help you get anything is clearly not an efficient way to write a game, but that's exactly why it'll work. An NPC who interrupts you or hinders your progress in some small way is an even better method. Reality means messiness. You can't create the illusion of reality if you're not willing to be wasteful sometimes. I'll deal with this idea more in the next post.

It is not exactly wrong to use voice acting and animations to increase realism, but it is problematic. When you make an animated movie, you get the timing just right so that everything looks natural. But in a game, the player has a lot of control over the timing. Also, any given node may be arrived at from several different directions due to the necessity of tying branching paths together. So the animators and actors can't ever know the exact context their work will be seen in. The more detail you try to put into those features, the more those little imperfections will be noticed. These are not huge problems, because most players will choose to overlook the problem in order to be better fooled. But personally, I'm choosing to rely on static images and text wherever possible. The player can imagine a world between the images, and I'm not going to risk breaking that with specific transitions. But the cinematic approach has its merits, and I wouldn't begrudge a gamist who chose to go that route.

5. Depth, Length, Presentation (One has to go.)

(2011, January 13th)

5. Depth, Length, Presentation (One has to go.)

(2011, January 13th)

When I first started writing the script for Gamer Mom, the concept of a realistic character-based adventure seemed so obvious that I wondered why no one had done it. I quickly found my answer. You see, human beings are complicated. To mimic them convincingly amounts to countless hours of hard work. There's no way around it. You can cheat sometimes, to let yourself have less work, but it feels like a cheat to the player. It hurts the reality of the experience. If you provide only one option when the characterization realistically calls for three, you might as well be making a movie rather than an adventure because you're wasting the potential of the medium. (I've played way too many adventures where I wonder if the story was envisioned as a game or a film.) If you're doing the job properly, the game just gets more and more complex exponentially, until it gets completely out of hand. You can tie branches together sometimes, but if you do it too often the player (rightly) gets the impression that nothing he does matters. So you just have to follow the ideas wherever they go, regardless of how much work this leaves you with. Why hasn't a realistic character-driven adventure been made before? Because it's frigging hard, that's why! It's a struggle just to release a slightly-interactive film with "Where's Waldo?" segments, let alone a true adventure game.

So what's usually done is to limit the player's options. As much as gamists like to talk about branching paths and giving the player control of the story's progression, every player who finishes a game will usually be seeing at least 80% of what's been put in. Interactivity often has no impact whatsoever, or only controls what order you experience things in. Now, a good or even great adventure game can be made under these restrictions. But it needs to be a part of the premise of the game. Gamists should not expect their players to be stupid- if the player has no control over the plot, it is only a matter of time until the player feels like he has no control over the plot. And that then becomes an integral part of the story he's experiencing, whether the gamist intended it or not. So the gamist should intend it. By all means, tell a story about a character who is not in control. Tell a story about a person who has things happen to him rather than ever being proactive. The problem is only when there is a situation where the character realistically ought to do something, but won't. A lack of interactivity breaks the reality of the game, unless the reality of the story is built around hopelessness from the start. The story can be about someone with minimal intelligence or willpower being led around, or it can be about a person obsessed with routines, or it can be about mundane things that don't matter. But as soon as the story gets more ambitious than that in its characterization, the writer has himself a problem.

I can understand why such an approach is taken, of course. If you put in work, you want for that work to be seen. You don't want a player to only see 10% of what you've done. But you should want that. If the player only gets 10% of the content, he's earned that content. He's gotten the 10% that he chose himself, and feels like he's been the character for however long you've let him play. He'll have regrets over what he didn't do, and pride in what he did, and everything which you'd realistically have if you stepped into another person's shoes for a day. But if you show everything without being prompted to, then very little of that is going to feel earned. The player will feel that he has watched a good story, perhaps, but not that he experienced one. A good interactive storyteller (in any Form) needs to be willing to let his work go unseen, or else the experience will feel impersonal.

A better way to deal with the exponential-scale problem is to limit games to several minutes in length. I have finished the script for Gamer Mom all by myself, because I specifically chose a very short and simple story as its subject. Granted, it took me over five months, but if I had approached it as a full-time job I'm sure I would have been done much sooner. The script does not skimp on depth, because no matter how you play it won't go for very long. A player could load the game, play for two minutes, reach an ending, and leave. He will have seen maybe 1% of the game, but this is an acceptable scenario for me. Whatever ending he reaches is his ending. The story is complete no matter how he's played, it just won't be the same story that another person playing the game will get. But each player, oblivious to the depth of the game, will feel that they've just experienced a real-world situation, because that's how the real world is. You don't see everything. You get to one ending, and then you move on. There are all sorts of nuances to the characters and plot of Gamer Mom which I fully expect that only a tiny fraction of players will ever see, including an entire extra scene at the end. This is by design. If you reach those branches, they'll mean more to you.

Of course, when you embrace depth there's a problem with the workload for the artists. I'm continually concerned that Kyler will back out from drawing the game, worried about how much effort it'll take to turn this 34-page script -with around 600 nodes, I'd estimate- into graphics. I've assured him that he can reuse images as much as he sees fit, but it's still a lot of work. When I'm making bigger projects (with less depth, of course- there will always be a trade-off) I may have a budget, and I'll be able to pay artists for their time and effort. But Kyler is entirely volunteering, like I do in acting, and as much as I trust Kyler I couldn't exactly blame him for getting scared off.

Let's imagine an adventure gamist who knew what he was doing running a massive adventure game company, with the resources to combine length and depth. Another option then presents itself. If one writer cannot do justice to a reasonably-ambitious story, maybe fifty writers can! I envision a hierarchy. One or two people at the top ("editors") come up with the story in broad strokes, and continue to shape it throughout the writing process. Then there are lead writers, who have regular meetings to share their ideas and progress and make sure that everyone is on the same page. They write the critical scenes where the player makes major decisions, and then follow those decisions to their logical conclusions from scene to scene. The lead writers would work in collaboration with each other whenever they reach scenes dealing with plot threads developed by more than one writer. The editors would read through all of the lead writers' incomplete work (written strictly in the playing order, to minimize the risk of having to throw out large quantities of script when changes are made), and decide which branches can serve the larger story and which are dead ends. They then assign innumerable minor scenes to junior writers to connect the major scenes together, with instructions to either come up with reasonable ways of tying the branches into other branches, or follow through on a thought without allowing too many new branches to be created.

In this model, the presentation of the story must be limited. The more detailed the graphics and sound, the more man-hours are required for each line of script. (And by this point the page count would number in the thousands!) With photorealistic worlds and motion-captured animations and detailed sound effects and voice acting and whatever other frills we see in modern games, the required team size (and budget!) would quickly outstrip Hollywood movies. So the presentation must be abstract, and simple. A certain amount of prose is acceptable; animation is not. Sound and music should be kept to a bare minimum. Ideally there should be writers with an understanding of design principles, whose entire job is to read through the script, and write a more detailed script with complete directions for how it should be presented.

I am not qualified to propose a business model for this approach to adventures. But I have faith that some crafty capitalist will figure it out, and someday we'll have adventure games which live up to all the promise of the Form.


2010, September 13th, 11:08 and 1 second

Living In Creation

I just listened to a concert on the radio of a new concerto by my old composition teacher, Eliezer Elper. (He sent out the link to what seems like everyone in his address book, and I'm thankful that that includes me.) It's made of lots of little musical ideas that are all struggling for dominance, or if not dominance then at least recognition. At first it seems like they're all being played on top of each other, even though they've got different time signatures and keys and even musical genres. It's overwhelming, and when the piece started I wondered how on Earth he managed to write it, having to keep all these different ideas in his head at the same time and not letting any one theme grab his attention away from the others. It must have taken him an awfully long time, that's for sure. As the concerto moves on the themes become more isolated in their repetitions, so that finally I felt like I could comprehend what was going on, but just as you're getting comfortable with one particular style another one butts in and demands your attention. It's exhausting to listen to, though it's worth the effort because each motif is quite fun in its own way. When the concert ended, I wanted to listen again. I felt like there were all these different places in it, each one big enough to live in. But I was being pulled through this journey so fast (though it is thirty minutes long) that I couldn't really get comfortable in any one place. Unfortunately the concert was the world premiere, so there's not any opportunity to buy a CD with the music and listen over and over. But I'd like to do that.

But maybe that's not enough. Often as I'm listening to a concert, I feel like only the perfomers on the stage are getting the real experience. As long as I'm not right there flowing along with the music, I'm practically hearing about the music rather than hearing the music itself. Music is an interactive medium. You're aiming to entertain an audience, but in a way the audience is almost irrelevant. This concerto wasn't born tonight, it already lived in the minds of the performers who've been working on playing it. We're only getting a small taste, and I'm left wanting more. All these ideas bouncing against each other are like in-jokes, engaging to those in the know but only leaving a (relatively) vague impression of "There was something here." to those outside the club.

I am not (nor do I intend to ever be) a composer who deserves to be mentioned in the same sentence as Eliezer Elper, and I am not (nor do I intend to ever be) a pianist worthy of playing compositions such as this. And yet, I feel a need to do something, to have some sort of experience someday which compares to what it must be like to play this composition. I am reminded of my old idea "Exploring a landscape of improvised music": if I could wander around through this piece in the form of an exploration game, I could get to know each individual place and some personal level of understanding of the entire composition. No one is creating anything like that, so I suppose it falls on me to work an idea along those lines into my own work at some point. Possibly Through the Wind could have an element of musical exploration to it.

But that is a tremendous amount of work. It's always harder than I think, and with something ambitious enough to even be asking these questions I can't even conceive of how hard and complicated the job will be. I'm quite certain that Eliezer doesn't waste his time like I do. If he did, how could he ever complete a composition such as I've just heard? And here I'm talking, not just about finding some musical interest, but doing it in the midst of one of my five games! For Through the Wind I also need to worry about making sure the controls are perfect, and the world design, and figuring out how to be expressive through the interactivity of a platformer, and crafting three different levels of challenge. And on top of that now I'm thinking that there ought to be a branching path in the music here or there, so that the player can feel greater ownership over the progression.

I think the solution will be to make the creation process complex enough to live in, and then cast aside all other activities. I can make my own little metalude of ideas out of the creation process itself! Right now, my games are still simple proofs of concept, and the creation process is linear. I come up with an idea, then I build on that idea, the idea faces obstacles so I find ways to pass them, and eventually I reach a point where the idea has been expressed (not that anyone in the audience will really experience it as I did in my head) and I can stop. A very straightforward, old-fashioned progression. My game-creating should be more like Eliezer's concerto: at first there are lots of ideas and it seems overwhelming, but then I let each idea speak to me before switching to a new one, and back and forth and back and forth. Controls are interrupted by music, and music argues with world design, and then controls and music and world design and programming all come together to express some greater idea which occurs to me as I go. I've experienced gaming as a replacement for life, but I'm going to need to make gamism a replacement for life. That's where I'm headed.


five comments, the last one being from myself
Blogger Kyler said:

Little Social Games was a pleasure to play through. Though it didn't feel to much like a game that had a distinct goal. It felt more like I was exploring your thoughts.

The difference is that I wasn't searching for the best outcome, though I was making note of which outcomes were preferred. I was exploring in the sense that I was driven to go through every single outcome and see it. I was going to go through every path to see what was there, just like exploring a level of Riven, or StarShip Titanic.

I guess if there was a means for me to keep track of which options I thought were the best, and to keep track of things that I was thinking about, I would also be exploring my thought processes and how they compare to yours.

I actually feel like all the different stories that played out, actually did play out in the story, none of them feel like the one true outcome.

Blogger Kyler said:

When I first read uninhibited sociopath, I actually thought of first person shooters, though I guess they are more like uninhibited psychopath characters.

It's very interesting to think about the character that a game forces you to become, or at least attempts to make you become.

I remember listening to Half-life 2 in game commentary. They often discussed how they were trying to make the player feel like a film action hero. The creators of Fable were always talking about making you feel like the hero.

There is such a huge range of characters that video games never try to guide you into, and others that are used all of the time.

 Mory said:

In first-person shooters everything you see is an opportunity to shoot things. There is absolutely nothing he will ever think to do other than shoot, regardless of the situation. The adventure game's Uninhibited Sociopath character is similarly insane, but more creative: there is almost nothing he will not do, and almost no situation he will not do it in. There is absolutely no reason to smush together two inventory items and then present the combination to a random stranger on the street. Maybe doing that will only yield a "I don't know what to make of that." from the NPC, but the fact that the character will even try communicates a lot about who we're playing. Pick a verb and pick an object, and you've come up with something that seems perfectly normal in the context of an adventure game. When focusing on a character to whom that makes sense, how can you tell a good story? And if you can't tell a good story, then what is the point of the game?

Blogger Bet Shemesh Board Gaming Club said:

After reading "Separating Intent From Actions" I think you've described a large part of the Sims interface. All the Sims are their own little people with hopes, dreams, and goals. They'll go around and try to accomplish those (or possibly just be lazy) if you let them. Or you can suggest they go do something else. Something that may or may not end up making them happy, or they may or may not succeed at. If you tell them to make dinner they may end up setting the kitchen on fire. Or breaking down an crying if they are too tired.

How do you feel about the Sims?

 Mory said:

Huh, I didn't think of that. You're right, though: almost everything I'm describing in the third post is implemented in The Sims.

To answer your question, I love The Sims 2. I've had some great times with that game.

I don't think Gamer Mom is seriously going to be compared to The Sims by anyone, though. The two experiences are very different on a more fundamental level. In an adventure game you're experiencing the world from within this limited character, while in The Sims you're experiencing the world from the outside. You will note that in The Sims a character acts on his own not because it is instinctual or subconscious but just because the character has decided not to wait around for orders. That's the dynamic between player and character: not free will and personality, but owner and doll. When the player does give an order, the character will act on it immediately even if he has no realistic reason to. The characterization (which is simple, but present) can be broken continually, by the fact that the player is ultimately in charge. So while a lot of the design is similar to what I'm suggesting for adventure games (and I see no reason why a fine adventure couldn't be made with a similar interface), the basic idea behind it is quite different. In The Sims you are not experiencing a life. You are managing it.

Or to put it more simply: Both The Sims and Gamer Mom deal with semi-ordinary life, but they are different Forms. The Sims is a strategy game, and Gamer Mom is an adventure.

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2010, September 2nd, 2:19 and 9 seconds

Performance reviews for September 2010


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2010, September 2nd, 2:07 and 46 seconds

Little Social Games

This whole linear-time thing seems overly restrictive. You only get to go through each situation once, and you'll never know if you unlocked everything or not. (But here's a hint: no you did not.) I have regrets after every conversation I ever have, every interaction, every decision, every time I decide to walk this way instead of that way because I think it'll save time. And as I'm in whatever situation I'm in, I already know I'm going to regret what I'm doing, and there's nothing I can do about it. Because the regrets aren't actually coming from me having messed up, they're coming from me not knowing if I messed up. Maybe I did, maybe there was more I could have gotten out of that moment in time. But maybe I didn't, maybe my instincts were right on the money, maybe if I'd tried to act differently it would have turned out worse. What I need is a rewind button, so that I can try anything and take it back afterward. It's a pity nothing like that exists.





I'm on a mostly-empty bus coming back from a very upsetting play rehearsal, having decided to leave the cast not twenty minutes ago. I need to talk to someone, anyone, doesn't matter who. The only real cure for unhappiness is socializing, that's what I've found. Not even about what's bothering me, just socializing about anything. In front of me there are three girls, speaking in American English. I'm close enough to hear every word of their conversation, whose content tells me they're religious Jews, but I'm far enough away that I'd need to get up and sit closer to say anything to them. Two of the girls get off the bus, while the third stays. There's a good fifteen minutes left before the bus reaches the central bus station and I have to get off. Enough time to say hello. Why does no one say hello on buses? If some stranger said hello to me, would I mind?

No, but most people aren't like me. Most people won't accept anything out of the ordinary.
This excess of privacy isn't helping society at all. Someone ought to break it down a bit. Why not me?
A strange guy (in every sense of the word "strange") going over to a woman he's never met just to talk to her? That's creepy and offensive.
If I don't get to know people on buses, where will I get to know people? Sitting at my computer? Or maybe in the play I'm about to quit?

There was that one time an old Indian guy started having a conversation with me about random things. That was nice, I liked that. But most people like to be left alone. Most people are antisocial. I've got to be antisocial if I want to fit into society. Why am I bothering to fit into society, again?

Because the alternative is to make a fool of myself.
If I'm not going to follow the rules of society, how can I expect members of society to put up with me?
I don't think I'm capable of answering these questions.

Let's say I go over there. Then what? I don't know what happens next! What if I totally humiliate myself? This day has been pretty lousy already, I don't need to make it worse.

I'll just sit here and mind my own business.
Maybe I could get her to make the first move.

I look out the window, seeing lots of people I'll never actually meet. I try to imagine where all this is going, but it doesn't seem to be going anywhere. I'm not ever going to meet anyone new. Those people I met in school, and disliked, and lost touch with, are the only people I get to have in my life. But look on the bright side: no one's ever going to have to put up with me.

I put my script face up on the seat next to me. Maybe she'll notice- no, this is ridiculous. She's not even facing me, she'll never see a script and ask "Oh, are you in a play?". Maybe I could, um, no. I can't conceive of a reason she'd talk to me.

That girl is probably normal, and me... well, there's no getting around it, I'm not the sort of person whose existence people want to know about. If I want to get something out of these people, like casual chit-chat or something like that, I have to stand out less.

How the heck can I get someone's attention without standing out at all?
I'd probably hate her if I actually got to know her.

I pick up my script, get out of my seat, and start pacing around the mostly-empty bus for no apparent reason. The idea is that after a few minutes, the lady in front of me will have tuned me out, and I'll be able to "randomly" stop next to her and say hello. So I keep going for a while -how long, I can't say, because the fact that at first everyone on the bus is paying attention to me while I'm trying to look like I don't notice skews my perception of time. And finally I stop next to that young lady, and as planned she tunes me out. "Hello.", I say. "Hello.", she says uncertainly. "My name's Mory.", I say, and she responds, "O-kay?". I then resume my pacing until it's time to get off the bus.

She hasn't done anything to suggest that I'd be at all interested in her. She's just there, and she speaks English, and she's religious, and these are not enough qualities to suggest I'd even tolerate her. I do really want to talk to someone, but chances are she's not the someone I'm hoping for. So why waste my time?

I'm starting to get uncomfortable talking to myself. It's clear I'm not going to be convinced of the logic in sitting still. But it's equally clear that I am not going to start talking to a random stranger who just happened to be sitting near me. So I'm at an impasse.

Stop thinking about this. It's silly.
Maybe I can involve her in these questions.

I get up, and pick another seat farther away which faces away from this lady. There's no sense in staring at her if it's just going to make me unhappy.

I get up, walk over to the girl, and say "Excuse me, I was just wondering about something. So I'll just ask this and then I'll leave you alone. I don't know you at all, but if I said 'Hello.', would it be really weird? Seeing as how, y'know, I don't know you at all. I've been thinking about it, and I'm not sure.".
She responds: "That's kind of weird. But hello."
"Oh. Hello, then. That's all I wanted to know." And I return to my seat.

I get up, and walk over to this girl who I've never met.

Ask for permission.
Tell her what I'm going for.
Forget the introductions, just talk.

"Would you mind if I sat closer to you?"
She looks very uncomfortable. "Why?"

Leave her alone, she's not interested.
Keep trying.

"Oh, no reason. Never mind."
Wow that was awkward. I go to the opposite side of the bus and hope she forgets about me quickly.

"Because I'd like to talk to someone, and you're here, and I heard you talking English, and I can't talk to you from over there."
"Sorry, I don't feel like talking."
Well, I tried.

"I've always thought it's weird that nobody says hello to each other on buses, and I don't know you but I heard you speaking English so I thought I'd come over and say hello because if some stranger said hello to me on a bus I'd find that interesting, but if it bothers you I can just leave."
She's looking at me like I'm from another planet, but that's not necessarily a bad thing.

Introduce myself.
Wait to see how she responds.

"I'm Mory, by the way. I make computer games and compose music and sometimes act though I'm just coming back now from the rehearsal of a play that I'm going to be quitting from."
"Oh. Okay."
I can see I'm intimidating her, so I leave her alone.

I wait for her to get over the weirdness of this encounter. Finally she introduces herself, and I introduce myself, and we have a pleasant little chat.

"Are you interested in computer games?"
"What? No."

Maybe some other topic...?
Abort.

"Are you interested in TV shows, then? Or comic books? Maybe blogs?"
"Why do you want to know?"
"To see if there's anything to have a conversation with you about."
"Why do you want to have a conversation with me?"
"Why not?"
"I don't want to have a conversation with you."
"Okay. Sorry to bother you, then."

"Okay. Just thought I'd ask."
I take a seat somewhere where I won't see her.

There's got to be a way to say hello without it being some kind of harassment. I just need to figure out what that is.

Make it clear that I'm not flirting.
Downplay my need for a conversation.
Don't even get up to talk. Yeah, she's sitting kind of far away, but if I get up it's not casual anymore.

I walk over. "Hi. I'm Mory. I just wanted to talk because I heard you speaking English with your friends, it's not like I think you're pretty." (By the way, she actually isn't very pretty.) "This isn't meant as a pick-up line or anything like that, I just wondered if you'd be interested in a casual conversation."
"No."

Maybe she doesn't understand me.
Exit as gracefully as possible.

"I just mean, y'know, me sitting down here and the two of us talking."
"I'm not interested. Go away."
Hmph. If I were her, I would have said yes there. Oh well.

"Okay, I understand. I knew this would be kind of weird, because people don't do this sort of thing often. Bye."

I walk over. "Hello. I'm Mory. I was just a little bit bored, and I heard you talking in English, so I thought I'd see if you wanted to chat, but it's totally okay if you don't want to. It was just a random thought I had, I don't mind at all if you don't want to talk to me."
"No, sure, if you want to."

Tell her about my day.
Let her pick the topic of conversation, so that it doesn't seem to be about me needing to talk.

"I'm just coming from a really lousy first rehearsal for a play that I was supposed to be in, but I'm going to quit."
She doesn't seem particularly interested in any of this. But she asks why I'm quitting, so I sit down and tell her. She doesn't actively tell me to leave at any point. I think that's a good sign.

I sit down. "So...", I begin, "is there anything you want to talk about?"
Ouch, that was terrible.
"No. You asked to talk."
"Oh. Right. Um."
Good start! Good start.

I stay in my seat and yell over, "Hello! Do you live in Jerusalem?".
She spins around to see who's yelling at her. "What?"
"I said hello! My name's Mory. Do you live here?"
"Yes!"

Try to get closer.
Stay here and try to keep her talking.

"Do you mind if I sit over there?"
"Why?"
"Because it's annoying to yell across!"
"You can sit wherever you like!"
I move over and quickly discover that she really didn't want me coming any closer, but just didn't want to be rude. But I'm closer now and she's aware of my existence. And that's a start, no? When she talks to me, it's in a nervous tone like she doesn't have anything to say to me but she feels guilty because she already sort of agreed to the conversation without realizing it at the time. But hey, it's a conversation. I'll take it.

"Where are you going?", I ask.
She takes a moment to get over her surprise that someone was yelling at her, then answers the question, and I ask a follow-up question, and as soon as she starts to answer I say "Just a minute, I'm going to sit over there.", because suddenly I have a good excuse. We talk until the bus reaches my stop.

Look, I really need to talk to someone right now. So all this worrying isn't helping me. I get up and walk over to this girl I've never met.

Explain why I need to talk.
Introduce myself.
Exaggerate my problem with Hebrew.

"Hi. I'm just coming back from a really miserable rehearsal of a play; I thought I had an okay part but it turns out there's nothing to this part at all. So when I get home in Beit Shemesh I'll call them and tell them I quit the play, but for now I'm kind of miserable and lonely and it's a pretty empty bus but I heard you speaking in English so I thought maybe you'd talk to me...?"
She pauses for a few seconds. "I'm sorry, who are you?"

She didn't want to hear that much.
Just answer the question straight.

I deadpan: "Just a random stranger on a bus. Hello." I hope that came out charming, as opposed to creepy.
Nope, according to her expression it was just creepy. Darn.
"I'll leave you alone now." And I do.

"I'm Mory Buckman. I make computer games and compose music. I have Asperger's Syndrome, which is my excuse for why I'm acting so weird right now. I live in Beit Shemesh and I was just here in Jerusalem to go to this rehearsal. Would you be interested in talking?"
"No, sorry." She tries to give me her best sympathetic face, but it comes out looking more horrified than anything.
"Oh. Right. I didn't think you would. Okay, bye."

I stand proudly and say "I am Mory Buckman. We've never met before. I'd like to talk with someone, and you're here. I'm a very strange person, but I... um, no, there's no end to that sentence. I'm a very strange person."

Oy, that was bad.
Never mind, just keep going.

"You probably don't want to talk to... this was a bad idea. Sorry."
I take a few steps away slowly, hoping she'll stop me and say "No, wait. I'll talk with you.". But she doesn't. So I go back to my seat.

I continue, trying not to call any extra attention to my blunder. "..but if you wouldn't mind chatting, I'd appreciate it."
She's not sure whether to react with pity or bemusement. Eventually she settles on something between the two. "Okay."
So we talk. But it doesn't really make me feel any better. She's polite, but she's also treating me as an inferior, and that's just exacerbating the damage the rehearsal has done to my ego. I didn't need to do this to myself.

"Hello. I'm kind of hopeless when talking with Hebrew, and I'm just a lot more comfortable talking in English, and I heard you talking in English to your friends and it just seemed like an oasis of comprehension. And I kind of need that right now."
She jumps up, taken by surprise. "What?"

Maybe I should say that again. She wasn't listening the first time.
What exactly am I talking about? My Hebrew is fine.

"It's just like an oasis of comprehension in a sea of Hebrew speakers. I mean, a desert of Hebrew speakers."
"There are a lot of English speakers in Jerusalem."
"Oh, yeah. I guess I just don't know them."
"Who are you?"
"Oh, right. I'm... um. No one. Sorry."

"I mean, it's not like I really can't speak Hebrew at all. I've been living in Israel for 15 years. But it's just that I'm in a lousy mood right now and an English speaker... you know what, I really can't remember why I felt I needed to talk to you. Sorry."
And I go back to my seat.





Moshe is over, playing Phoenix Wright: Ace Attorney on the Wii. I downloaded and installed the game specifically for him because I knew he'd like it, and because I suspected a DS emulator wouldn't run on his computers. Myself, I played through the game a few years ago together with Eliav. It is a really good game. Moshe's been at it for a good five hours, hopelessly addicted to its twist-filled murder-mystery storytelling. Sometimes he figures out what's going on long before he's expected to, and sometimes he gets stuck and I need to help him out. (When I do, he takes the credit for solving the puzzle.) Avri has just come over. He's got a lot of free time while Lorien and the kids are in Canada, and I really want him to play Metroid Prime 2, at least as far as Torvus Bog. Avri comments that Phoenix Wright looks like Snatcher, and takes a seat.

It doesn't have to be really awkward that they're both here.
It'll probably be really awkward that they're both here.
There will be time for these games later. Right now we can do something else.
I'd like to take this social puzzle a bit more seriously. There's got to be a good solution here somewhere.

Avri suggests that we play a three-player game. Every game he suggests, Moshe shoots down. Moshe certainly might enjoy any of those games, but he's hoping I'll let him keep playing Phoenix Wright.

I'm actually happy that Moshe's not cooperating. I don't really want to play any multiplayer games with both of them.
Avri's right, though- multiplayer is the most sensible option.
I could just let Moshe have what he wants. I told Avri about Phoenix Wright a long time ago, but I never remembered to give him the emulator.

I grab the controller out of Moshe's hand and save the game. We'll be playing Metroid Prime 2 now.

Don't worry about Moshe, he'll be fine.
Find something else for Moshe to do.

Avri and I start playing, and Moshe sits on the side waiting for an opportunity to be a part of the group. Unfortunately he has no experience with Metroid, and even less interest. So many of his comments fall into the category of "This again? What a stupid game!". He thinks he's just following Avri's, since Avri mocks each plot development with the glee of a long-time gamer who's seen it all before. But from Moshe there's a heavily implied "Phoenix Wright is so much cooler, you should let me play that instead of watching this!", which just makes it annoying. Occasionally he gets more creative and throws out a random South African racist quip, because those are appropriate for any situation. And sometimes he can't think of anything to say but says something anyway. That gets really weird sometimes. I was wrong to think this could work.

If Moshe's going to be sticking around without playing, I ought to at least keep him from being bored. So I turn on my malfunctioning computer and pray it'll boot up. When it does, I tell Moshe that he should watch the first episode of Doctor Who on my computer while Avri and I play Metroid. I need to pull him kicking and screaming to get him into the chair, but eventually he watches the episode and probably even enjoys it (though he'll never tell me that). Every minute or so he comments out loud about what's going on in the episode, as though we were watching it with him, but that's easy enough to just respond to and move on. It's hard to say with Moshe, but I think all three of us have a good time.

"Moshe, it's not nice to just play something yourself when there's someone else here. We'll play a multiplayer game." He continues to object quite vocally, so I ignore him.

Find a multiplayer game that both of them will enjoy.
Put in a game that Avri and I are likely to enjoy. Moshe will just have to put up with it.

Hmm. I try to come up with something they'll both like, but nothing comes to mind. I look through my collection, and I'm not seeing anything that fits. What could we possibly play, that Moshe wouldn't dislike when having to leave Phoenix Wright for it? That game may exist, but I don't own it. We go in circles for a few minutes arguing, and then I give up and go with Metroid Prime 2 as I wanted to from the start. Avri plays, I watch, Moshe criticizes bitterly.

Come to think of it, I could go for a few levels of Super Monkey Ball. So I put in the disc, pass around the controllers, force one into Moshe's hand as he acts like it's toxic, and we're off. Half the time is spent rolling around and having fun, half the time is spent listening to Moshe whine. So we switch to Tetris, which Moshe protests to even more strongly. Eventually Avri is driven off by the negativity, and Moshe gets to go back to Phoenix Wright so he's happy.

I let Moshe keep playing. Avri acts like he's not bored by this, but who am I kidding- he's bored by this. He should be playing this game, not watching.

Let Avri play a little bit from the beginning of the game.
Just let Moshe keep going. The story is good, so maybe Avri will get into it.

I start a new file for Avri to play. The beginning is very tutorial-ish and slow, and it's tedious for Moshe to watch, especially since he just played that chapter a few days ago. Avri himself doesn't seem particularly enthralled. Like I said, it's a tutorial. It's what you sit through to get to the better parts. So fifteen minutes in, I suggest that we skip to the second chapter. But Avri decides to just keep going. Moshe isn't bored, exactly, but he doesn't know what to do with himself because he can't talk about the case without spoiling anything. By now Avri seems to be enjoying the game a little, though maybe not so much because all the really good plots come later. I may be doing a disservice to the game by presenting it in this context.

As Moshe keeps playing, I describe the plot so far to Avri so that he understands what's going on. He gives advice to Moshe as he plays, and it turns out being a lot more engaging for everyone than I anticipated. Between the three of us, we're speeding through the puzzles and getting really caught up in the plot. Forget Metroid Prime 2; this is really fun!

This situation is not ideal. Moshe wants Phoenix Wright, I want Metroid Prime 2, and Avri should have what to do.

Moshe has to go.
I'll give Moshe enough time to finish this chapter, and then he'll go.
I kind of feel sorry for Moshe, who seems really bored with his life. I can let him have this.

I really would like to spend some time with Avri. Moshe has been here for hours already; I should be able to get rid of him.

Ask Moshe to leave.
Tell Moshe to leave.

I have no idea how to word this. Well, let's give it a go. "Moshe, you've been here for hours already and I want to show Avri a game you won't be interested in. You can go home, if you don't want to just sit around. It'll probably be pretty boring for you." But no, he wants to stay. Whatever's going on here, it can't be more boring than what he'd be doing at home. So I practically need to pin him down to get the remote out of his hand. I put in Metroid Prime 2, and Moshe stays mostly silent because he doesn't want me to kick him out.

"Moshe, you should go home."

"No."

"Moshe, you've been here for hours already. You won't enjoy sitting around here watching us play. You can come back tomorrow and keep playing Phoenix Wright, okay?"

"I don't need to go home yet."

I pause, trying to think of how to be more forceful without being really rude. Avri interjects: "If this is a bad time, I can go home."

"No. No, I want to show you Metroid Prime 2. It's one of my favorite games. Moshe, c'mon. Go home."

It takes another thirty seconds or so, thirty very awkward seconds, for Moshe to finally get up. He acts very insulted, of course, but I know he'll be back eventually. He wants to know how the chapter ends, after all. He'll get over this.

Avri seems to be a bit uncomfortable about having caused this, but I get him to play Metroid Prime 2 and I have a good time.

"Look, we're in the middle of a game right now. We'll be finished with this chapter very soon, and then you can play on the Wii. Why don't you come back in a half hour or so?" (That'll give me time to get Moshe out.)

"I don't mind watching."

Darn. That'll make it harder to get Moshe to leave.

This is fine.
Insist that Avri come back in a half hour.

Moshe finishes up this section of Phoenix Wright, and as he plays I fill Avri in on what's been going on so far. Then he finishes the section and he thinks he can continue. "No, Moshe. You can go home now, the two of us are going to be using the Wii." But he doesn't stop playing until I press the power button on the Wii. And even then, he refuses to leave. By this point Avri thinks it's too late to start a big game, so we play a level of Super Mario Bros. with Moshe whining the whole time. And then Avri leaves. Bleh. But Moshe's happy, because this means he can go right back to Phoenix Wright. I do like Phoenix Wright, but I was kind of hoping to get Avri to play something.

"I'd like to just finish up here, and then Moshe will leave and you've got the TV all to yourself. Okay? Just go home for a half hour, and then come back."

Avri goes back home (which is next door). Twenty minutes later we finish the section in Phoenix Wright, and though Moshe begs to keep going I tell him he has to leave. So we talk a bit as we walk downstairs, and then he leaves amicably.

I wait around. It's been a half hour since Avri left, he'll be back in a minute. 35 minutes now. 45 minutes. Finally I go next door to see what the problem is. He says it's too late now to start a game. So I go back home.

I spend the rest of the night replaying Metroid Prime 2 by myself. It's a great game, to be sure.

"Avri, um. We're kind of in the middle of a game right now. Moshe doesn't come over very often, and I'd like to let him keep playing. It's just not a very good time, right now."

"Oh."

Invite him to stick around anyway.
Say goodbye.

"Would you like to stay and watch?"

"No, I guess I'll go."

And so he does. It may be a while before he comes back.

"Sorry. You could come tomorrow, maybe?"

"I don't know, I'll see whether I have time tomorrow."

"Oh. Sorry. I do want to show you Metroid Prime 2 at some point."

"Yeah, we'll see."

"Okay."

"You know what, I think we should do something with all three of us. It would just be weird if one person were playing and the other two were sitting around. With just me and Moshe or me and Avri it could make sense, but I don't know about all three of us. So let's go do something else."

Moshe protests. "I want to keep playing."

"No, come on. You can finish that game later. We'll do something else now."

It takes a bit more work to calm Moshe down, but finally the game is saved and both of them are waiting to see what I had in mind. I don't have anything in mind.

We could play board games at Avri's house.
We could watch Doctor Who!
We could sit around and talk.

"I don't really have many games for three players. That's more your thing. Why don't we go over to your house and play something there?"

"I guess we could, but I wanted to play something on the Wii."

"Yeah, but Moshe's here so I'd rather do something together."

"Why don't we play a three-player game on the Wii?"

"Because they get old quickly. Come on, you've got all the games!"

We go to Avri's house.

Teach Moshe a really good game.
Teach Moshe a game that won't scare him off.

"Power Struggle!", I yell out gleefully. That's a great game, but heavy- it takes a very long time to explain, and Moshe puts on a big show of not understanding a thing so it takes even longer than it normally would. Don't ask me how long it's been, exactly- it feels like it could have been two hours to explain it, but I know that's not right and I haven't been checking my watch. Anyway, we play the game and Avri and I are taking it seriously but Moshe keeps whining that he doesn't understand a thing. Well, of course he doesn't understand a thing- he ignored the entire explanation! "I just want to go back and play Phoenix Wright", he says. What a shocker. After the game, which Avri won, we go back home. Avri stays at his house.

"Let's play a simple game -maybe Coloretto?", I suggest. So we play Coloretto, a very simple game. And Moshe keeps saying it seems like a dumb game, but we get through the rules quickly and play. The game lasts just a few minutes, and Moshe wins. He says he hates the game and wants to go back and play Phoenix Wright. Maybe he'd like Ticket to Ride, that involves more management -no, he insists we go.

"No, let's just play Ticket to Ride. You'll like it."

So we play Ticket to Ride, with Moshe complaining the entire time that the game isn't interesting. He does reasonably well, but you'd never guess from hearing how he carries on about how bad he is at the game. And when we're done he says that he's put up with all these terrible games I've forced upon him so now I have to let him play Phoenix Wright. Fine, we'll play Phoenix Wright. Moshe runs back to my house joyfully, and I follow. Avri stays at his house.

I've been trying to get both of them (separately) to watch this season of Doctor Who. Since they're both here, this seems like an excellent opportunity to get them both to watch the first episode. I propose the idea, and neither of them is at all enthusiastic. But what do they know?- they haven't seen it. I turn on my malfunctioning computer and pray it'll boot up. It does.

Moshe resumes playing Phoenix Wright, apparently hoping I'll forget about him.

It'll be fun if they're both with me.
Eah, let him play. It's not worth the effort.

I drag Moshe out of his seat, and sit him down by the computer. He gives me his best impression of a sad puppy. I choose to ignore it. We all watch the first episode of season 5 of Doctor Who, and I have lots of fun.

I unplug the Wii's audio cable, turn on my computer's speakers, and start playing the first episode of season 5 of Doctor Who. Avri and I watch, and Moshe keeps playing. Moshe's half-watching too, because it's a great episode and he can't help but notice how much is going on in it. He doesn't get too far in Phoenix Wright while we're watching. It's a nice, fun little evening.

"Um."

What on Earth can I talk about with both of them?

The Israel Museum?
Gamer Mom?

"So I went to the Israel Museum yesterday. It was very nice. There's a new entrance." And to neither of them in particular: "Do you like the Israel Museum?" But neither of them goes to museums much. "One of my favorite parts of the exhibit was off in the corner, where you might totally miss it. Over in the corner out of the way there was a window, and inside the window was an animatronic bird, the most realistic animatronic I've ever seen, because it had real feathers, and it looked like it had just crashed into the window. So it's just in this loop, this twenty minute loop of what the plaque next to it called 'death spasms'. Just these little twitches, like it's trying to get up and failing, and the plaque said that it was specifically put in the corner because it was 'playing with the public space' or something like that."

They both seem to be listening to me, at least. That's something. So I keep going. There's really no place for either of them to jump in here, it's just me babbling on and on about things I found interesting, but at least I don't need to deal with the bigger issue of how to entertain both of them at once. Talking is nice, casual. You can't object to talking. I can only keep this up for a few more minutes, at most. Blah. Then what?

Uh oh, Moshe's reaching out for the controller. I hastily blurt out: "Moshe, what have you been up to lately?" Smooth, Mory. Smooth. "Nothing.", he replies honestly. This isn't working. Fine, back to the original plan.

I kick Moshe off, put in Metroid Prime 2, and have Avri start playing. Talking was a waste of time. On the other hand, I've now set a precedent for the evening by which Moshe's constant interruptions of the game don't seem nearly as out of place.

"So I've been working on Gamer Mom, and the characters are starting to surprise me a little. The husband is totally ignoring her the whole time, but I've just reached a point where it turns out he really does care, and it surprised me a little because the whole time I've been writing him as just ignoring everything she says, but it's because he's really not interested in what she's talking about and really he tries to be a good husband but he just can't relate to her anymore because he doesn't like the things she likes. Which makes it kind of sad. The whole game is kind of sad."

And with that, I have run out of things to say about Gamer Mom at the present time. I sit around hoping someone else will raise a topic of discussion, but no one does. Maybe I can drag this out a bit more.

"It's a really dysfunctional family, in the game, because all she cares about is her game and all he cares about is his work and all the daughter cares about is her socializing, and even when they're talking to each other they never really care what the other people want, it's all about what they want and how they can use the other people to get it. Each of them is sort of talking only when they have something to say or something they want from someone else, they never stop to listen to the others. And that goes for all three of them, the husband and daughter but also the mother. And... um, and."

Okay, now I'm really done, and if I don't move quickly Moshe will be back in Phoenix Wright. I'm not sure what I thought I was going to get out of this talking. Fine, I'll just have to go with the original plan. Moshe gets off the Wii, Avri gets on the Wii, Metroid Prime 2 goes in the Wii. As Avri plays, Moshe keeps interrupting with irritating non sequiturs. I should have thought this through better.

Avri suggests that we play a three-player game. Every game he suggests, Moshe shoots down. Moshe certainly might enjoy any of those games, but he's hoping I'll let him keep playing Phoenix Wright. Neither of these ideas appeals to me.

Ignore them and think.
Ask them for more ideas.
The answer doesn't need to come right now. Let's see how it goes first.

They keep talking, and I'm finding it hard to tune them out because they keep engaging me directly. How am I supposed to solve the puzzle when my attention keeps getting pulled away from the thought process?

Ask them to give me a minute to think.
I can't keep ignoring them. Let's just go with the original plan.

"Can you give me a minute? I'll be right with you, but I need to think about something first."

They both look at me as though I'm crazy. Was this too strange a request? Whatever, I've committed myself to the thought process. So I pace around the hall thinking, and do my best to ignore what's going on in the next room.

Phoenix Wright doesn't keep Avri engaged, and anything but Phoenix Wright is going to be disappointing for Moshe. No, there's got to be something else. There's got to be something else Moshe likes enough to tear him away from Phoenix Wright for it. New Super Mario Bros. Wii? No, no, definitely not. Moshe specifically doesn't like platformers. There's got to be something they'll both... Zelda. They both like The Legend of Zelda. Avri's played the first four, and I've gotten Moshe to play through all of Ocarina of Time and The Wind Waker. Can we play Four Sword Adventures? I was very disappointed by how it went that one time I showed Avri, I'd like to try again with a better level... but you need three Game Boys. I don't have three Game Boys. Does someone on the street have... no, that's a bad idea. Moshe's never played a 2D Zelda, it might be too much of an effort to get him to play now. Darn. Zelda isn't the solution, I need something that Moshe isn't going to put up much resistance to... I've got nothing. Maybe a different Zelda game? Twilight Princess. Neither of them has played Twilight Princess at all. Will they like that? The beginning is awfully slow... but actually, that's good. It's all puzzles- between the two of them, we'll rush through that whole section and it'll be really dense with plot. That's a fantastic idea!

I walk back into the TV room purposefully, and say "We're going to play The Legend of Zelda: Twilight Princess". Moshe groans. "Oh, be quiet.", I tell him, "You liked the 3D Zeldas."

"No I didn't."

"Yes you did. Come on, it's a good game."

He mutters something in Afrikaans. I find Twilight Princess, hand the Gamecube controller to Avri, and we're off. I have them alternate control every now and then, but it doesn't even matter so much because they're both involved in the experience. We all have fun. (Yes, even Moshe. He does like Zelda, don't listen to him.) As expected, we race through the first few hours of gameplay and get to the more challenging parts. Moshe's perfectly willing to pass that part off to Avri, but he's invested in the story by now so he enjoys watching. Why didn't I think of this game right away? It's so obvious.

I'm not being a good host, ignoring them like that. Let's just ignore Moshe and play Metroid Prime 2, that's the best we can do.

"Do either of you have any other ideas of what we could do?" Avri reiterates his willingness to play a three-player game, and Moshe mentions Phoenix Wright, which he hasn't stopped playing yet. No surprises there.

Follow Avri's suggestion.
None of these options are good enough!

I run through the list of possible three-player games. Boom Blox? No, Moshe's not interested. Super Monkey Ball? No, Moshe's not interested. Super Smash Bros.? No, Moshe's not interested. Pac-Man Vs.? No, Moshe's not interested. Wii Sports? No, Moshe's not interested. Uniracers? No, Moshe's not interested. New Super Mario Bros. Wii? No, Moshe's not interested. F-Zero GX? No, Moshe's not interested. WarioWare: Smooth Moves? No, neither one of them is interested. Come to think of it, neither am I- its multiplayer is terrible.

"Well, what will you play? We're going to play some three-player game, so pick one!"

"I just want to keep playing this."

"That's not an option. That's not a three-player game."

He sighs the sigh of the oppressed and keeps playing. I'm not going to get any answers out of him. So I ask Avri, who recommends Boom Blox. Fine, Boom Blox it is. Half the time we spend in it is fun, and half the time is spent listening to Moshe whine.

"Come on, give me some other ideas. We're not playing Phoenix Wright, and I don't want to play a three-player game with both of you because I don't think we could find a game that would be fun for everyone. So give me some other idea."

We sit around for a few minutes, with me not allowing Moshe to continue but no one having any bright ideas. Finally Avri leaves because he gets the sense that he's made the evening complicated by showing up. Moshe goes back to Phoenix Wright.

We sit around for a few minutes. Moshe's still playing, and Avri and I aren't doing anything. I wait for some inspiration to hit.

No inspiration is going to hit. Give Avri something to do.
Keep waiting, the solution will come to me.

"Forget it, let's just play Metroid Prime 2. Moshe, you've been playing for hours and I've just given you a few minutes more than I needed to. Get off."

After wresting the controller out of Moshe's hands, I have Avri start playing Metroid Prime 2. After the last few minutes of sitting around, he seems to be enjoying having anything to do at all. But Moshe keeps interrupting with his annoying non sequiturs. We were sitting there for a while, I should have thought of something better.

Avri asks about Phoenix Wright. I deflect: "He's been playing that for a while, it's toward the end of the chapter. You really need to play it for yourself to get the story." And then we wait around for another few awkward minutes while I wait for an idea to occur to me. Maybe there is no idea? Neah, just sit here, it'll be fine.

...or not. Avri's decided he has better ways to spend his time at home. Moshe keeps playing Phoenix Wright. Blah.





"Ma nishma?" is the Hebrew equivalent of "How's it going?" or "What's up?". But there's one tiny difference: in the English, it's socially acceptable to respond with a summary of events, mood, etc., whereas "Ma nishma?" can only be answered with the word "B'seder.", meaning "Okay.". There are a few other slang answers (taken from Arabic), which I don't use because I strongly dislike Hebrew slang, but they all have the same lack of meaning. Every morning I sit at my desk by myself, which is right next to the door at the front right of the room. Every morning Shir comes in, and as she passes me she says "Ma nishma?". Every morning I respond "B'seder.", and that is the entire extent of my interaction with Shir that day. On many days, that's the entire extent of my interaction with anyone. So I've been thinking about how I could possibly turn the fact that Shir seems to notice my existence into an actual conversation. I haven't had any ideas yet. Oh, here she comes now. "Ma nishma?", she says.

Question the question.
Tell her how I really feel.
Play along until I get a better idea.
This game is pointless: all paths lead to the same ending!

"How am I supposed to answer that, exactly?"

"What?"

She doesn't understand.
She understands me, she just doesn't understand I'm being serious.
This isn't going to accomplish anything.

"Every morning you come and say 'Ma nishma', but there's only one possible answer to that question. The only thing I can possibly say to that is 'B'seder'. So why even bother asking? If I were somehow able to put my entire life into the nuance of how I pronounced the word 'B'seder', it's not like you'd listen, you'd just keep walking."

"If you don't want me to say hello, I won't say hello."

She won't ever talk to me again. That's okay.
"I want you to say more than hello."

"I'm not the sort of person who does things just because they're expected, but every day I say 'B'seder' like I have absolutely nothing going on in my life and I feel like..."

Darn it, what's the word for "hypocrite"? There's got to be a Hebrew word for hypocrite.

The word will come to me, wait for it..
Just finish the thought: "It aggravates me."

Suddenly it occurs to me that I don't have a goal in mind with this line of discussion. It just seemed like the right thing to say, at the time, but now I'm not so sure.

"You shouldn't ask me a question if there's no possibility that you'll get an answer back!"
"Doesn't matter. I'm okay."

"I'm really lonely here. I feel like no one around will ever talk to me, beyond these daily 'Ma nishma' exchanges."

That's what I'd be saying, if I could remember the Hebrew word for "lonely" right now. I'm blanking on it, so as she waits for a response all I can muster is a vacant stare.

"One moment- there's something I wanted to say, but I can't remember the Hebrew word to say it."
I can remember the Hebrew word for "bored". Is that close enough?
I'm losing her interest quickly. I'll need to overplay my hand a bit to get any sympathy, at this point.

"So tell me in English."

I think through the words in English, and suddenly this seems like the most pathetic plea for attention ever.

"I don't want to say in English. It's not important."
"Doesn't matter. I'm fine."

"I'm bored here, in this class. I don't know what I'm even doing here. I'm not that interested in music."

"So why did you come?"

"I don't know."
"I have to be somewhere. Out of all the options I had, this isn't so bad, relatively."

"Why do you talk to me every morning? I'm not really one of you, I'm not a good musician, I'm not very interesting from what you've seen of me, no one cares about me at all, but every day you say 'Ma nishma?' to me as you come in. Is it just because I'm sitting next to the door? If I were sitting at the back of the class, would you ever talk to me at all?"

"I'm just being polite. If you don't want me to talk to you, I won't talk to you."

"No, I like that you talk to me."
"Fine. If you don't want to talk to me, no one's forcing you."

"B'seder."

She continues walking to her seat on the other side of the room.

Stop her, quick!
Think this through first.
Maybe I can buy a few seconds by repeating the question.

I get up and call "Shir.", not having any idea what I'm going to say to her next.

"What?"

"Hi."
"It doesn't matter."

"Hi.", she responds.

And then she walks off.

I need something substantial to say to her, or else I have no excuse for talking at all. What should I say?

We're both pianists. I need to say something about music, which is casual and doesn't make me look like an idiot because she's so much more of a musician than I am....
Of the interests that I have, is there any particular one non-geeky enough that there's a chance I could bring it up and she'd respond to it? I'll need to think about this.

"Ma nishma?", I ask her.

"B'seder.", she answers. Of course.

"Okay."
There's really nothing to say.

She walks off.

Here's the thing. For some reason I can't shake the silly idea that I could have gotten some friends back in school, and I missed the chance.

[sigh] We've been over this. There was no possible chance of a connection there.
Was there any reason to care about Shir, other than that she spoke to me? Did she ever show any hint of abnormality?
Since the fourth wall has already been broken, I'd like to play around with this rewind button just a bit more.

Yeah, I know. But still I have this idea in the back of my mind that maybe I overlooked some possibility, some out-of-the-box solution.

There's no out-of-the-box solution. Go to sleep.
Well, how will I know if I don't seriously look for one?

You know, I've gone through the possibilities in my head. Everything I could have done differently. And it all ends with either her never talking to me again (as is what happened) or her continuing to just say those two words. Never a third word. The problem is, I don't actually know her. I spent months listening to her conversations and trying to find a way in, and I never found it, but hearing her talking to other people isn't getting to know her. So ultimately, I don't know how she'd react to anything except what happened. So no matter how many times I run the scene through my head, I still don't feel like I've reached an ending. Maybe the ending is when I decide to stop looking. I wonder when that'll be.

Okay, one more time. Shir walks up, says "Ma nishma.". I say... yeah, I got nothing. It's a dead end.

Um... she had slightly messy hair? That was kind of cool. I do think she was pretty normal. Dedicated to music, but pretty normal. She kind of reminds me of my mother, come to think of it, practical and outgoing... huh. She reminds me of my mother? Freud would have what to say about this.

It wasn't a crush.
And just because I'm playing with time travel ideas doesn't mean my life has to turn into an episode of Being Erica. I'd like a more practical answer.

I know I never had a crush on her. It was just the fact that she was there... but I still think about that little exchange from time to time. Curious, isn't it? Why is it so important to me, to get to the ideal ending? So I messed up. So what? Why do I need to beat myself up for not having access to time travel technology yet?

Shir reminded me of my mother. Avri is a father, though nothing like mine. And after going through the situation with that play, I wanted a sibling-figure to talk to. Shortly after thinking about talking to that random stranger, I called Moshe and talked for a half hour or so. These weren't random social encounters. I wanted to have someone to chat with. I wanted Avri to explore Metroid Prime 2. I wanted Shir to be a fraction as interested in me as in her practicing and grades and running from place to place.

This is totally breaking the format of the post but I think I'm getting to something interesting here so screw the format. My sister Miriam is getting married tomorrow. My sister Dena has already moved out of the house, and in fact she did it without me knowing about it. My brother Benjy is here with his girlfriend Tristyn, and when I wanted to just follow him in the Israel Museum yesterday he acted like I was a nuisance. My grandparents and all my aunts and uncles are here, and I just came back from dinner where I was talking with them but I didn't really get the sense that there was any meaningful interaction going on between us. I've spent the past few weeks thinking about how little conversations and social situations could have gone differently, and I think I may actually have been doing this for a very long time.

I'm writing the wrong post right now. I should be continuing Multiplayer.

Okay, here's the practical answer. I probably could never have connected with Shir, but I should have tried. Well, I sort of did try, in that I told her it was annoying that she was only saying "Ma nishma." to me when there was no way to answer that, but I messed that up. I did. I said it in such a way that it came out sounding angrier than it should have, and I never tried to justify it later. If I had made more of an effort, I would have ended up in exactly the same place with one difference. Yeah, it always ends with her walking away. But I don't have to regret it later. If I had been a bit more bold with my weirdness, rather than keeping it to myself in the corner, I wouldn't be here going over my choices and trying to figure out whether they were ideal. They're not going to be ideal, but they have to be me. Sitting quietly and letting the matter stand is not me. Nothing I could have said to Shir would have made a difference. But it would have made a difference to me.

So I can go back and do things over, right? So why am I limiting myself to the state of mind I was in on that particular day? That particular day didn't go well. I was grouchy and I must have been a bit harsher than I'd intended and she never talked to me again. Forget that day. Let's try something else.

Maybe I should go to her, instead of vice versa!
I can talk to her from now, instead of then. I prefer the me of now.

It's the day before the last "Ma nishma.". Well, there she is. Sitting in her seat in the classroom, writing something or other in a notebook. I wonder what it is she's doing. I've never had any use for notebooks, since I've never done anything I was supposed to be doing in school. Maybe I'm not that interested in what she's doing. Okay, here's my chance to say something.

She's looking at me. Now she's looking back at her notebook. Not very exciting. Okay, say something. I can say... I can't think of a single thing to say to her. This is silly, let's go back.

"Hello, Shir."

"Hi."

"Do you know that I compose music? I recorded a CD of my compositions a few months ago. Also, I'm going to be singing and acting in the lead role of a Gilbert and Sullivan play soon. But what I do most these days is make computer games. I have much more to say with computer games than I ever did with music. What are you up to?"


2010, August 27th, 13:51 and 44 seconds

I got the lead role in Robert Binder's production of Gilbert and Sullivan's Ruddigore.


2010, August 12th, 3:11 and 40 seconds

Owner and Master

Twenty-three years ago, my parents visited Israel. When they went home to New Jersey, they decided that at some point in the next eight years they'd move here. Eight years later, they packed up and moved. My mother has a policy, when talking to Jews who don't live here yet: she only tells them the positive things about this country. If she told them what it's really like, they'd be less likely to move themselves. The salaries are low, the taxes are astronomical. The khareidim who think they can tell everyone else how to live keep moving closer and closer each year. I'd be lying if I said I understood what my parents have put themselves through. I don't know what it was like for my mother the first few months, when it must have started to sink in that she'd never be going back to America. And I don't even understand what they do now. As they run the community short on help, I sit at my computer and write blog posts. But I think I understand why they'd work so hard for the life they have. This is our country, and that's worth everything.

For the past few months, I have tried to maintain an illusion of being in control of my life. Over the past two days, that illusion has entirely fallen apart. I am not in control of my life, not even close. I am making myself miserable over things which I have little control over. The more I fight against my limitations, the less I seem to accomplish. And all of it is in the name of an ideal: that I should be the master of my own life. Over the past two days, I've been wondering if it's worth it. Yesterday I wrote down a goal for myself: "Be calm." I did not accomplish that. I'm starting to wonder if my ideals are worth holding on to at all. They are rather silly ideals.

"How was it? Excellent. At least, I imagined it was. Truth is, I could barely taste it."

We have two pets, a dog named Fudgie and a cat named Pussywillow, both around ten years old. When we got them, they were both a bit cuter and we spent lots of time playing with them. But they've gotten slower and lost some energy, and the thrill of pet ownership for both us and them has slowly been replaced by the mundanity of the familiar. Fudgie has behaviors which she repeats every day, Willy has behaviors which he repeats every day, and very little of it surprises us anymore.

Over the past few weeks, Fudgie has been acting really annoying at night. I think this behavior coincides with Dena taking a month-long trip to America. Fudgie has gotten comfortable with all the people in the house, and when one disappears it bothers her. And really, what is there in Fudgie's life other than the people in the house? It's not like she ever leaves the house, other than her regular five-minute walks around the block. So one less person in the house is a big deal for her. So ever since Dena left, Fudgie has been staying up at night. As long as there's any human in the house who's still awake, she won't sleep. If I'm the only one up, then she sits next to my rocking chair in the computer room, so close that I'm afraid of running over her face. And when I pace around the room, as I often do, I need to walk around her and be careful not to step on her. (She's a small dog, but it's also a small room.) I can handle this, but she starts getting really annoying if Miriam's home. Miriam's in the army all day, so when she comes home and just wants to go to sleep Fudgie starts scratching at her door, and doesn't stop until Miriam lets her in. If I try to move her at that point, she just tries to bite me and runs right back to Miriam's door. Not being a very social creature myself, I have no sympathy for this behavior. It's just frustrating.

While Fudgie won't leave, Pussywillow won't stay. There was a time, not when we first got him but years afterward, that he'd jump onto my lap often. I had finally broken through that antisocial shell of his, and he would come over to me, lie on his back so I'd scratch his tummy, and then purr. That's all I ever wanted from him, really. But he doesn't jump on my lap anymore. He doesn't even come upstairs. The only part of the house which still interests him is the straight line between the front door and the food. He comes in, he eats, and he goes out. Sometimes he ventures as far as the floor of the living room. When he does, I call him over: "Willy! Willy!"; and he takes a few steps in my direction before collapsing on the floor and ignoring me. At night he has to be left outside, because otherwise he sits at the front door and meows continuously -potentially for hours- until someone gets out of bed and lets him out. I tell you, that cat has stamina. When he was younger he would wander around the house, jumping everywhere and examining every nook and cranny for a new spot to sleep in. And when he found a spot that interested him, he'd sprawl out and he just looked like at that moment he was the most comfortable creature in the world. By now he's seen every nook and cranny, every good sleeping spot, and the house doesn't matter to him anymore. Except, we're still a necessary evil in his life, because this is the only place he can get food of the quality he demands. He still explores for sleeping spots, but he does it outside. If I don't let him out, he refuses to move from the front door until I do.

Why does the whole owner-pet relationship have to be so complicated? When I tell Willy to come, he should come. And when I tell Fudgie to go away, she should go away. It seems to me that if I can't even have that, then "owner" is a laughable term to use. They are who they are. You can't really be their master, you just have to accept their quirks.

I imagine having kids must be the same way. You don't ever control them, you just keep fighting until it's not worth it to fight anymore. When I was younger my father would yell at me and tell me what to do. Now that I'm 22 he doesn't, because he knows I wouldn't listen. My family just ignores me as they pass by the computer room. I am who I am- I'm the guy who's always at the computer doing God knows what. Benjy left years ago. In a few weeks Miriam will be getting married. Dena will move on eventually. But me? You can't get me out of the house.

I don't interact with many people. I have precious few excuses to be elsewhere. The vast majority of my life, up until this very week, was on a computer nine and a half years old which has not changed its position in that time. Even the peripherals haven't changed- it's the same mouse, same keyboard, and same CRT screen that I got as a Bar Mitzvah present from my mother's family. Whenever my friends saw it and how it functioned, they would tell me to get a new computer, though they were mainly saying that because they figured a new screen would be part of the package. I have my screen set to a resolution of 1280x1024, the highest this monitor can handle, because I've gotten comfortable with that and any less would feel cramped to me. But my monitor has been deteriorating slowly over this past decade, as any monitor will that's used as much as mine, so that now the image is slightly fuzzy and dark. At a low resolution this wouldn't be a huge problem, but at 1280x1024 everyone who looks at my screen (but me) says they can't read the text. Personally, I'm okay with the fuzziness. I've gotten used to it. And if no one else can handle it, well, that just reaffirms that this computer is mine. I like that.

I figure that's probably the sort of inclination that has Pussywillow always looking for his next bed. He lies in the most bizarre places, on top of lumpy objects and on rough surfaces. But once he's chosen a spot, that spot is his for the near future, and if you look at him sleeping there somehow it looks like the most comfortable spot in the world. I kind of admire that, the ability to settle in quickly and just make the place your own. I also admire how he moves on a few weeks later and never looks back. I wish I could do that.

With my entire life revolving around my computer, each and every program needs to be set up just right. And before I bought my new computer this week, I had my computer behaviors down to a science. I had ten extensions in Firefox that I used on a regular basis, and I'd set each and every one of their settings to my personal preference. Though I used Windows XP, I had one program which changed its appearance to something I liked more and another program which eliminated the Start button entirely. I accessed my programs and files instead with Google Desktop. I'd replaced Windows Explorer with the powerful file manager Directory Opus, whose settings I had messed with quite extensively from their defaults. And earlier this year, I replaced Blogger (for writing this blog) with a text editor called UltraEdit which I fell madly in love with and wrote lots of scripts for to automate the blogging process.

After nine and a half years of fighting, finally I felt that that outdated machine was the computer I wanted to live in for the rest of my life. And then it started to die. Well, to be fair, it had been dying for years. I couldn't really multitask, because if any program was open it used up what little RAM I had left after all the enhancements. So if Firefox was open and I wanted to watch a video, I'd need to kill the program from the task manager before I could start opening VLC media player. And even with all that strange behavior, everything still ran sluggishly. But I could handle that, and I could handle the days when my computer randomly decided to crash over and over with Windows forgetting on each reboot that I was already registered with Microsoft, and I could handle the fuzziness and the craziness of my workarounds. No one but me would have been comfortable, but it was mine so I was. And then one night as I was at Avri's house my mother came to tell me that my computer was making clicking sounds. And I could have just fixed it, but I knew I wasn't going to do that. I was going to buy a new computer, and that computer would not have Windows on it.

When I was using Blogger, I was working out of a very rigid framework but I knew what I wanted. So I used ridiculously convoluted methods to do things which the system wasn't designed to allow. I kept moving up, but only by chiseling away at the ceiling. And finally I got to a point I was comfortable with, but then it all came crashing down and I realized that I'd never owned my blog to begin with. When that day came, it was painful. I'd been building up a little niche for myself for several years, and suddenly I was back to square one. Nothing was going to hold me up, there was no guarantee that even the most primitive forms of blogging would be possible for me if I insisted on holding on to my work so far (and I did). I was utterly lost. But in the end, leaving Blogger was liberating. I found UltraEdit, and in the freedom of plain text I am doing things which I'd never even conceived of before. And looking into the future, there is no limit on what I can accomplish. I don't know what new little sleeping-spots I'll find, but I'm excited to find out.

My father took me shopping yesterday to get new dress clothes. I've never cared about clothes. My family bought all my clothes, and I've accepted it all, and I've never really given it too much thought because what's there to think about? One pair of pants is just like another except for the pockets. The deeper the pockets the better the pants. I wear the same clothes every week, and the same dress clothes every Shabbat, and I'm comfortable with that. But I was told I needed new clothes for the wedding, so I started thinking about clothes, and for some reason I started wondering what sort of clothes I wanted, which is something I'd never thought about before. I imagined going to the wedding in white dress pants, and a white dress shirt, and a solid purple tie. I've never worn a tie. No one would expect me to wear a tie, because I have a wardrobe that says "I will put on whatever requires the least effort.", but there needs to be a purple tie.

Unfortunately, the only men's fashion store nearby is a khareidi one. The khareidi men all wear white dress shirts and black dress pants, every single day. It's the most boring look in the world. So my father and I came to this store, and it's just pile after pile after pile of identical-looking clothes. So I picked out a white shirt and a black pair of pants, and they were very comfortable materials so I said "Sure. This is good enough.". I looked through the ties the store had and it was all the tackiest designs you can imagine, all polka dots and stripes in godawful colors. But that's what I get when I go with my father. I need to get out for myself, find a clothes store which I like. I should find stores for everything that I like, everything ought to be just the way... but who am I kidding. I'm perfectly fine with having my parents do everything. I don't need or want my own life. Do I?

When I was a little kid, computers were mysterious things. MS-DOS had so many commands, and I understood so few of them! There was room to grow. I made batch files to automate certain simple actions. I explored any hard drive I came across, looking to see how it was all arranged. The programs themselves, those were less interesting to me than where the programs were and how they worked. None of which I particularly understood, so it all seemed very exciting. To me the epitome of comfort with a computer is not UltraEdit on top of Windows XP with tons of programs breaking the functionality of Windows, it's the DOS prompts of my youth. Just me and the computer and nothing in between, but with so much I didn't understand yet that it seemed like I could live in that black screen forever.

But then Windows 95 came out, and everything changed. When I first saw Windows 95 it was on my brother's new laptop, and I just sat next to him and looked over his shoulder transfixed. I didn't understand what anything there was, but I wanted to explore it. I wanted to search every nook and cranny of it, and find little places that only I would know about, and really get comfortable there. It was a while before I was able to try it out for myself. And at first I was excited that progman.exe was still there, a holdover from Windows 3.1, and no one but me seemed to notice it, and I thought I'd use it all the time, but then I got used to the new interface and stoped caring about every subfolder of the WINDOWS directory, and with everything so much more organized and standardized there was no longer much difference between one hard drive and another. The new computer world was like a bookshelf filled with piles of books, where each book had the exact same story. At first I was creative with how I laid out my hard drive. I had a directory called "Attic", for instance, where I put things I didn't intend to use any time soon. But it clashed with how Windows was designed, because it's designed to get everyone to use computers the same way. There's nothing to master anymore. So I grew up.

Year after year after year with Windows. 95, then 98, then ME, then XP. And I stopped there, because new versions of the operating system had long since lost their thrill. It's Windows. Same as all the other versions of Windows. Everyone is going to use it the same way. So I started moving sideways from everyone else. They could have their technical improvements and graphical enhancements; I'd stick with Windows XP and just keep tweaking it until I had it the way I wanted.

When I was a kid, I used to imagine how I would design an operating system. I tried to make the idea as different as possible from Windows, while still perfectly functional. I have only the vaguest memory of what that idea was.

Several years ago, I tried switching to Mandrake Linux. I had never used Linux before, but I'd heard about it. It was something new to me, something mysterious, and that was something worth pursuing. So I tried it out on a second partition, and what a revelation it was! The terminal had never been thrown out, and was just as useful as ever. All the inner workings of the operating system were laid out in directory trees which could be explored. Every tiny little detail of the operating system could be replaced with something else. Immediately I understood: Linux was the promised land! Why the heck had I been going along with my family from one boring Windows version to the next? I should have been using Linux all my life!

But I hadn't been using Linux all my life, and it's a pity. There were certain programs I'd gotten overly attached to in Windows. They could be run on Linux under the quasi-emulator WINE (which stands for "WINE Is Not an Emulator"), but it was way too slow. So I switched back to Windows, but made myself a promise: whenever I got a faster computer, I would switch to Linux and never look back.

I decided on Kubuntu, because a few people recommended Ubuntu and when I was visiting Mandrake Linux I preferred KDE to GNOME. (If you don't know anything about Linux, I apologize for that sentence.) At first it was exciting to start using a new system, playing around with display settings and the like, turning on every graphical "enhancement" KDE has simply for the snazziness. And then I installed Firefox, which was simple enough though I needed to go through the settings for each extension. So far, so good. But already I was seeing problems. The fonts weren't right on my blog, because I'd designed it with the Windows fonts and those don't come with Linux. But I looked at the Linux alternatives, and they're pretty awful. In addition, the displaying of the fonts was a little bit off- all the text seemed a bit "dirty", for lack of a better word. And that was just the beginning. I'd set the screen resolution to 1280x1024, but every time I restarted the computer it switched to a lower resolution. I couldn't figure out how to access the TheBuckmans.com server at all, preventing me from posting my daily performance review. And WINE wouldn't play any sound. And on and on, problem after problem. I spent many hours searching the web for answers. Some answers turned out to be as simple as unchecking an option. Others were more complicated. And some I still haven't fixed.

Then there were the features which just seemed to be missing. It was disorienting to be able to browse my hard drive but not to be given an indication of how much hard drive space I had. And I was so used to being able to edit any file from any program that it was a shock to be denied access to files I needed to edit until I used the terminal. In Windows I had my mouse buttons set to do different things in different programs, so that I could put all five buttons of my Microsoft Intellimouse to their best use. Say what you will about Microsoft, but they made a good mouse and a good driver for it. I spent probably an hour trying to get my comics reader to work the way it did in Windows, before finally deciding it wasn't worth it.

The real problems only started when I tried to use UltraEdit. I had been very excited to learn that it has a Linux version, called UEX. They're charging $50 for it, and I downloaded the Windows version illegally but no one seemed to be sharing the Linux version so I planned to pay the price. I use it every day, it seems worth it. So I did the math, and found that if I took every last shekel (excepting the money I was given explicitly for music-related projects) out of my bank account, and added the few shekels I had in my wallet, I had just barely enough to pay for both the computer (which is a low-end computer by today's standards) and the program. So I downloaded the trial, and immediately discovered that it's unbelievably buggy. I'm talking huge bugs, of the sort that makes you wonder whether there was any testing at all. Words would randomly disappear from the ends of lines. Once I ran a few scripts, one of the scripts would get "stuck" and trying to activate any other script would run that script instead. In short, it was unusable. So I tried running the Windows version in WINE. My god, what a headache that was. I tried a bunch of different versions, and they all crashed within thirty seconds or so of using them. Sometimes the scripts would crash it, sometimes loading a file would crash it, sometimes just clicking on a line of text would crash the program. So I went back and forth between the four different versions of the program I'd installed, which due to inadequacies in WINE's emulation of the installers had all been thrown in different places, trying to figure out which version I might settle for and learn to live with. I messed with their settings, I tried changing the encoding of the scripts (which actually did make a difference), I tried all sorts of things but the bottom line was this: I could not use any of the four versions of the program on Linux.

And that was a serious problem. So serious, that I seriously considered reformatting the hard drive and putting Windows XP back on. It was nice there, wasn't it? I had all my programs, set up just so. That was my operating system, once I installed thirty programs that undid features Microsoft had put in. Look at all the luxuries I could have there! I could play games! I could use Directory Opus! I could set my mouse buttons to do different things for different programs! Just think how fast I could run all those things I already knew and didn't need to worry about...

I would like to clear something up right here, because I think that last paragraph had some ambiguity and I don't feel that's called for. That longing for the comfort of the familiar- that's bad. It's stifling. It's unreliable. Look, even without the hard drive malfunction, I was having problems. The program that changed the way Windows looked was only working sporadically. Almost every program I had crashed at one point or another. And, um... damn it, is that the entire list? Man, Windows was good to me.

No! No, no, no! Windows was terrible! I will remind you, young man, that you got to where you did only by fighting Microsoft's designs at every turn! Except the mouse driver. That was pretty cool. But otherwise! I've been fighting for years to get out of the generic way of thinking that Windows represents. I've refused to put anything at all on my desktop. I've refused to use the start menu. I've refused to use any of the applications which Microsoft bundles with the system. I've refused to look at that damn blue visual style which gets so old. And if I'd kept going with Microsoft, where would I be now? Windows Vista and onward don't support the keyboard like Windows used to. They use even more resources than XP did, for no clear benefit. Who knows what new restrictions I'd be up against if I kept going? And if I stayed with XP forever, all the new software would eventually pass me by. It was just a matter of time until Microsoft said what Blogger said:

"Get out of the house."

Wow, I have the nicest parents in the world. They've never said that. I can't justify staying here, though.


With Linux, I'm not going to get left behind. There are whole communities here of people with an inexplicable love of text interfaces. This is the place for me, I've known it for years. Now I just need to stay strong and soldier through until I get comfortable. I will get comfortable. And once I do, I'm going to be much more satisfied than I ever was in Windows. Because this is a place where I can keep moving up, where the sum total of my ambitions does not have to stop at "Get past the limitations.". Here there aren't limitations, I can set my computer up however I like. I prefer Google Desktop to Start menus, so I installed Google Desktop and then I right-clicked the Start menu and clicked "Remove" and that was it. I want my computer use to revolve around the terminal, so I put a terminal right on the desktop where it can be accessed at any time. And then I thought, I like this spartan aesthetic where the only thing here is the terminal and the trash, but there are all sorts of random things that could be very useful, like a notepad or a dictionary. So I put that stuff on my second desktop, where it won't distract me from whatever I'm doing but it'll still be accessible in a keypress. All this, I can do simply. Because this isn't an operating system designed for just one kind of user.

To be fair, the desktop did malfunction quite a few times as I was setting it up. This stuff just isn't tested as much as Windows software, and I can see that's a problem I'll be dealing with for a long time.

But it's worth it. In Windows, I could keep trying to control it, but in the end it is what it is. I could never really own a copy of Windows, because only Microsoft owns Windows. Only they get to decide what the "right" way to use a computer is. And I need to get myself out of that mindset. I'm not sure how much of my day-to-day behavior is actually right for me, and how much is just me learning to conform to Windows's ideas. I'm looking forward to finding out. I don't know what my computer should be like, and that excites me. I'm a little kid with a DOS prompt again. Time to start living!





So, um. UltraEdit. I looked into alternatives, and I found the same thing I found when I was looking for text editors earlier this year. There isn't an alternative of the quality I demand. UltraEdit was probably the sixth or seventh editor I tried back then, and I only tried ones that looked promising. So all this back to kid-time stuff is great, but I need UltraEdit.

So today I installed VirtualBox, set up a virtual machine, and installed Windows 2000 on it. Is this an admission of defeat? I don't know. Maybe. The way it works is that Windows is running on top of Linux. So I can switch back and forth between the Windows desktop and Linux programs just by pressing Alt-Tab. VirtualBox also is able to integrate the Windows programs into the Linux environment, which means that in practice it almost feels like UltraEdit is just another progam.

You know what, I'm going to say this isn't a betrayal of principles, on the grounds that this virtual machine thing is so darn cool. On one side I've got UltraEdit, exactly as I've always used it, and on the other side I've got a brand new operating system to learn and master. It sure does seem like I can have it all. And it's not so different from what I've done on the blog, continuing to rely on Blogger for comments but nothing else. And it's not so different from how we live in an English-speaking neighborhood inside of a Hebrew-speaking country. As long as there's a program I need Windows for, it's a necessary evil. I think the sin of reinstalling Windows is balanced out by the big terminal in the middle of my desktop.


So here I am, at the end of day three. I've survived this long- I think that's a good sign. I'm not used to this much change. Normally I go crazy if even a tiny thing gets moved. But I did this to myself, so I can't exactly argue. Yesterday I wrote my first shell script (Linux's version of batch files), which automates uploading the daily blog update. (I had to do it manually in Windows, each night.) Today I wrote this blog post, which I didn't think I'd be able to do, and it's finally putting all this craziness and tension into perspective. This is totally going to work.


2010, August 2nd, 2:32 and 56 seconds

Performance reviews for August 2010


five comments, the last one being from myself
 Mory said:

I just realized the prototype program linked to from the last post wasn't uploaded right. So I'm going to go fix that now. If you read through the post before and tried to download the program, I apologize. It ought to be working now.

Blogger Bet Shemesh Board Gaming Club said:

I object vehemently to your premise that enjoying losing is wrong. I think you were just finding something to seize on to unjustifiably give yourself a 0 and declare your disappointment for the month. (It was definitely not a 0 day, it had game night!) There is nothing wrong with enjoying losing. The journey is the joy, and additionally losing is a chance to grow and improve. Enjoying losing is on the highest of levels!

Blah. Games are not for winning. They are for playing.

 Mory said:

Games nights don't really count as a part of the performance, because going each week doesn't reveal any new facets of my personality and staying all the way until the end doesn't really reflect my priorities. So while I very much enjoy and look forward to the games nights, it's something which the day's performance is built around as opposed to being part of it.

Of course all of this is an entirely subjective call, much like what goes into "mundane activities" or what consitutes "weirdness" (which is valued). But the entire performance review project is subjective, working toward where I personally think I ought to be and not some objective standard. The reason I've decided to ignore games night is that the alternative is to treat it as any other activity would be treated, since in my mind games night is one cohesive social activity rather than a bunch of unrelated activities. If I treat that six-hour block as one activity, it then becomes necessary for a more productive project to slightly overcome it, which is entirely unreasonable. I do not have the energy to spend seven hours on my game. And I don't want to leave games night early if it can be helped. So ignoring that time and considering Tuesdays to be (in effect) 8-hour days seemed like the best option. If you've got a better idea, I'm open to hearing it.

Anyway, since games night isn't counted what I'm looking at is the remainder of the day, none of which makes this day stand out from the days which preceded it. The bottom line of all of this is that I want to be an interesting person. If I have a day where I do absolutely nothing that stands out, that's a 0/10 day. I think that was absolutely justified. Just as 10/10 is reserved for days which are unusually impressive (by my standards), 0/10 is reserved for days which don't have a single thing going for them (and games night doesn't count) and Monday was that.

Games are not for winning, you're right. The metaphor was a sloppy way to make a point. But the point stands, poorly-communicated though it may be. If you don't try to accomplish anything, you end the day not having accomplished anything. (Naturally.) So while winning is not the be-all and end-all of life, it needs to be seen as a value worth pursuing.

Blogger Whistler said:

Not sure where to post this, but I really enjoyed your "Little Social Games" post. I think it gives a lot of information about how you see the world, while allowing the reader to determine how deep they want to dig.

 Mory said:

Thanks for the comment; this is as good a place for it as any. If you enjoy these interactive versions of my thought processes, you'll probably enjoy "It's a trap!" two posts down from here.

By the way, your blog "The Ludi Bin" seems like I'll find it interesting. It's always nice to meet new people on the internet.

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2010, July 29th, 16:49 and 44 seconds

Creating The March of Bulk

My latest game (not counting the last blog post) took a little bit longer than expected. Which is how it always is. I start out with big ambitions, then scale it down a lot, then scale it down past that, and then it turns out that I've still got ten times more work to do than I figured on.

From a certain perspective, the development process of The March of Bulk predates this entire blog by several months. It was a few months after I'd decided to make a platformer called Through the Wind, which is still on my agenda as one of five games which I absolutely need to create over the course of my life. To explain why I had the idea to make The March of Bulk to begin with, I need to tell you what that game was meant to be.

This was six years ago, as I was wasting much of my life in the Jerusalem Academy of Music and Dance high school. I was in the music part, but there was certainly a part of me that saw those amazing modern dances and wished I were on the other side. A small part of me, I guess, since I'm about as graceful as an elephant. And anyway, I didn't have the necessary discipline. You see dancers moving around, and it looks like the most elegant thing in the world, but on their end it's actually just hours and hours of hard and repetitive work. And these guys were serious; dancing was the whole reason they were there.

But I wasn't like that. While the dancers practiced dancing, and the musicians practiced playing, you'd be most likely to find me in the computer room, playing the illegal copies of Metroid: Zero Mission, Super Mario Bros. 3 and Rayman 2 which I'd installed. (I was also constantly trying to find other people there who'd play them too, and I had a few successes.) All three games were platformers, and I don't think that was a conscious choice. I like all sorts of games, not just movement. But in retrospect, I can see why I specifically stuck to that art form. It's a lot easier to sell other people on a game if it's engaging to watch. If they see me pressing a bunch of keys to make a character swoop through the air in complicated maneuvers, they might say, "Hey, that looks like fun! I want to try to do that!".

But it wasn't quite enough. Of the three, Mario was by far the most successful at grabbing a newcomer. But even that game seemed somewhat primitive to me, especially when played in that building with the musicians and dancers downstairs. I didn't understand exactly what I was looking for, though, until I played Prince of Persia: The Sands of Time on my Gamecube at home. It was a really awful game which I'm thankful to have played, because I can identify that experience as the moment that I realized: The game industry hasn't got any idea what they're doing! It is a game where simply holding down the R button has your character doing a very difficult-looking swing around a pole, or running across a wall. It is a game where you don't need to worry about aiming your jumps, because the game aims the jump for you. There is no timing or aiming involved, and if someone sees you playing they don't say "Hey, I want to try that!", they just wonder why you're wasting your time going through the motions of this silly game. (That game messed up a lot of things other than controls, but that's the part that's relevant to this post.)

That's when I realized that the primary content of a movement game is its controls. There's a sense of satisfaction you get when you successfully control Mario's momentum or pull off a wall-jump in Super Metroid, which isn't really about the visual of the character doing the move. What makes it feel good is that it's you doing that move, it's you that's in control, it's you that practiced and died and tried again and got better and eventually made it look effortless. And that's something which is very much in line with the experiences of music or (I imagine) dance. The reason the platformer had apparently passed its heyday was because the game industry was too focused on visuals and programming techniques to recognize the way forward. But in that building, I saw the way forward.

That brings the story to Through the Wind, which I figured would be my first game because it was the first game I'd had the idea for that seemed important and urgent to make. (I especially wanted to have some small part of it done before graduating.) I started by planning out the control scheme, of course, which would have only six keys but a surprising amount of depth. I figured, if six buttons are enough for Super Mario Bros. 3, it's enough for me. I wanted this to be a game which could have been done ten years earlier, but which would put to shame all the platformers of the present and demonstrate where we ought to go in the future. It was ridiculously ambitious, especially considering that I had never completed anything in my life. But that's how it always is- you can't know what you're getting yourself into.

I found a tutorial on the web that showed how to program for DirectX with Visual Basic 6, because I grew up playing with Visual Basic and felt comfortable with its language. In the meantime, I spent all the recesses thinking about the minutiae of Through the Wind: the camera system which would not only follow the character but also zoom in and out when necessary, the appearance of the graphics, the style of the world design, etc. I also considered how best to make a game which could instantly be picked up by a newcomer, while an experienced player could go into the game on someone else's computer, immediately get to really hard levels, play them well, and impress the owner of the game. That's the sort of experience a movement game ought to allow: where one player has learned in his fingers how to do crazy things, and he can go to other people and show them, and then they say "I want to try that!".

I eventually realized that my abilities in Visual Basic 6 were simply not up to the task. So I scaled down my ambitions, for the time being. Through the Wind was still a necessary step in the evolution of the platformer, and I'd get to it eventually, but I wasn't ready yet. So I'd start with something much smaller, a game which would follow the same principles of design and coding as Through the Wind but could be accomplished in just a few months. And then I'd be ready to move up to the bigger game, and I'd play on a prototype of it for the musicians and the dancers, and suddenly they'd all recognize my existence and maybe want to join me for a few minutes.

(This temporary scaling-down is exactly the same thing I'm doing now with Gamer Mom. The plan, as you may recall, was to go from The March of Bulk to Angles and Circles to Next Door, but instead I've chosen to make this smaller and less ambitious game which follows the same principles as Next Door before I get to that. And really, Next Door is a scaled-down version of one of the five important games which I've been planning for years! So I do this a lot.)

I wanted for this game to stand on its own, so while Through the Wind would have a very acrobatic sort of character who gracefully soars around the screen, in this the player would be an elephant. So I drew a crude picture of an elephant in Photoshop, I got comfortable with DirectX and the BitBlt command which it uses for drawing, and I was ready to go. Well, almost. First I needed to figure out how to rotate the elephant's legs. It would be possible to draw an animation beforehand which would simply be triggered by the keypresses, but that was the exact kind of behavior that I'd learned from Prince of Persia didn't work. A platformer (or a movement game of some other sort -I hadn't yet made up my mind on whether or not there would be platforms.) needs to react to the timing of the keypresses, or else there's no point. It needs to be you that's moving, not just a pre-rendered animation. So the rotation of the legs was absolutely crucial. And once I learned how to do that on this small scale I could move up to Through the Wind, whose character would be made of many rotating body parts attached together at pivots.

Well, it turns out DirectX 7 can't rotate 2D images. If I wanted to do that, I'd need to create a 3D engine in which the 2D images would be flat textures. And considering that this was just supposed to be the warm-up, I wasn't willing to learn three-dimensional programming for it. So I decided to make my own rotation algorithm. I was pretty good at trigonometry, so in whatever classes I needed to sit through that year I wrote down the algorithm for rotating an image pixel-by-pixel. It actually worked when I ran it, but dealing with pixels rather than whole images meant I wasn't using the graphics card's hardware acceleration properly, negating the benefit of using DirectX in the first place! Or to put it in layman's terms: it was slooooooow. You can't build a game on top of an algorithm like that. So I tried having it load maybe a hundred and twenty different rotations of the image as you go in, meaning there would be a ridiculously long loading time but (in theory) the game could run smoothly afterwards. The program did not run as I expected: this new algorithm for storing and acessing rotations (built on top of the other algorithm) wasn't rotating the images around the correct center points, which made it useless. I didn't want to go through the code line by line, because even if I did I wasn't sure I'd find the mistake. I'd gone over the math thoroughly beforehand, and it seemed right to me. So I gave up.

A year later I decided that I'd had the right idea in making games, but that I'd been too ambitious in trying to make The March of Bulk as my first game and that Visual Basic was not the right language to use. So I found (and eventually bought) BlitzMax, which is a version of BASIC specifically designed for 2D games, and I came up with an idea for a game which -two and a half years later- became Smilie. (That story, which is very long and involves multiple personalities, can be found very far down on this page if you're interested.) And then I had the idea for The Perfect Color which seemed like it could be done in a matter of weeks, and after that it was time to get back to The March of Bulk.

Now, I've said as much as I can say without spoiling the experience of playing The March of Bulk for yourself, so I ask that you not read any further in this post without first having played through the game. If you haven't played it yet, you can go play it and then come back and read the rest. It only takes a few minutes. When you come back, I'll be here. No rush.

In January of 2009, Kyler and I finished The Perfect Color. Kyler kept suggesting improvements, but I felt that it was good enough as it was, so it was finished. In one of the letters I wrote to him, I said this:
I'll show you what I've got for the next game ("The March of Bulk") next week. ... I'll give you the CliffsNotes version of the idea: it'll be sort of a slapstick movement game about an elephant. The elephant will be nicely textured so that you expect it to move around with much difficulty, and then you'll have him jumping up and down and launching himself into the air and rolling around. Very short, very simple, very small, existing to get a laugh. I've started writing up a more detailed design document, so next week I'll send you that.
Kyler was a very welcome element which I had not anticipated in my plan. His graphics add so much charm to the games I make. Before he came along, The Perfect Color was just going to have stick figures floating around with faces like Smilie and colored thought bubbles over their heads. He gave the game really expressive people, with animated movements which made the game feel fun and cute rather than dry and pretentious. Kyler and I have never actually met in person: he lives in Canada, I live in Israel. We met when he searched for blog posts critical of the movie WALL•E, and instead found my post "Anticipating WALL•E". Anyway, now that I had Kyler I wanted to see what he could do with my old elephant project. So I asked him whether he was interested, and when he said he was I sent him what little I had written so far:

Here's what I've written up so far, subject to further revision. It's extremely technical, but it ought to give you the gist. You can skim it.
The March of Bulk


A short movement game, in which the player controls an elephant. There's not much to it.

The title screen is of the "Press any key to start" variety. It says the following:
"As you hold [→], press [D] or [F] to march."


Then you start playing. The elephant always faces to the right. F controls the right leg, D controls the left leg. The elephant is a little bit to the left of the X axis' center, standing on the ground which is close to the bottom of the screen.

If the left arrow or right arrow is pressed, then F or D make the elephant lift up the leg, and place it down in whatever direction was specified. Each time a leg is moved, the background scrolls a tiny bit in the opposite direction to create the impression that the elephant is moving. The right leg can't be moved very far to the left, and the left leg can't be moved very far to the right. If a leg is moved away from the body twice it tilts a little bit, and if three times it tilts more. If one leg is moved three times, or both legs are moved twice, then the elephant collapses onto his stomach. Then the player needs to move the legs backwards from their positions until the elephant is upright. (It takes four presses on each side.) Moving at all in the opposite direction makes the elephant collapse again.

If both the left arrow and the right arrow are pressed, then pressing F or D makes the elephant shake in that direction. If the leg in that direction is tilting, then the elephant will collapse. If both F and D are pressed simultaneously, there is no effect.

If neither the left arrow nor the right arrow is pressed, pressing F or D makes the elephant push off the ground with that leg, Then the elephant pivots on the opposite leg. At first he rotates only a little bit then falls back. If the player presses the same leg again at the moment the elephant falls, then he will rotate farther.

The third time, the elephant will rotate until he is pointed straight up. If the player presses on the opposite leg very close to that point, then the elephant will jump up in the air on one leg. The camera will scroll up, revealing more of the sky, but the elephant will move up faster so that he reaches just above the Y-axis' middle before falling down again. Then the camera will move down faster than the elephant, so that he disappears from view over the top of the screen as the camera reaches the ground, then he falls down with a slight tinkling sound, and falls down on the other leg. Then there's a rumble, and the screen shakes around violently.

If the left leg was the one to push off the ground, then pressing F makes the elephant make a very small hop backwards. The hop starts at whatever angle the elephant was rotated at, which gets straighter until the elephant is at the top of his hop, where he is perfectly straight. Then he falls down, the screen shakes a little, and the background moves backwards to put him back in the normal position.

If the right leg was the one to push off the ground,

Yeah, that's all I've got. It trails off in mid-sentence like that. I wrote this up a long time back, and put it on hold when I decided to make The Perfect Color. Now that we're going ahead with this and you're onboard, finishing this up is a priority.

This will be a departure from the first two games I made. It's the first game that'll need sound effects (The zaniness just wouldn't work otherwise.), and it'll be entirely nonlinear. No ending, no real progression. Just a bunch of controls, you play with those controls for a minute or so, you laugh, you leave. (It'll obviously be a tremendous amount of work for that laugh. But I think it'll be funny enough to be worth it. If you disagree, say so now.)

When the player goes in, he's expecting the game to be really boring, maybe even self-important. "What's the point of moving an elephant?". He expects something maybe along the lines of The Graveyard, where moving is a slow and torturous activity. And we play along. If he just moves one leg in front of the other like a good little player, the sense of weight of the elephant is all he'll get. But the more he plays around, the more we flip his expectations upside down. So the elephant should specifically not be drawn in a cartoony style- that'd telegraph the joke. The visual gag is seeing an elephant, who you'd expect to move like a tank, making ridiculously out-of-character movements. Drawing the elephant should actually be one of the easiest parts of the whole thing- it's humorless and stiff. I picture limbs which are separate layers from the body, so that they can be rotated and moved around by the program however the player's keypresses call for.

There's more work to be done in the environment. I don't really care what the background is, just so long as it's bright and colorful and starts on the ground. If you walk to the right, it loops around. Then there are backgrounds which go up, because this elephant is going to be launched really high. Up to the (unrealistically low) clouds, up to the atmosphere, up out into space (zoomed out) and then back into the atmosphere and back down to the ground.

I think there's only one other character, and that's a bird you can accidentally knock into as you're flying up. Once the bird is smushed, it doesn't come back.

That's the idea. What do you think?

-Mory
Fifteen minutes later, I sent a follow-up:
To be clear, just because the design document cuts off there doesn't mean I don't have additional specific ideas. They're just not so specific yet that I'd be comfortable writing them up formally. Specifically, the elephant will be able to do somersaults, and if you speed up the somersaults he rockets forward like a tire on a racing car for as long as you can sustain it.

Normally I'd be scared of sticking in secrets like that, which players could totally miss. But there are only a few keys. So I figure they'll have to stumble across at least some wacky stuff totally by accident, just by messing around.

If you think I'm crazy for even considering putting so much work into such a simple visual gag, say so. I could do this myself, though not well at all. The reason I want to make this so much is that I've never played anything even vaguely like it. Movement games are always based on practical movement, not bizarre movement.

-Mory
What I meant by "practical movement" is that in a movement game you usually have obstacles, where the controls are practical ways of getting past those obstacles. But this could lead one to misunderstand the medium and think that the obstacles, rather than the controls, are the point of the game. This is why there are so many technically proficient movement games where the controls are purely functional and not remotely fun to use. (The technical term for such games is "crap".) If I made a movement game with no obstacles at all which still managed to be fun, then everyone who played that game would understand where the appeal of movement games comes from. So in The March of Bulk there are no particular challenges, and the movement can't be seen as a tool which you use to win. The movement is what you're coming for, it is in itself expressive. The intended emotional progression of the game is this: you start walking, you find it tedious and slow, you decide that you don't care about moving forward anymore, you have fun doing other things, and you leave. (Later you show your friends what you've figured out.) It's about abandoning practicality and common sense in the name of a goofy fun time. So the controls can really be split into two sections: what you do while holding down an arrow key, and what you do while not holding an arrow key. The contrast between the two was what I hoped would make the game funny. The controls for walking are downright oppressive for the player, and the other controls are liberating.

There are a lot of things I described in the early letters to Kyler which did not make it into the game. But you can also see a lot of ideas here that I held on to all the way through development. One of the things that never changed was the control scheme: the arrow keys, F and D. I intend to use these same keys for Through the Wind. These basic controls are atypical for many different reasons. First off, it's generally assumed that just by holding down a direction, the character is already going to start moving. But I wanted for each and every step to be felt by the player, increasing the sense of slowness and tedium to set up the joke of the rest of the movement. Secondly, if a game uses only two keys it is expected that those keys will be either Ctrl and Shift or Z and X. Personally I don't like either of those options, because it feels too different from how I use a keyboard normally. With proper typing you're meant to have your left index finger on F and your right index finger on J, which is why all keyboards have little bars sticking out on those keys. The bar make it easy to feel where the F key is even if you're not looking at the keyboard, and I expect that anyone who uses a computer often will do that without thinking about it much. I first started using this hand position when playing an illegally emulated copy of The Legend of Zelda: Ocarina of Time and needed a keyboard configuration that would allow me immediate access to many keys. Ever since, I map keys for this hand position in any game where I'm given the option. When I started designing The March of Bulk, certain people told me that I should either pick more typical keys or allow the player to change them. I ignored them, and will continue to do so in the future.

Since I had spent so much time over the years thinking about how the game would be played, I wanted to just jump in and start programming. But I immediately got stuck. It seemed to me that I couldn't program The March of Bulk until I had made more general classes and functions for images connected by pivots, so that I could build the elephant with those classes and then be ready for Through the Wind. (I try to never lose sight of where I'm going.) I paced around the room for days, but I just couldn't figure out how to get started. The code wasn't coming to me. Eventually I decided to skip that step, and go straight to the specific math I'd need for the algorithms.

I did a bunch to explain to Kyler what I was going for, including sending him my early test programs and recording a video with my cell phone of my hand playing out the elephant's movements (as seen by the player). But for whatever reason, it took him a while to make an image of the elephant. So for the time being I worked with the image I'd created five years earlier, which is likely what the final game would be using if not for Kyler. I broke it into three parts: the body and two rectangles for legs. And then I made a program where I could use the keyboard to move the pieces on a pixel-by-pixel level and rotate by individual degrees. Then I made a slightly more advanced version of that program which let me store several frames and switch between them like an animator flipping through early sketches. In the third version of the program, I could also press a button to have the computer move the images smoothly between one frame and the next, so that I could get a sense of what it would look like in the final program. I spent hours tweaking those numbers, and with whatever scraps of paper happened to be around, I wrote down the position and rotation values I'd come up with. Then I compared one frame to the next to figure out what the math was behind the transition. And what I was left with was this:

Image: 0318091450.jpg


Progress was slow, which wasn't a comment on the difficulty of making the game so much as a reminder of my lack of a work ethic. Over the months, I gradually turned a bunch of numbers into a playable prototype:

Program: walking 2.exe


Already my philosophy of movement design comes through pretty clearly. This isn't a pre-rendered animation (which I'm sure Kyler could have done quite easily)- how far it goes depends on how long you hold down the key for. Actually, it's a bit more complicated than that- there's a minimum limit on how high the leg goes up when you press the key. When I didn't have that, you could make the elephant shuffle forward quickly with very quick and staccatto taps of the keys. And that wasn't the feeling I was going for. So at first it sort of is following a preset animation, but after a few frames it reacts to your timing. So I tried to find a balance between reacting to the subtleties of the player's control, and limiting the player's control in order to make the feeling of moving the elephant more specific.

You will note that I was still holding on to the idea from the original document that the elephant would collapse if the legs got too far apart. The reason I originally had the legs start to tilt when they spread out too much was to give a visual warning to the player that that was about to happen. I think the way I programmed the falling (and getting up again) in this prototype is really cute. The idea was to give the player a sense of the elephant's weight and lack of coordination. So I do think the game lost a bit when I took that feature out, and it wasn't an easy decision to do so.

Kyler played the prototype and tried to match the tone that the program already had, while bringing his distinctive style into the mix and making the elephant visually appealing. This is what he came up with:

Image: Bulk Full.jpg


I responded a bit harshly, telling him that it was too cartoony. I said to him "I hope this doesn't sound stifling, but really what is needed is something less distinctive. An ordinary elephant, where the player doesn't immediately think 'That elephant has character!', he just thinks 'There's an elephant. Okay.'. The player needs to be surprised by the jumping when he stumbles into it, or the whole charm of the game is lost.". Kyler was pretty darn understanding, considering he's not exactly being paid here, said it was an embarrassing mistake on his part, and sent me this instead:

Image: New Bulk.jpg


Naturally, I fell in love with this design immediately. Those curvy lines (I'm sure there's a technical term, but I'm no visual artist) create a sense of depth, that somehow convinces you this is a real elephant even though there are only two legs. It's not realism, exactly, but it gives the impression of realism. It's a magnificent image, serious but lively. But enough of me playing art critic: what did it mean for the game? Well, the first thing I realized was that the collapsing had to go. With an elephant this believable, I realized that the contrast between the walking and the fun stuff would be much sharper than expected. So the cartooniness of the elephant collapsing no longer had a place. Now that I wasn't using a cutesy image anymore, it would just be out of character during the part where the movement is played straight.

Secondly, I couldn't figure out how the heck to program with it. With my image (and Kyler's first), the elephant was filled in with a solid color, so the legs could move up behind the body and it would still look like a cohesive image because you can't see that the top of the disconnected leg is disappearing behind the body. But in this new drawing, the entire image was connected together through the curvy lines which gave it that impression of depth I loved. The whole thing is one uninterrupted series of curves, and I experimented with different ways to separate it along the curves but it all looked like I was mutilating Kyler's beautiful image (which of course I was). You can't just cut the image to disconnect the legs, because you notice as soon as the lines stop matching up. I looked at it every which way and I always saw the same thing: it was not possible to use this image. But that elephant was perfect- it absolutely nailed the tone the game needed if it was going to work. So I said to Kyler: "I have a feeling this'll be ridiculously complicated to program with, but I also have a feeling it'll be worth it. Carry on."

And man, was it ever complicated to program with. After a week of heavy pondering, I finally started on the long, long road of understanding what was required. I wrote a letter to Kyler explaining my solution with attached mock-ups (to show the general idea), but I'm not going to share it because it's not so clear what I'm saying in it even with the visual aids. The gist is that there would be two round holes in the body image, and the legs would rotate inside it. But in order to do that, the tops of the legs need to have a lot of excess skin on top which is hidden under the body. I'm not entirely sure if the idea is clear from that description. If not, don't worry about it - I don't think Kyler understood what I was saying either. Over the course of development I kept asking him for more excess on the legs, and he would give me a little more going in a random direction, and then I'd take an eraser (in The GIMP) and cut it down to the shape I needed.

But this solution caused new problems which needed to be solved. First and most obviously, the rear leg would now be sticking out the back of the elephant. If you don't understand the problem, think of it this way: When you push up from the back leg, the body is rotated such that you're seeing more at the top of the left leg than you normally do. So when you drop down again, where does that part of the image go? You can't just cut off the drawing there because it goes all the way up to the tail. If I stopped drawing the leg before I got to the tail, there would be a big awkward-looking gap between the leg and the tail. If I stopped at the tail, I'd be losing some of the tail itself because it's not perfectly straight. And if I stopped past the tail, then you'd see some random skin behind the elephant because the leg wasn't cut off right. Any of these options would completely destroy the illusion of one cohesive elephant.

Another problem was that if there's a big hole in the elephant's body, well, you'd see that hole as soon as the leg is lifted up. The legs get thinner as they go down, so there's less of the hole that's being filled whenever you pick up a leg. Not exactly conducive to a movement game. This problem was actually much easier to solve than the other one- it only took a month or two to figure it out. Each leg (in the final game) is actually not one image but three. One is the part that rotates around inside the hole in the body, the part with all the excess skin sticking out. Then there's the actual leg, and finally the foot. Now, when it looks like the leg is being lifted that's a bit of an optical illusion, because it's staying in exactly the same spot on top. What's going on is that I'm squashing it. The rotating part is squashed just a little bit, the leg itself is squashed a lot, and the foot isn't squashed at all. If the foot shrunk along with the leg, it would just look like the leg is stretching (as it actually is). But when it stays the same size and it's just everything else that's shrinking, it looks like the foot's just being lifted up. If only all puzzles eventually turned out to have such straightforward solutions.

Because the leg extending past the tail, that was something altogether different. I think it's fair to say that I spent literally months of development just trying to get around that one problem. This has already gotten way too technical so I'm not going to go into everything I was forced to do. But let's just say that what might seem at first like a silly little problem can reveal itself to be a big honking problem when you get closer. And it only got bigger and more honking the closer I got. There was only one way I could find to do what needed to be done, and it was ridiculously convoluted. It involved drawing the elephant's butt before anything else on the screen has been drawn, then saving that for later, drawing everything else, and finally pasting the butt back on. (This is what is going on in every frame of the finished game.) The only way to do this required a particular function of the BlitzMax language which, it turned out later, is notoriously buggy. When it finally looked like I was close to success, I tried running what I had so far on my parent's computer and it didn't work. There was a big gray rectangle sticking out the back of the elephant.

What the hell had I been making that game for? In the first place, it was the sort of game that (I'd have to admit) would have very limited appeal. And even with those who would like it, it wouldn't be played for more than, what, two minutes? I had been actively working on it for over six months, using a design that wasn't really usable. Just a tiny portion of the design had been implemented so far, the work was tedious, and the ending was nowhere in sight. And now. Now I tested it out and found that of the three computers in the house, only mine could run the game properly. My parents' computer gave the elephant a big gray rectangle sticking out of its butt, and my sisters' computer just crashed when I tried to run the program. Good work, Mory. Good work.

With every game I make (and I'd have to include interactive blog posts as well, like the one I just posted), there's a moment where I look at myself and I look at the project, and I say: "My God! I am insane for giving myself this much work!" It always starts out seeming soooo simple, but you can never know. So there's always that one massively depressing moment where I curse my own existence and my choices in life. Making The March of Bulk, I had that moment over and over.

I guess Kyler must have felt sorry for me after a while. He wrote:
What would happen if you changed the artwork to that which I first sent you of the cartoon elephant? The squash and stretch programming you have already done would work well with it.

I remember your intentions when we started the project, that you wanted a realistic elephant to contrast the peculiar motion the elephant would have. This is an interesting visual gag, but most of my education in animation would suggest to me that the movement of a character and it's design should be unified for the greatest effect. A realistic elephant would work best for realistic movement, cartoon movement would work best for a cartoon elephant. If you have realistic design and cartoon movement, the player is going to be very confused.
I responded:
I like the way you're thinking, but it's way too late in development for me to be comfortable with switching the design. The code is designed, pixel for pixel, for this image I've been using. Switching designs means erasing months of work.

If I could have easily switched to the other design at that point, would I have? I don't know. I might have considered it, just because I wanted to know that there was an ending in the future somewhere. But maybe I wouldn't. I have it in me to be stubborn to the point of self-destruction, and that design was something worth being stubborn for.

I spent around a month trying to get the game to run on my parent's computer. I was willing to rewrite significant portions of the code I had, if it came down to that. Just anything to get it to work, to get people to play it the way it was supposed to be played. But every potential solution came with new problems. At one point I thought that maybe upgrading to the latest version of BlitzMax would fix the problems I was having, but not only did it not do that, but it also added lots of new and incomprehensible quirks to the way everything was being drawn. I downgraded very quickly. There was another function someone had made that might do what I wanted in a roundabout way, but it was imprecise.

It turned out (to my embarrassment) that the solution was actually one single line of text, which told the program to use OpenGL instead of DirectX. Apparently OpenGL doesn't have the same problems that DirectX does on certain graphics cards. I wrote that one line of code into the beginning of the program, I tried it out on parents' computer, and it worked fine.

You know, game development really doesn't come naturally to me. We Asperger types, we each have an affinity, a skill, a mutant power. Mine is music. This whole gamist thing, that's something I really had to work at. There were days where just looking at the code would sap all the energy I had, and I wanted to just go play piano instead. Do things that didn't require constant effort. But then I'd play the game for a minute. I'd launch myself into the air, and on the way down I'd wiggle my feet a little. And I'd say to myself: "Hee. I can wiggle my feet." And just like that, my faith in the game would be restored. If I was testing some specific feature of the game, and as I was doing it I suddenly had a crazy thought, I'd go back to the code and devote all my energy to making that crazy thought a reality. Because if you're not going to do that, if you're not going to really love the game you're making and believe it should be awesome, then what's the point of all the work?

So I don't know if you saw the bit where the elephant pops out of existence. Kyler didn't know about it- he only figured it out a week after I released the game. That whole section of code was just a spur-of-the-moment idea. I'd been trying to break the system, see what happened if I got really crazy with it. And it was so much fun that I decided the game ought to react to that behavior. So I programmed that in, which was of course more work than I expected. But that's the kind of work that justifies the concept of work to begin with. And even on a smaller scale, each time I played around with the algorithms and found some little spark of life I wasn't expecting in some particular combination of numbers and tweaked it over and over to bring that spark out... ah. So satisfying.

It's less satisfying when you decide to take things out. There was a lot of that. I'd intended to let the elephant roll forward if the player pushed off the back leg enough. The more I thought that part through, the more I wanted to do with that. The original idea was that once you're rolling, you can keep pressing D faster and faster to speed up the rolling. But somewhere along the line, I decided that just moving forward wouldn't quite be fun enough. So I decided that if you got fast enough, you'd basically be this big swirly elephant-ball, and if you pressed F that ball would jump (while still moving forward). If you stopped pressing D quickly, the ball would slow down until it flipped right side up again. I think this was a very fun idea, and absolutely insane. But the problem was that it would have been probably three or four extra months of work. Rolling along the ground would create a whole new set of problems to solve, the biggest one being that I just couldn't imagine what a spinning elephant should look like. I think if I had spent the months, it would probably have been worth it. But I decided to back down from that idea, which is why pushing up from the back leg has no effect in the final game.

Another thing I took out was the bird which I'd always wanted to let the player knock into. I took it out because while that would work very well in a cartoon, I couldn't figure out how it could work well in an interactive game without getting very old.

When the game was finally playable, with all the gameplay features I'd decided to include and with Kyler's gorgeous background images included (For most of the development process, this placeholder image was the entire background in the game.), all that was left was sound effects and the introduction. I decided to save the introduction for last and work on the sound effects.
Now, I'd never made any sound effects before. I'd never even learned to use BlitzMax's audio functions (which turned out to be quite simple). But from the beginning I'd figured that a game like this needed sound effects to give the movements that extra "oomph". (I don't intend to use audio again until Next Door, and that'll be for a very different sort of effect.) I'd given a lot of thought to exactly how the game should sound. So I took a headset, opened up Goldwave, made sure the room was quiet, and started making silly sounds with my voice. The first thing on my agenda was the sound the elephant would make when it walked. I kept saying "Ddh. Ddh. Ddh." into the microphone, but when I played it back it sounded too much like a guy saying "Ddh." into a microphone. So I tried to make lots of different kinds of sounds, and I played around with Goldwave's filters to smooth sounds and change their pitch and dynamics and whatever. None of it sounded right. So finally I said, "To heck with this, there's a reason movies aren't given sound effects by people making silly sounds with their voices.", and I tried to find a way to actually make a thumping sound with the objects in the computer room. (The headset's cord wouldn't go any farther.) And eventually I found out that if I put the microphone on the (somewhat hard) bed that I sit on to play on the TV, and hit the bed nearby while cupping my hand, it recorded a sound similar to how I imagined that an elephant walking should sound. Then I plugged it into the game, and it gave me such a headache. It turns out, a distinctive sound playing every half-second is not a good idea. I tried smoothing the sound to make it less offensive in extreme repetitions, but it wasn't much better.

I started to question whether making sound effects for an entire game was a good first step for someone who had never worked with audio files before. (This was before that amateurish job I did on editing my CD.) How many sound effects did I need- Ten? Twenty? How long would it take me to do all that, when the very first and most basic one was giving me this much trouble? Maybe I should just program the intro and release the game, and forget about sound effects. So I thought long and hard about what sound effects would do for the aesthetic of the game, and how I could keep some hint of that aesthetic without putting myself through hell to get there. Also, it needed to be consistent. If I was cutting out the stepping, but every other movement had a sound associated with it, then it would just seem weird that it didn't make a sound when it walked. So I decided to massively scale down my sound-effect ambitions. I identified the five sound effects I most wanted: popping, jumping, hopping, landing and the ground shaking. That was it. Those five sounds, and it would be pretty quiet overall but it would have some character to it. (I was advised that there are web sites with free sound effects, but I wasn't going to scale down my ambitions that much.)

The jump is me whispering "Hwee!", the hop is an "Oiiii" whose pitch I digitally edited a tiny bit, the pop is me making a popping sound by smacking my lips (I did it over and over again until I got a really wet-sounding one.), and the landing was me singing "dur" with my nose. Each sound took many tries to get right (I worked on them only when there was no one at home to hear me.), but eventually I got myself some sound effects which sound like sound effects, not like a guy making silly noises with his voice. The most complicated sound was the shaking of the ground, but I figured out roughly how that should work when I was thinking about how to scale down and it worked even better than I expected. First, I held my mouth as though I was making an "RRR" sound and grunted. Then I took the middle of that grunt sound, and had the game play it on top of itself from several audio channels, with each instance of the sound following the previous one by a random interval. The greater the shaking, the more audio channels would be used. And then to make it sound more random, I had each audio channel play it at a slightly different volume and pitch (assigned randomly). The end result is a continuous rumbling sound, which continues as long as the screen keeps shaking. I was very impressed by how well that turned out.

Kyler was less impressed. I sent him a link to what I considered the final version of the game, and he responded:
Well graphically and control wise, I think the game is ready.

I also think the opening screen is up for the job, though maybe it would be wise to play test it with some people who have never played it and see what happens. I suspect both of us are way to far into the game to really offer an opinion on how to teach others how to play it.

I am however not really enjoying the sound design.

I am guessing that you were going for humorous sounds. And they are humorous. But as with the drawing of the elephant vs the movement of the elephant, there needs to be contrast between serious sounds and funny sounds.

First here are some sounds that I would add

-Dry wind of the savanna. A constant atmosphere that elevates the boredom of the ground area to a maximum.
-Boring footstep sounds in the sand when Bulk moves.
-Fairly boring sand sounds when he is jumping up with one leg, these would get louder and more exciting when the player got the multiple bounces going. It will give them an indication that they are doing something new with bulk.

-I would add the sound of wind rushing by Bulk as he flies through the air, like the sound you hear if you watch a sky diving video.
-I would add some elephant trumpet noise at some point, make him seem more elephant like

-I would add something to distinguish space. This could be music, or this could be the complete lack of sound.

I would change as many of the sounds from what I suspect to be midi files, to recorded wave files of physical things. In terms of sound design aesthetics I tend to always think that more realistic and textured is better. The less repeats the better (this is a game so that is hard). If you have any control over volume and pitch in the programming, use it to vary the sounds a little bit (maybe you can assign random values to the volume within a specified range to make the footsteps vary a little bit).

What sounds could you give Bulk more life. How do elephants breath (maybe manipulate a person breathing, or a cow, or something).

So I give all these recommendations without the slightest clue of the interface for putting sound into this game. I don't know what quality you can put in, or really what controls you have over it. You might be fairly limited, I understand if my suggestion are too crazy.

I don't know if you have any recording capabilities to record any of your own sounds, but if you do, I highly recommend it.

Or I would suggest starting with a site like http://www.freesound.org . You just have to register and you can search a decent selection of recordings of all sorts of things. Think outside the box when trying to find a sound for something. Maybe the sound of sand could be the sound of snow being walked in, or gravel. An elephant might be a trumpet recording, you never really know, you just have to search and see what works.


So that is my opinion on sound, it comes from doing sound for animation, where I have ultimate control, so maybe I am asking too much.


And you do seem to be able to make great music, maybe a little intro tune might draw people in. Some of the best comments I get on my Self Portrait animation are on the music, which is some really really basic music composition. Your recordings have so much depth.


I know getting this much criticism never causes nice feelings, but it is hopefully for the best.

Just so you know, I am very impressed by the programming that controls Bulk, I can imagine how many little math things go into it to make it work just right.

Kyler
Now, I certainly did appreciate knowing exactly what Kyler thought. But I ignored everything he was saying. I wrote back:
I think I'll just test it and release it. I do appreciate that you're so honest about your opinions, and the fact that you have such clear opinions about what works and what doesn't is exactly what makes you so good. But I'm okay with the way it is now, and I think it's time to move on. If I wanted each game to be as good as I could possibly make them, then I'd still be spending all day every day working on Smilie and The Perfect Color (Believe me, there's lots I'm unhappy with in both!). But at a certain point I think I have to just say "It's good enough.", as cold as that sounds.

I have an idea for a game that would be much more in tune with your skills. I'll have to get started on planning that out. Talk to you soon.

-Mory
There was still the problem of my parents' computer. What's that, you thought I'd fixed that? Yeah, so did I. But months after the fix I checked again, and the gray rectangle was back. I had that computer run every single back-up version I had, to try to find the one where it didn't have that problem because I'd fixed it. But every single one was the same. It's as though the fix had never happened. I couldn't find any way around the problem, either. So I put some hours into creating a test that would see whether the player's computer was going to display it right (and if not, provide a disclaimer at the beginning). But the test always came back negative- I was unable to recreate the glitch in any other program but my game. And if I can't recreate it, I can't test for it. So my parents' computer is just going to be one of those mysteries of the universe. I hope no other computer has the same problem, but I have no way of knowing. In the end I just had to accept that it wasn't something I could fix.

The first person I tested the game on was Avri's wife Lorien. She tested my last two games as well. With Smilie she got the best ending on the first try, and with The Perfect Color she beat the game on the first try. So on some level, I'm just looking for reassurance that my sensibilities can conceivably make sense for someone else in the world. But she's also a good test subject because she's comfortable with computers but doesn't have experience with computer games. So it's a good way to see how the games hold up for someone who doesn't play like I would. At first she was just walking forward for a while, and didn't understand what the point was. She wasn't experimenting at all, and that was a problem. So I decided to tell her to see what would happen if she didn't hold down the arrow keys. After that, she started accidentally making things happen, and trying to recreate those movements. She couldn't quite figure it out, but she seemed to be having a certain amount of fun with what she did figure out, and that was good enough.

I went home and tried it on Dena, and the results were pretty much the same. I needed to tell her that she could press F and D without the arrows, but after that she had fun. So I went to work programming in a hint for when you spend too much time following the rules and don't decide on your own to break away. I considered putting hints in for everything you can do, but ultimately I decided that one hint was enough. I've told you that the rules are irrelevant; past that, it should be up to you. You should be proud to have figured out what you can do, and you should be able to go to your friends and say "Look what I can do!" and they'll say "I want to try that!". After Dena, I showed the game to Eli on his computer. He plays more games on the computer than I do, and his computer is much more powerful than mine, so I was particularly anxious to see what he made of it. He figured out lots almost immediately, without me needing to tell him anything. Later he showed Tamir a bunch of things you can do in the game. So I guess it works.

I released the game, to very little response, and almost immediately got started on Gamer Mom. I'm basically redefining the adventure game into something a lot healthier, in one scene set in the real world. It'll be great.

"But I could never have done it," he objected, "without everyone else's help."
"That may be true," said Reason gravely, "but you had the courage to try; and what you can do is often simply a matter of what you will do."
"That's why," said Azaz, "there was one very important thing about your quest that we couldn't discuss until you returned."
"I remember," said Milo eagerly. "Tell me now."
"It was impossible," said the king, looking at the Mathemagician.
"Completely impossible," said the Mathemagician, looking at the king.
"Do you mean----" stammered the bug, who suddenly felt a bit faint.
"Yes, indeed," they repeated together; "but if we'd told you then, you might not have gone--and, as you've discovered, so many things are possible just as long as you don't know they're impossible."

-Norton Juster, The Phantom Tollbooth


2010, July 23rd, 1:28 and 36 seconds

"It's A Trap!"

A fictional conversation

"Mory, the great composer! We listened to your music over and over again."

"Did you like it?"
"Okay."

"It was fabulous. We told all our friends we have a professional composer for a grandson."

"Considering that you wanted to tell your friends that, I guess your opinion of the CD doesn't mean much."
"I'm not a professional composer. It's a very amateurish CD."
"Great."

"You ought to give concerts. You could make a lot of money."

"That's not what I want to do with my life."
"I don't compose music to make money."
"Fine."

"Why would you say my opinion doesn't matter?"

"Because you would say it was great whether or not it actually was."
"Never mind."

"Oh, pish posh."

"Thank you for that insight."
Say nothing.

"Well, if you did decide to be a professional composer, we'd both be very proud."

"Sorry, but I don't make big life decisions based on what will make you the most proud."
"That's nice."

"What big life decisions? I'm just saying, if you wanted to, we wouldn't stop you."

"I'm making games, you know that."
"Well, I don't want to."

"Oh, you don't want money?"

"It's not exactly a driving force in my life."
"I just compose to amuse myself. It's a hobby."

"You're right. It's terrible."

I pull a slip of paper out of my pocket, on which I've written "It's terrible.". "Is this your card?"
"Okay."

"I was going to ask you to come with us to a restaurant, but I don't want to be insulted.

"Deborah! Do you know how your son insulted me?"

"Then just think of how famous you'd be."

"I'm not a good pianist."
"Sure."

"Well, I think you are."

"And I think coming from you that doesn't tell me anything."
"Thank you."

"And wouldn't it be great if you could have a hobby and get paid for it?"

"Then it wouldn't be a hobby, it'd be a job, and I'd be under pressure to devote a lot more of my time to it."
"Please, just stop pushing. I'm not becoming a professional pianist."

"You could do both!"

"Making games is what I'm going to do with my life. Music is not. I don't see why this is so hard to understand."
"Right, I'll do that."

"I don't see why not."

"That doesn't bother me."
"Just because I'm good at something doesn't mean I particularly care about it."

"What difference does it make what you call it? So call it a hobby."

"I'm not going to take people's money and do the sort of job I did with that CD."
"You're right. You're right about everything. I'm going to go change my life to better suit your expectations, because you've convinced me of the error of my ways."

"Just remember that if you ever decide to use your talents, your grandparents are behind you."

"Sure, until you decide you'd like me to do something else, and then it won't be good enough anymore."
"You've never been behind me. You don't care what I'm doing or how I'm doing it, you just want to be able to use me as a talking point with your friends. You're pathetic."
"I'll keep that in mind."

"I can understand just fine. I'm an intelligent person. Just don't insult my intelligence, okay? I happen to be very intelligent. You don't need to tell me that I don't understand.

"Deborah! Why can't your son treat his grandmother with a little respect?"

"There's no need to be rude. I'm just trying to talk to you like a civilized person, and everything I say, you spit back in my face.

"Deborah! Didn't you ever teach your son to be polite?"

"I think it does."

"Well, I don't really care what you think. It's my life, and I'm going to use it as I see fit. Your opinions are not even a part of my thought process."
"Then we'll just have to agree to disagree."

"You don't know what you're talking about. The CD was wonderful."

"No, of course I don't know what I'm talking about. Why would I know anything about my own life? But you, you always know. You always know exactly what I should be doing, how I should be living my life. It must be nice for everything to be so clear. I wonder if you ever had such clarity about your own life."
"Thank you."

"You can't do any wrong by me. I'm your grandmother!"

"Do you ever listen to yourself? Everything you ever say to me is a hint, or a suggestion, or laying on the guilt. And you're not even subtle about it!"
"Don't remind me."

"I have no idea what you're talking about."

"Of course you don't."
"Sorry. I must be reading more into what you're saying than was intended. I do that sometimes."

"Listen, we're taking Miriam and Dena to eat somewhere nice. Would you like to come?"

"No."
"I'm busy."
"Okay, but maybe we should lay down some ground rules first."
"Sure."

"Excuse me?"

"Well, first off: no manipulations. No trying to guilt me into doing things for you. No not-so-subtle hints, which you immediately deny afterwards."
"I just don't want to discuss my life with you."

"Can I talk to you about your music?"

"I'd prefer if you didn't."
"Only if you don't tell me that it's good, or that you like it, or anything like that. It always feels patronizing."

"What about the games you're making?"

"No."
"I guess you could, as long as you don't bring up anything related to money."

"Will you permit me to talk to you about your acting career?"

"No. No. Not if you're going to call it an 'acting career'."
"You can talk about acting."

"You know what, you can stay here. I don't want to be with a person who's going to tell me what I can or can't talk about."

In the weeks ahead, this conversation is going to be mentioned with much indignation every time my parents or I are within earshot of my grandparents.

"I have no idea what you're talking about."

"Sure you don't. And another thing: no bribes. It makes me uncomfortable when you give me gifts for no apparent reason."
"Hmm. Maybe it would be better to just not talk at all. You can talk to the girls, right?"
"I was afraid you'd say that. On second thought, I'm not going."

"Maybe we want to talk to our grandson, who we've come halfway around the world to spend some time with."

"I thought you had come for Miriam's wedding, not to spend time with me."
"Well, I don't want to talk. It never goes well."

"I can talk to whoever I please."

"No, you can't. When you talk to people, you offend them. Most people just ignore that about you, but it's not in my personality to ignore things like that."
"Then I can't come with you."

"You have a lot of nerve, talking like that to your grandmother."

They leave, but not before telling my mother what a terrible grandson I am. This conversation is going to be something they complain about for quite some time.

I push aside all the warning bells and agree to go along. At first I try to be polite and just allow them to insult me like a good grandson would, but they keep pushing, keep ignoring and disregarding all my opinions, keep forcing me into insipid little chit-chat, keep offering gifts to make me feel indebted to them. Finally I can take no more and let them know exactly how their behavior is making me feel. This only exacerbates the awkwardness of the evening, and by the time we get home my mother has many hours' worth of complaints about me to look forward to.

All things considered, that was not my best move.

"Oh? Why not?"

"Because we all know from experience exactly how it's going to turn out."
"How shall I put this. Our personalities... tend to clash."
"Umm.. I'm busy."
"No reason."

"Then come on. We're leaving in a minute."

"I'd rather not."
"Fine."

"And why is that?"

"Because we all know from experience exactly how it's going to turn out."
"How shall I put this. Our personalities... tend to clash."

"Oh, don't be ridiculous. We're your grandparents."

"It's true. I always say exactly what I'm thinking, and you never say what you're really thinking."
"So what?"

"What do you mean, so what? Come on, we'll have a good time."

"When has it ever been a good time?"
"Yeah, I don't think so. I'll have a good time on my own."

"Don't you remember all those great times when you stayed by us?"

"You mean the times that I spent 24 hours each day watching TV and you kept giving me nice food until I told you that it was making me uncomfortable and you refused to listen? Those times? Yeah, those times were great!"
"No comment."

"You had fun."

"No I didn't."
Stay silent.

They keep arguing, but I've had enough so I stay silent and pretend I'm tuning them out. They'll be talking about how rude I was for a very long time, but at least they're leaving.

"Look, it doesn't matter. Just come with us, it would make us very happy."

"After the way you've treated me all my life, you being happy is not a situation I want to encourage."
"You'll be fine without me."

"What did we ever do that was so terrible?"

So I run down the list: trying to change me, not respecting me, wanting me to be more normal, continually insulting me with plausible deniability, mocking my religion, etc. And as I run through the list they try to scream over me, because they'll hear none of it, and by the time I'm done the "conversation" has gotten so loud that the entire family gets involved and they won't leave for a half hour. Good going.

"Please?"

"No."
Ignore them.

Finally they leave. Thank God.

"That sounds lonely."

"Well, it's better to be lonely by yourself than lonely in a crowd, that's what I always say."
"I'll be fine."

"Are you sure?"

"Positive."
"You know, I think I am."
"You bet."
"I couldn't be more certain."
"Pretty sure."
"Yes."

Tearing up a little: "Why do you not want to come with us?"

"Just get going already, willya?"
"Because I just don't."

Finally they leave, but they'll be talking about what an inconsiderate grandson I am for a long while.

"That's a sad thing to say."

"Well, as I recall you've had some real downers of expressions yourself. What was it you used to say to us... 'If you don't get the life you want, want the life you get'- pretty depressing stuff."
"But true."

"Is that what you feel like around us? Lonely in a crowd?"

"Yes."
"No, of course not!"
"Who, me? I was just saying things. I didn't mean anything by them."

"You can't mean that."

"I mean it."
"Okay."

"Okay, if you hate us that much we'll go."

And true to their word, they do. But this is not forgotten- it will be complained about many times. There was probably a better way to handle that.

"So do you want to come?"

"Ah, so it was a trap. Very clever."
"No, I don't think so."
"...sure."

"I have no idea what you're talking about."

"Awfully convenient."
"Yes you do."
"Sure."

"Are you trying to tell me something?"

"Yes. I'm trying to tell you that I can't stand the way you insult my intelligence."
"I have no idea what you're talking about."

Tearing up a little: "Listen, I don't know what problems you have, but we're your grandparents and we'd very much like you to come so you're coming."

"Go already! You want to eat, go! Eat! Stop talking to me and go!"
"You don't actually want me to come. You might think you do, but you don't."

"Don't tell me what I want, okay? We want to spend time with you."

"Why?"
"Then I'm sorry, but I'll have to disappoint. There's no use arguing, because I'm not coming."

"Tell me why not! Tell me why you're arguing this much to get out of getting some food with your grandparents, who won't be here forever!"

"Because the arguing would be worse if I did go with you."
"What's there to argue about? I'm just minding my own business here, and you won't leave me alone!"
"Okay."

"Okay, if it's such a hardship to go with your grandparents, then fine. You don't need to come and make us happy. It's not such a hardship, to make your grandparents happy."

They're pissed off, but they leave. And that's something.

"Why do you think that?"

"Because all we ever do is argue. Can you remember a single time we got together and didn't argue?"
"You know what, just respect that I'm trying to get out of arguments here. It doesn't come naturally to me."

"I can see that!"

"I don't want to add any stress to the wedding, so I'm trying to stay away from you and not argue. Why won't you let me do that?"
"Good."

She throws her arms up in a theatrical gesture of defeat, and they all leave.

The complaints leveled against me will be mild, so maybe this is a victory, of sorts. But make no mistake, there will be complaining, and it's not going to stop until they leave after the wedding. Considering that my mother specifically asked me to avoid putting her in that situation, I do feel a bit guilty. There was probably a better way to handle this.

"Why won't we let you stay away from us and make us miserable?!" And with a not-entirely-successful puppydog look: "We love you, and we want to spend time with you."

"The feeling isn't mutual."
"Sorry."

"How dare you? How dare you? We came here, in a lot of physical pain, entirely for you. And you have the gall to treat your grandparents like this, who never wanted anything other than the best for you!"

They finally leave, but this isn't close to being over.

They finally get so exasperated that they leave. They'll try again tomorrow.

"We never argue."

"I don't even know what to say to that."

"Say you'll come."

"No."
"Leave me alone."

Fine! It's not like we really wanted to see you, we just came halfway around the world, with great physical pain, to spend time with you but fine, we never wanted to in the first place. You little brat! You just sit there and ignore us! We are your grandparents! We are very disappointed!"

..and exhale. They're gone. For now. But they'll be back soon enough, and the arguing will continue.

"Okay, what?"

"Okay, nothing."
"Right."
"Goodbye."

"Why won't you answer me?"

"I thought the question was rhetorical."
"There's nothing to say."
"Because you don't want to know the answer."

"It wasn't!"

"Oh."
Say nothing.

"Why won't you come with us?"

"Because I can't stand you, okay? Are you happy now? I can't stand you! I can't stand spending time with you, I can't stand the way you talk and the way you think and every time we get together it's really painful!"
"I dunno."
"I'm not going to answer that question."

"We're going now, and we're going to eat. You don't have to come, no one's forcing you. You can do what you like. But when we get back, you are going to explain what you meant by that."

This conversation has been going on for so long that they've finally lost interest. But it's not over, not by a long shot. As soon as everyone gets back from eating, the conversation will continue. And it'll be a lot harder to get out of talking then.

It's a good thing this conversation is just in my head, because in real life I wouldn't be able to walk back from that. The idea here is to avoid arguments, not incite them.

"Because you're our grandson!"

"No, that's not enough. Look, we've never had a positive relationship. I remember you guys throwing me in a garbage can for fun when I was a kid, and treating me like a baby when I was a little older, and pushing me into being more normal, but I don't have a single positive memory involving either of you. So why do you do it? Do you just enjoy making people unhappy?"
"Okay. Goodbye."

"You are being extremely rude. You know what, I don't even want you to come."

"I'm glad to hear it."
Stay silent.

They go downstairs to complain, and that takes twenty minutes or so, and then they finally leave. To be clear: the complaining has only just begun. It will last days.

I decide to try acting like my grandparents. Nothing ever means anything, even when it does. It's just a few hours, I can handle it. So I go along.

When they say things that offend me, I say to myself "They don't know what they're saying." and pretend they didn't mean it. When they hint that I should change my life, I think "Stop reading into things." and pretend they didn't say anything. Everything is light and fluffy and brainless, nothing means anything at all. Words don't mean what they seem like they mean, they're just arbitrary sounds coming out of mouths. No emotions, no opinions. Just for a few hours.

But it's not just for a few hours. This meal makes my grandparents so happy that they never leave me alone again. All through the week of the wedding, they keep coming over to chat. And even after they go back to America, they keep sending letters and making phone calls and even commenting on my blog! Everything I ever do, they're going to scrutinize and disapprove of and bug me about.

I knew I shouldn't be spending time with them, and I didn't listen to myself. What the heck is wrong with me?

"It'll be fun."

"When has it ever been fun, being with you?"
"Then it's very nice of you to ask. But no."

"It's 'If you don't get what you like,'-"

"Yeah, that. Well, I like being right here. And I don't think I'm going to be going with you."
"How did you ever get such a depressing worldview?"

"Okay."

And they leave. That was surprisingly easy.

"It's not depressing at all, it's just practical."

"Yeah, quash all hope for the future, settle for whatever comes your way... certainly more practical than my ambitions."
"Listen, I don't really feel like going out with you right now, but maybe some other time."

"You're reading too much into what I say."

"Then I hope you won't read too much into me saying that I don't want to come with you."
"Yeah, maybe I am. Okay, I'll come with you. It'll be fun."

"But why not?"

"No reason, I just don't feel like it. Maybe some other time."
"Because I've got things to do. Otherwise I'd come."

"We always tell you exactly what we think. We love you very much, that's what we think."

"I don't buy it. I haven't spoken to you in years. When I went to America last November, I didn't go to Florida. When you call long-distance, I pass the phone on to Miriam and Dena. There's no way what you're feeling toward me now is love. But you won't come out and say what you actually think, because you never say what you actually think."
"That's a whitewashed version of the truth. And since you only ever give whitewashed versions of the truth, I don't feel comfortable being around you."

Starting to cry: "You don't think your grandparents love you?"

"No, I don't think you love me. You take pride in my achievements, and it gives you something to brag to your friends about, but that's not love."
"You know what, I have no idea what you feel because it's the last thing you'd ever talk about."

"We love you. There, now you know."

"That's not a real emotion, it's just a social convention that you're supposed to say that to your family. I don't love you, though."
"Okay. That's very informative."

"Well, if you don't care, then don't act like you need to know!"

"Okay. I don't care."
Stay silent.

"You're just trying to hurt me. Of course you love your grandparents."

"Why, because you've given me so many presents? Because you buy me food every time you see me? Because you pretend you like the things I do?"
"No. I don't. Sorry."

They go downstairs to tell my mother what a terrible person I am, and then they go. This would be okay if not for the outrage they're going to display in the coming days over this.

"We don't pretend! We really love you!"

"Drop the act already! It's not appealing to me! I don't care about your social rules, I don't care about how you're "supposed to" act! Can't you be honest to me for one moment in your life?"
"You would say that in any event, just because I'm your grandson and it's the proper thing to say."

Agressively pushing out tears now: "Why do you hate me?"

"Why aren't you listening to what I'm saying, instead of ignoring me and playing for sympathy?"
"I don't hate you. I am very... frustrated by the way you treat me."

"Oh, would you prefer if I act like you? If I pretend that I hate you, and that I hate everything you do?"

"Only if it's actually true."
"I'd prefer if you don't pretend anything at all."
"Is that what you think I'm doing? You think I'm pretending to dislike the way you talk to me?"

"Well, I can't imagine why!"

"Leave me alone, please."
"Okay."

And they do, but not before telling everyone what I terrible grandson I am.

"Explain it to us. We don't understand."

"You've never tried to."
"Everything you stand for, I find offensive. And everything I stand for, you find offensive. So let's stop pretending we want to have anything to do with each other, okay?"

"Then we're trying to now."

Maybe there's hope for them yet.
Maybe this will end exactly the way it always does.
I honestly don't know.

In a rare moment of decency, they leave without arguing any more.

"You're a brat, do you know that?"

"Finally we're getting some honest feelings. You know what, yes, I do prefer this."
"Okay."

"What's there to listen to? You're just saying hateful things!"

"No, I'm saying the truth. Honesty is a basic sign of respect and decency, and I wish you could do the same for me."
"How is it hateful to stand up for myself? All these things you do which you think are supposed to make me feel good, they actually make me really uncomfortable! And you're not interested in hearing about that! So how am I the one that's being hateful here?"

"We treat you like a grandson, and you treat us like dirt."

"You treat me like a stereotype of a grandson, and I'm treating you like a fellow human being."
"I'm sorry you feel that way. It wasn't my intention to offend."

"Well, thank you. You're so kind."

They leave in a huff. My mother is going to hear about this later.

"Human beings don't treat each other like this."

"No, of course not. Human beings use each other, they lie to each other, but God forbid they should ever be honest."
"Okay. Then I guess I'm an alien."

After complaining to my mother, they all go out to get some food. My grandmother will still be shaken by the conversation, and will keep trying to figure out what's wrong with me. This is will be mitigated only slightly by my sisters' reassurances: "It's just Mory. He's stupid."

When they get back, and until everyone leaves after the wedding, my mother is going to hear about this continuously. This is exactly the sort of trouble she asked me not to get her into.

"What could you be busy with, that's more important than spending time with your grandparents?"

"A lot of things are more important to me than spending time with my grandparents."
"You wouldn't be interested."
"Stuff."
"I'm busy."

"Well, stop and come with us. We'll get some nice food."

"I'd rather continue what I'm doing."
"Have fun."

"What, you're not coming?"

"Yeah."
"No."

"Why not?"

"I'm busy."
"Don't worry about me. Just go."

"Yes, you said that."

"Right."
"Mm."

"We'll be going any minute now."

"No, go on without me, I'll be okay."
"Mm."

"We'd very much like you to come."

Stubbornly: "I don't want to go, though."
With an understanding smile: "Oh, that's very considerate. But don't worry, I'll be fine here."

"Why not?"

"Because I don't want to get into a whole long argument with you again."
"I'm busy, I have things to do."

"Why would we argue?"

"Because we always argue. That's what happens every time we get together, even for a short time. And I'd like to avoid that. So go, have fun."
"I have no idea."

"No. We are not leaving this house until you're coming with us."

"Is it really necessary to make a scene? I'm not coming! You'll live."
"Okay. You win."

With a sudden, melodramatic breakdown, which makes the words come out less easily: "No, I won't live! I'm not going to live for much longer, and I'd like to spend some time with my grandson before I go. Is that too much to ask?"

"It was a poor choice of words. I apologize."
"I don't appreciate you playing the cancer card. This is exactly the sort of behavior that I'm not interested in putting up with."
"Okay, I'll come, I'll come! I'll come. Just calm down."

"You know what, I don't want you to come with us. You are being very nasty and disrespectful and you should be ashamed of yourself. So don't bother trying to argue, you're not allowed to come. And maybe while you're here and hungry, you can think about how you can make it up to us, because you owe us to be nice to us before it's too late."

And with that, they're off. This conversation will not be forgotten, but at least for a little while the house will be quiet.

"Well, excuse me for dying! I'm so sorry to inconvenience you, with whatever it is you're doing that is so important!

"We're not going to get food. I'm not in the mood now. So no one is going to get a nice dinner, because of you. I hope you're happy."

With that one move, she's turned my entire family (immediate and extended) against me. I am now one wrong move away from being excommunicated for life. How did I go so wrong so fast?

Finally they get tired of talking, and so they leave. A pleasant evening is had by all.

"Like what?"

"Like working on things."
"What do you want from me?"

"What are you working on?"

"Okay, you caught me. I'm not working on anything, I just don't want to go with you."
"My games."

With an intensely hurt expression: "I just want to know what's so important, that's it's worth avoiding your grandparents for."

"I just don't want to go with you."
"I'm doing something for my game."

"Well, I can see that! But I don't understand why you wouldn't want to come with us."

"I think you do."
"Okay."
"You don't need to."

"This is silly. Stop whatever it is that you're doing and come with us."

"I'd rather not."
"Like I said, I'm busy."

"Yes, well, it doesn't matter. We're your grandparents and we're here and we're asking you to come with us. This isn't even a question."

"I thought you said you were asking."
"And I am telling you that I am busy. I am busy. I am busy. I am too busy to come. Why aren't you listening to me?"

"Because you're being silly."

"It is my right to be silly. I am going to stand up for that right."
"Well, I'm busy."

"I am, but there's a right answer."

"That answer is no."
"I am busy."

They finally leave. But they'll return, and when they do they'll redouble their efforts. It'll only get harder from here on.

With a teary face and an oversized smile: "Couldn't you do it later?"

"I'd rather do it now."
"No."

I find something to look busy with, and they leave without a fuss.

"It's food. Have you decided that you don't like food now?"

"Yep, that's it. Can't stand the stuff."
"Don't play dumb, you know perfectly well this isn't about food."

"I have no idea what this is about. I can't imagine a reason why a grandson wouldn't want to spend time with his grandparents."

"Every time we spend any time together, it ends with a big argument. And Imma has asked me to try to avoid arguments. This is me avoiding arguments."
"I'm not sure I can explain it to you, then."
"I just don't feel like it."

"Come on, it'll be fun."

"When has it ever been fun, being with you?"
"Go on without me."

"We'd be lonely without you."

"And I'd be lonely with you."
"No it wouldn't. You'll be fine. Go."

"Now, that's just not nice. You shouldn't insult your grandparents like that.

And they leave. There will be much complaining about this later, but for now I'm safe.

"You can't tell us whether or not we'll be fine."

"Well, you certainly can't tell me where to go. You have no influence over my life. None. So get out of here."
"Okay."

I don't think that's the tone I want to take here. I'm not supposed to be starting big arguments, remember?

"We really want you to come with us. We'll be very unhappy if you stay here."

"Well, just don't make anyone else unhappy for it, okay? Because I'm staying here."
"Cheer up! You've got two granddaughters who like you. You don't need me."

Ignoring my advice, they make everyone unhappy about this. Good going, Mory.

"Don't talk like that! We love you all equally."

"That's a pity."
"No you don't. You love them more. So go, have fun. Leave me in peace."

"Come with us."

"No."
"I think we've been over this already."

Finally they get sick of arguing and leave. Everyone has a pleasant evening.

"Well, try."

"Every time we spend any time together, it ends with a big argument. And Imma has asked me to try to avoid arguments. This is me avoiding arguments."
"If you think a grandson necessarily has to enjoy spending time with his grandparents, just because they're related, then you probably won't understand."
"Let's not do this."

"No, please do."

"Every time we spend any time together, it ends with a big argument. And Imma has asked me to try to avoid arguments. This is me avoiding arguments."
"I am not the sort of person who cares about practicality, or social norms, or anything like that. In fact, I'm going to go out of my way to avoid those things because I consider them to be clichés. And these are the things you care about, and try to push me to care about. And I'm not going to care about them."

"You call common sense a cliché?! You could do worse than to make something of your life, instead of..."

..and they're off. Don't bother trying to stop this argument, it's too late. The food is forgotten, and the arguing will last all night.

"Then you don't need to enjoy it, you just need to tolerate it because we're here and want to spend time with you. It wouldn't kill you to think of other people for a change."

"I am thinking of other people. Me going with you wouldn't be good for anyone."
"Let's say I go get food with you. Then what? Then we'd have to talk, and I'd be offended by what you say to me because I always get offended by the things which you say, and then you'll be offended by the fact that I'm offended, and it'll just be unpleasant all around."

"I don't care. I'm not going to be around forever, so you'd better believe you're coming with us."

"Look, I'm trying to treat you like a person, I'm trying to explain this rationally without being too condescending, but you're not making it easy."
"You don't actually want me to come. You might think you do, but you don't."

"Well, you're doing a terrible job. If you want to treat me like a person, then treat me like a person and have a little compassion."

"What do you want from me?"
If I go with you, do I have to talk to you?

"I don't want anything. I just want you to come get some food with us."

"Yes, but that's not true. You always want something. You want me to make money, or you want me to move to America, or you want me to stop being religious, or you want me to spend more time with you in the future... it's always something, there's always an agenda."
"Just food."

"I don't know what you're expecting. Yes, just food."

"I'm expecting that you'll start making lots of hints and accusations. You know, like always. You don't just want food, you want me to change."
"...okay. Just food."

It's not just food.

At the restaurant, they keep telling me that I ought to do concerts and go to college and work for a company and try to make lots of money and move to America and live the American dream of old-fashioned family values and Reform Judaism and capitalism and apple pie.

And I don't like apple pie.

"You said it would just be food tonight."

"It is! We're eating, this is just a friendly conversation."

It's a very unpleasant evening. Well, for me at least- everyone else seems to be having a blast. I take the bullet because after all that arguing earlier, it seems like there was no easier way. But this is the last time I ever do this, the last time I play the good little victim. The last time I act the way my mother would in the same situation. After tonight I stop humoring them. After tonight, that blog post goes public.

"All we've ever wanted is what's best for you."

"And you get to decide what that is! But you've never understood me, so you have no idea what that is!"
"Always a ready rationalization. 'What's best for me.' But it's not true. You always want what's best for you."
"I disagree."

With some sort of attempted hybrid of sob and laugh: "How am I supposed to understand you if you won't even talk to me?"

"By listening, rather than substituting your own expectations. Ask me a question. Anything. I'll tell you straight, because that's the sort of person I am. I'm not the sort of person who plays games with information, I'll just come out and tell you. I am the easiest person to get to know in the world."
"If twenty-two years wasn't enough time to understand me, what difference is today going to make?"

"No, you can just sit there. You don't need to talk."

So I go with them, and do my best to ignore them the entire time we're eating. Meanwhile, they spend all their time not socializing with my sisters (who'd actually enjoy it), but trying to get a big reaction out of me. It's a game to them- they talk about me in the third person, knowing I want to respond but also knowing I don't want to argue. They get to say whatever they want, and they try to annoy me with each and every statement. Eventually I'll crack, I'll argue, and they'll win. But I don't, so they don't stop all night. This was a mistake.

They stand around for a few seconds, as though they're trying to think of something they could ask.

"You're just being rude. You wouldn't talk to us if we were the nicest people in the world. We don't want you to come."

They leave in a very cranky mood. And if they're unhappy, no one around them should be happy either.

"What twenty-two years? You've been out of our lives! You abandoned us, and you never come back to visit. Do you think we wanted you to move to Israel?"

"Cut it out! Cut it out already! We are not moving back to America. Fifteen years, and you still won't let it go!"
"I'm done talking to you now."

"It's not easy when your family leaves you!"

"It's even less easy when your family won't leave you! I thought you wanted to go eat!"
"We didn't even live next to each other! We were in New Jersey, you were in Florida!"

"No, we did live in New Jersey. We saw you all the time."

"And then you moved to Florida, because it was more important to do what was best for you than it was to stay in touch with us. And that's how it's supposed to be. People aren't supposed to stay together to their own detriment, they live their own lives and their family ought to let them do that."
"We were never going to move to Florida with you. But that's beside the point. We're in Israel, and there's no good that can come from this constant complaining about it! We shouldn't need to feel guilty for doing what's right for us!"

"It's right for you to forget about your family?"

"Heh. You know, anyone else but me would now try to calm you down, and say 'We didn't forget about you!'. Because it's not like you haven't been in constant contact all this time. But me, I don't feel like indulging your little games. So I'm not going to talk you down. You want to act like we forgot about you? Go right on ahead! But go do it somewhere else, because I'm not interested."
"Judging from the past few minutes, yes. Absolutely. It is right for us to be as far away from you as we possibly can."
Be silent.

"Oh, you're going to ignore us now? Well, why stop now? You've always ignored us before!"

When they finally leave, they make sure to slam the door behind them.

"How dare you talk to your grandparents that way!"

They leave, and even as they're gone they're still talking about how nasty I was. I can't say I blame them, either. I did go too far.

"Excuse me. Excuse me, we never were able to do anything in your lives. Okay? You ran away where there was no danger of that ever happening."

"We're running in circles here. I'm done talking to you."
"Then you'll understand that I don't feel any deep connection to you that would compel me to go to dinner with you."

"We'll talk later. You have a lot to answer for."

"I don't care if you did go to the other side of the world and never talked to us, we're still your family and you need to come with us."

"No."
Stay silent.

They leave, but they're awfully riled up. This is going to come back to hurt me later.

With a sudden torrent of crying: "Is that how you see me? As some sort of monster?"

"Not a monster, just not someone I want to spend time with."
"I see you as a person who is never honest with me, for even a second. Every time you say anything, I need to think 'What does she actually mean by that?'. And I'm sick of it. So no, I'm not going to go with you. It won't help to make a scene."

"You can decide where we'll get the food."

"I'm not interested in playing these games with you. Please just leave me alone."
"That's a very nice offer, but still I'm going to say no."

Agressively pushing out tears now: "You know, you're not going to have this opportunity to spend time with your grandparents for much longer. Is it so terrible to spend time with your grandparents?"

"In my experience, yes."
"There's no need to make this more uncomfortable than it has to be. Just go already. Please."

"No, no, you're coming with us. We came halfway around the world to see you, and the least you can do, the very least you can possibly do is spend a little time with us. So you don't have a choice."

"I thought you had come for Miriam's wedding, not to spend time with me."
"I don't want to argue with you!"

"Then stop arguing and come!"

"If I come with you, it's just going to turn into an argument, and then you'll be complaining to Imma and saying "Why does your son have to argue with us?", and she specifically asked me not to let that happen! If I go with you, Imma suffers for it. So no, I'm going to sit here. And you can go off and have a great time, but I'm not coming."
"Okay, fine. If it's going to be an argument either way, then I guess I have to come."

"I think we know how to talk to our own daughter. And you need to learn how to talk to your elders. We are wiser than you and we have the experience of years and you shouldn't insult us like this."

Hm. That could have gone worse, I think.

"We came for both! And we're here now, and we won't be here again, and if you don't come with us you're going to regret it for the rest of your life!"

"No, I think I'll be okay."
"I'm sorry that you feel like you came for me. I can't help you."

Now it's not just a few tears, but the most pathetic crying I've ever seen, with the words choked out between sobs but still yelled so that anyone nearby should hear: "Oh, just go already! Just die already and stop loving and caring!"

"Who are these tears supposed to impress? You think watching you make a fool of yourself like this, I'm suddenly going to want to spend time with you more?!"
Say nothing and wait for her to stop.

"Do you like making your grandmother cry? Do you like seeing me out of control? Do you hate your grandmother so much that even when she's dying of leukemia, you won't even go out to dinner with her?"

"The fact that you're crying, the fact that you're my grandmother, even the fact that you're dying, I don't see why any of that should effect me. I only care about people who I can relate to, on some miniscule level. Nothing about your behavior makes any sense to me. You never tell me what you actually think about things, you never really listen to what I think about things, it's all phoniness and manipulations. Sometimes I'm not even sure if we're the same species!"
"I'm sorry you feel that way."

She runs off crying and yelling. No one in the family will ever forgive me for this.

"I don't want you to be sorry. I want you to let me spend time with you before it's too late."

Say nothing, and hope she goes away.
"I'll tell you what. I'll come on the condition that you stop trying to manipulate me for these few hours. Okay?"

She keeps crying and yelling, but I stay silent and eventually they all leave without me. The house is quiet for a little while. It's not a good day, but at least I made it through.

She walks off without another word. I'll never hear the end of this.


2010, July 21st, 16:22 and 30 seconds

Multiplayer

Thursday, March 11, 2010

(11:42:42 PM) Mory: Hello.
(11:42:45 PM) Benjy: hi!
(11:43:09 PM) Mory: I didn't have a chance to celebrate my birthday until today, because I've been too busy.
(11:43:47 PM) Mory: So I invited all my (few) friends to come over and play videogames at any time during the day, same as in the last two years.
(11:43:57 PM) Mory: One person showed up, and around 8:00.
(11:44:01 PM) Mory: PM, that is.
(11:44:30 PM) Mory: I had fun with him, but that was just the end of the day. The rest of the day was just waiting. So I'm pretty unhappy about how this went.
(11:44:43 PM) Benjy: i'm sorry! that sounds terrible
(11:44:49 PM) Mory: Yeah.
(11:44:58 PM) Benjy: do it again next week with a fixed time...?
(11:45:04 PM) Mory: No.
(11:45:42 PM) Mory: I didn't want to start anything while I was waiting, because my friends could show up at any minute and I'd have to stop. So I just waited for nine and a half hours or so.
(11:45:46 PM) Mory: Yes, it was terrible.
(11:45:52 PM) Benjy: damn
(11:45:52 PM) Mory: And no, I'm never going to try this again.
(11:46:00 PM) Benjy: blah
(11:46:09 PM) Benjy: well i would have showed up if i could...
(11:46:12 PM) Mory: Ha!
(11:46:16 PM) Benjy: but i wasn't invited ;)
(11:46:31 PM) Mory: If you were here I'd be playing multiplayer games more regularly, no? And then I wouldn't need to set this up at all.
(11:46:45 PM) Benjy: ah, true
(11:47:17 PM) Mory: Speaking of which, I finished Super Mario Bros. a little while back. I'm almost at the second unlockable level now.
(11:47:32 PM) Benjy: unlockable as in world 9?
(11:47:33 PM) Mory: I think I have two more Star Coins to get for it.
(11:47:35 PM) Mory: Yeah.
(11:47:40 PM) Mory: I passed the first one.
(11:47:47 PM) Mory: (9-1)
(11:47:56 PM) Benjy: i was playng with tristyn, we couldn't get past 9-1, and it was getting boring
(11:48:00 PM) Mory: Okay.
(11:48:16 PM) Mory: After the end of the game is when it really becomes a hardcore game.
(11:48:25 PM) Mory: So it's perfectly understandable to stop there.
(11:48:36 PM) Mory: The final level is terrific, it's a good end point.
(11:48:56 PM) Mory: And it's not so hard that the average player shouldn't be able to pass it eventually
(11:48:57 PM) Mory: .
(11:49:10 PM) Benjy: cool, maybe i will again
(11:49:15 PM) Benjy: got sidetracked on Lost for a while...
(11:49:21 PM) Mory: No, I mean the final level of world 8.
(11:49:22 PM) Benjy: it took up the time slot that was going to Mrio
(11:49:23 PM) Mory: You've passed it.
(11:49:27 PM) Benjy: oh yeah, that was hard!
(11:49:34 PM) Mory: Yeah, but you passed it.
(11:49:39 PM) Benjy: yup
(11:49:45 PM) Benjy: you did that as one player, wow
(11:49:48 PM) Mory: Yes.
(11:49:48 PM) Benjy: it was hard enough with 2
Why is it that out of the seven people I invited, only Avri showed up? Some of them were too busy. One of them got his dates mixed up. And the rest just forgot.

That same evening, two girls from Washington D.C. came to stay at our house as part of an organized program. Don't ask me to tell you much about them because I really don't know. I only spoke with them briefly over the next two days. I don't even remember what they looked like, other than that one of them kept wearing astonishingly short miniskirts. But what I do remember is that they said they played videogames. Now, maybe in America that's not a big deal. Maybe everyone plays videogames together there, just like in the commercials. But here in Israel it seems like games are only played by little kids and male nerds. Benjy played games, and when I was younger I enjoyed watching him play and playing with him and giving him new things to try. But he's been living in America for years now. The rest of my family... well, there's no need to keep going over it. They're just not interested. So a pair of girls who were at all interested in videogames -that was kind of a revelation. I told them about the games I had made and was making, and they didn't immediately lose interest like everyone else does.

Saturday, March 13, 2010

After Shabbat, I started playing piano like I often do. But these two girls, they actually listened. The most I usually get is "Oh, that's nice. Could you be a little quieter?". No, that's a lie. Usually I'm just ignored. But these two, they listened and then they let me play an original piece and they actually sat through the whole thing and acted like they enjoyed it. And since I had their attention, I then took the opportunity to show off the games I've made. And believe me when I tell you, it is not every day that I get to do that. I then showed them the piece of paper that showed the structure I had so far for the epic blog post I vs. I. One of them turned the paper over, wrote their e-mail addresses so I could send them links to my games and music, and under that she wrote "MORY = COOL". I didn't know how to respond to that. On the one hand, she was almost certainly patronizing me. On the other hand, I'd never heard the words "Mory" and "cool" used together. "Weird", sure. "Insane" is common, especially from Avri. Sometimes, if I'm lucky, I get a "talented". But on the long list of words you'd be likely to describe me with, "cool" wouldn't even make the top 200. So maybe she was actually mocking me, maybe she wasn't. I'm not sure I care to know one way or the other. I kept the paper.


The girls left, and life went back to its normal routine. Six days by myself, and then one day where I get to hang out with friends. One day where they'll have the time to talk to me, because they don't have anything more important to be doing. And as soon as Shabbat ends, I have to retreat to my computer because no one has any reason to put up with me anymore. Why was it, that I could interact more with these two strangers than with my own friends? There was something wrong with that! So I'd just have to find some new friends. I decided that, at some point after finishing part 2 of the blog, I'd write up the story of how my friends wouldn't come over and these girls did. I decided that that would be the very beginning of a long and exciting post.

Multiplayer

2010, October 3rd, 15:52 and 36 seconds

Moshe's finally been diagnosed with Asperger's Syndrome. I've been telling him for years that he was like me, but he kept insisting (not convincing me in the slightest) that it was just ADD. That's Moshe for you- he doesn't really want to hear anyone else's interpretation of things, he just wants to repeat whatever he's comfortable with and hope for the best. But now there's some psychiatrist backing me up. So he'll finally admit that he has Asperger's Syndrome, but not before emphasizing that it's really such a mild case, he's not strange like me, he's perfectly normal except for this silly little diagnosis which is barely even true. I understood that he waited until yesterday to tell me this because he wasn't looking forward to the "I told you so.". "I did tell you so.", I said to him.

Moshe may be the only person in the world who actually looks up to me. Often this makes me embarrassed, especially when he starts painting a picture of me so overwhelmingly positive that I know I can't possibly live up to it. He spends all day doing whatever he's told he ought to do, while I spend all day doing whatever I think and feel I ought to do. "I'm not like you.", he says over and over a million ways, "There are other people who are more important!". He told me that by his counting God is priority number 1, his sick mother is number 2, and he's number 4 with different people taking the third spot each day. "Okay,", I said, "so make me number three, and then I'll resign and you can be the third most important from now on.". "It doesn't work like that!", he said. But of course.

Another difference between him and me: I've been finishing things over the past few years. Remember, I befriended him right before part 2 of the blog began (the start of my efforts to control my life), and every time I see him I tell him what progress I've made on my games and what plans I have, a subject which he seems to have a genuine interest in. So his view of me is a little bit one-sided. He's seeing the ambitious character I've constructed around myself, and not so much the constant struggles it takes to try to get there. He's the one with a job and responsibilities, but somehow he sees me as the one who's got his life together. I've made a CD, I've made computer games, I've written vast amounts of material on this blog. And while he's been in seven Gilbert & Sullivan plays, he was always chorus. I've gotten a lead. He works and works and never seems to get anywhere; I don't work too hard and it seems like I've got it all.

Back to "Yardena"



For a long time he's been working on a science-fiction story. It's not very good yet, but he really cares about the characters and wishes he had the self-motivation to make the story better and finish it up. I listen to his ideas and give criticism. I'm always pretty ruthless, but I usually say the same thing to him: "What's the point of the story? A story needs a point. It doesn't have to be a message, but there's got to be some reason the story's worth telling. Otherwise, it's not interesting to read.". He always runs his stories past me for feedback, but he never actually follows my suggestions. What he's looking for isn't suggestions, it's reassurance. He wants me to look at his stories and tell him they're great. But I don't do that sort of thing. If I think a story is bad, I'm going to say it's bad, and then I'll say why.

"Can you imagine a world where everyone said what they thought?", he said to me as we walked around the neighborhood, "Everyone would kill each other!". "I didn't say everyone should act on what they think,", I clarified, "just that they should say what they think. In a society where everyone was used to hearing the truth, people wouldn't get so angry about it." He strongly disagreed with me, as usual. "If a man's wife asks him 'Do I look fat?', and he says 'Yes.', she'll kill him!" "If I had a wife who asked me if she was fat, I'd tell her the truth. It's better that way! Think of it like this: the way it is, she'd never know what the man thinks. So she'd always be wondering. This way, she wouldn't have to wonder." "You do not understand the female mind."

Speaking of which, we've had plenty of arguments on the subject of women. My position is that women and men are psychologically identical. Moshe's position (and I promise I am not making this up) is that no woman can be happy without being at home with children, so it's the obligation of men to ensure that women stay out of the workplace for their own good. Moshe is old-fashioned in many unfortunate ways. He's not just sexist, he's also unrepentantly racist. And he refuses to hear any interpretation of religion that doesn't say that not just every word of the Torah but also the Midrash and all the fairy tales in the Gemara are literal truths. I guess that I can live with -I just ignore him every time he starts talking about Judaism. The racism is a bigger issue for me, and I've tried over and over again to convince him to be more sensitive but it hasn't made any difference. He doesn't want to change, and so he won't.

We walked through a dark and rundown street. "Why are we walking in a ditch?", he asked. "Because you decided to walk in a ditch.", I replied. "That's a great metaphor, actually. There were two paths, and you chose the ditch. So now that you're in a ditch, you should know why. It's because that was your choice." What I was talking about specifically was his insistence that he wanted to fit in with normal people, even though (like me) he's found nothing but misery there. "Weird is good.", I said. "It's taken me years to cultivate my weirdness. With some effort, you can be a weirdo like me!" That's not an appealing thought to him. He's at the stage in his life where he's depressed over how things are, but not at the point where he says "This isn't working.". I said to him: "Do you just want to marry some normal girl and have normal kids and be trapped for your whole life?! You're deliberately choosing a path that's going to make you unhappy! So when you're depressed, don't wonder why that is! It's because you decided that you weren't going to be happy!" And he answered: "Who said happiness was the point of life?" Which reminded me way too much of myself.

We sat down on a bench, and Moshe continued to go on about how pathetic he is and how little he deserves and so on and so forth. And finally I couldn't take it anymore. I moved over to his side of the bench, I put my arm around his shoulder, and I said: "Moshe, I am not patronizing you. You are a cool guy." And after an awkward few seconds he said "You're frightening me.", so I retracted my arm and backed off.

I don't know how I can get through to him! He's like me, he just won't admit it. He told me that he's learned to seem normal, as though I ought to be impressed by the effort. I told him to stop pretending. I hang out at a weekly board games night, which attracts computer programmers. That's not exactly my type of person, but it's close. And I spend time with actors, who are another kind of weird. Again, not quite like me, but certainly not normal. And I'm basically happy. I told Moshe that I'm looking into a group of Asperger people who meet regularly in Jerusalem, because the more like me people are the more comfortable I'll be around them. They speak Hebrew, so that's a problem, but if I like them I'll finally have a reason to develop a Hebrew vocabulary. Happiness is a matter of finding people who are compatible, and avoiding those who aren't. Moshe's not going to be happy; he's too close-minded. But I can be happy.

I don't see Moshe so often. Shabbat is the only day of the week that I have nothing else to do but walk the seventeen minute walk to Moshe's house (in the Beit Shemesh heat) on the off-chance that he might answer the door. Sometimes I tell him I'll come, and in those cases I'm sure he sits up in the living room waiting for me to knock. When I say it's time for me to be going, he gives me his best puppy-dog face and says "Why?" like I've just ruined his day with the suggestion. It's not hard to figure out why I go there. But it's also clear that he's not enough for me.


2011, January 11th, 00:17 and 59 seconds

Every week in the back of the Jerusalem Post's "In Jerusalem" section, I saw this ad:
20+ YOUNG ADULTS WITH ASPERGER - Existing Jerusalem group offers social framework for fun activities.
It sounded suspicious ("Fun activities"? What sort of activity is genuinely fun but doesn't deserve to be specified?), so for a few years I ignored it. But in March of last year those two girls came over from Washington D.C., and I realized I might need this "existing Jerusalem group" after all. Surely I was reading too much into the ad. And it was a perfect opportunity!- people like me don't tend to broadcast their strangeness to the public (though we probably should), and here they were in a neat little group just waiting to be found! Maybe there'd even be some Asperger girls there.

I called the number, and some bad-tempered Hebrew-speaking woman answered and was remarkably unhelpful. A few months later I worked up the nerve to call again. The picture this phone conversation painted was not promising. For one thing, the group was entirely Hebrew-speaking. (Who knows why an ad was put in the Jerusalem Post, an English paper.) For another, the person who wrote the ad (and who I was speaking to) wasn't even really involved in it, she was just the mother of one of the people who went to it. She didn't seem to have any idea what they did there. And third, it sounded very much like a support group, though the only term I could get her to use was "social group". I ignored these alarming notes, because the potential reward was too great to ignore. The lady gave me contact information for one of the people in charge.

More distressing information: the person that I'd been referred to (a quick Google search informed me) was a psychologist. It was becoming increasingly clear that this was a support group. But when I sent this psychologist e-mails in English, he assured me it wasn't a support group. I told him that I really didn't feel I had a "problem", and didn't want anyone to tell me how I ought to be behaving, but just wanted to meet people like me. He only responded that I should come and meet the group.

So today, I did. I would have gone earlier, but they weren't meeting during the summer and then when they started again it was only on Mondays and every Monday I had a rehearsal for the play. Last Thursday was the last performance, so I was wide open. Also, I'm lonely. For the past few weeks I spent every day among people who I'd learned to trust and be comfortable around, and now that's all over and I don't even have any socially-acceptable excuse to talk to them until the next show. That's why I need people like me. A person with Asperger's Syndrome shouldn't care about propriety. If you need each other, you meet up. I need people who understand what it's like to need to talk about things and to need to interact and to not be able to get that from anyone else.

I contacted the person who was organizing this week's get-together, yet another psychologist. She told me that instead of meeting in their usual location, this week they'd be going to a café in the center of town. She told me where and when to meet them. I got there forty minutes early, so I just wandered around aimlessly for a while. I had lots of time to imagine how the meeting would go. I'd just be myself, and say whatever I wanted to say, and they'd respect that because they'd be like me. And they'd have all sorts of cool interests and skills, and finally I'd be among equals and I'd make friends and we'd all play games together and talk about interesting things. We'd celebrate each other's strangeness, and never doubt our mutual respect. That was worth waiting in the cold for forty minutes for. When it was time for everyone to be there, I noticed a few isolated people wandering around silently in the same area. But I couldn't think of any excuse to go up to them and ask if they were the people like me, because I couldn't be sure. A person like me would appreciate the company of like-minded people. But a person who wasn't like me might be offended by the strange intrusion.

The psychologist came ten minutes late, and gathered us together. "Good evening.", she recited. "Good evening.", six people echoed. These were not the people I was expecting. Three of them were very clearly autistic, and I mean autistic. There was only one woman. The two other men looked depressed and didn't say anything. I asked the psychologist to define the group for me. She refused, saying she'd explain everything once we sat down and she was able to introduce me properly. I gathered that this was only half the usual crowd, but the rest would not be coming. There was a long and very tedious argument (which I sat out of) about where we'd go to eat, and then we went. They walked very slowly, so I kept having to wait for them. There was no intelligent discussion going on, it was just the sort of autistic babbling that made me scared of being seen with them. If someone I knew saw me, what would I say to them? "Hi, it's so nice to see you! I have to go now, this psychologist is leading me toward someplace where I'll be interacting with... um, these people."?

In the café, I sat down quietly and waited for the explanation to come. When everyone else was seated and the psychologist was satisfied that no one else would be showing up, she asked me to introduce myself. "My name's Mordechai. I first of all have to apologize for my Hebrew. I live in an English-speaking neighborhood and everything I do is in English, so my vocabulary isn't... good, let's say. I have Asperger; I compose music for the piano. I've wanted to come for a while, because I'm curious about what this is exactly, but I wasn't able to come because for the past few months I've been playing the lead in a comic opera by Gilbert & Sullivan, so I was busy every Monday. What I do, mainly, is I make computer games.". Very early on in this introductory speech I got the sense that the psychologist would like me to stop talking so that she could get to the next item on the agenda, but I hoped that this would spark some interest in someone there. Nada. The only reaction I got was that when I said I spoke English, the autist sitting across from me said that he could speak English too. No reaction to the games, to the composing, to the show.

The psychologist asked if someone could tell me why they were there. The woman sitting next to me eagerly launched into a very mundane account of how they meet up and talk. It did not sound like an activity I'd have any interest in. One of the two possible Aspergers looked extremely bored, so I said to him: "You look very bored. Why do you come here?". "I have nothing to say.", he said. I asked if there was anything the people there had in common, since they didn't seem to have Asperger's Syndrome. The friendly autist said he had Asperger's Syndrome. I asked him if he had any skills. "I work in the Knesset!", he said, "And I can speak English like you!". "No, I mean things you can do.". "I can speak English, like you!". The psychologist, to answer my question, said that they all had communication problems. "I don't have communication problems.", I said. "My only communication problem is Hebrew.". She seemed unconcerned at this statement.

Oh, the inanity they talked about. She discussed payment for the last few "meetings", and they discussed trivial details of the past week in their tedious little lives, and she reminded them that in last week's meeting they'd gone over the four emotions that people have. I objected: "That's a simplification, no? Four emotions?". She noted ever-so-perceptively that I seemed to be angry. Well, yes, I was angry. I thought it was about meeting people with Asperger's Syndrome. That's what the ad had suggested, and that's why I'd come. She told me that I could come the next week as well, and in the week after that I could decide if this was something I'd pay for moving forward. She told me that they'd all been together for three years, and it had been very helpful for everyone.

I was sitting there for an hour. Or maybe it was just a few minutes, but it felt like an hour. Nobody spoke, unless the psychologist told them to. She handed me a pen and a paper with such questions as "What has made you happy in the past week?", and that was more degrading than I could tolerate. I said I didn't need a person without Asperger's Syndrome telling me how to deal with emotions and how to live my life. And she was finally fed up with my negativity, so she suggested that I leave. I was only too happy to comply.

I feel sorry for whichever people there are actually like me. They must think that's all they're ever going to get in life. They're inferior, they're defective, and the most they can hope for is that they'll find some place they can be quiet in that will tolerate their existence. Sure they've got communication problems. I'd have communication problems too, if I tried to put myself in such a repressive social environment week after week and thought of it as "normal". They don't know better. But I do.

What do I do next? Where do I go? How does the story continue? I have to admit, I haven't the foggiest idea. Going to this group was the entire extent of my plan. I might suggest to find some other place where people like me are likely to congregate, but people like me tend to stay at home and hide from this repressive society that treats us like autists and defectives. That's no help. I guess all I can do is act as true to myself as I possibly can, keep my eyes open, and hope that God sends someone my way.


2010, July 12th, 2:53 and 52 seconds

Stepping Outside

Most of my days are pretty similar to each other. I wake up around 11:30, walk to the computer, turn over a page in my notepad, mark the date, and write down the starting time. Then I check my e-mail, check my RSS feeds, check for new comic scans, check my web page statistics, and just generally browse the web for two hours or so, thankful that web browsing is still considered a "mundane activity" this month. Then I get dressed, turn on Wii Fit, run the test, find out I'm underweight, mimic my "Mii" avatar's reaching-and-clapping animation when the game says my "Wii Fit age" is 20, do a few exercises, play a balance game, and go for a run. Then lunch, which is either a bagel with cream cheese or pasta with Maria Angelina brand tomato sauce and melted Gilboa cheese. (Whichever one I don't have for lunch, I'll have for supper.) Back to the computer where I check my mail again and browse for another hour or two. Then some form of entertainment, I look at my pad and find out that there's not much time left in the day, so I do some productive stuff for however long the notepad says I need. And then back to web browsing, a little bit of some other kind of entertainment until around 2:30, mark the end time, do the math of how long everything was, review and score, upload to the blog, and sleep. At no point during the day do I step outside the house, which is good because it's really hot outside. At no point during the day do I interact with another person beside my mother and sister (who I rarely share more than two sentences with), which is good because strangers don't tend to be friendly to oddballs.
A young man walks in with a blank expression, a strange walk, a bushy beard, messy hair which looks like it hasn't been cut in years, and a purple shirt with an undershirt sticking out at the sides. Looks like it'll be another one of those. Ah, community theater.

Ask him to read lines
Ask him to leave

He speaks in a strange voice, while articulating wildly with his arms, not quite standing straight at any time. He seems to be going with his instincts, but his instincts are very strange, and this is legitimately painful to watch.

Have him be normal
Have him go

He tries to move around less, but now he just looks like a lifeless robot. God, this kid wouldn't know normalcy if it hit him with a stick. Which might do him some good, actually.

Hit him with a stick
Thank him for coming and never talk to him again

He says "Thank you" and leaves. Thank God. Let's hope the next one is more like what we're looking for.
Our modem had been malfunctioning recently, so my father took it in to be replaced. This messed with my routine a bit, but I found I didn't miss the two hours of early browsing. I was too busy getting ready for my big day. This was going to be one of those days that makes the blog happy, and it needed to go just right. I practiced my two monologues (from the movie "The Goodbye Girl" and the comic book "Midnight Nation"), exercised a bit, burned a CD of my album to give to Erika, called Erika to confirm the times, and waited for my mother to come home and drive me to the train station.

I've had a few bad experiences with the train station, involving tickets not being printed properly and trains never showing up and being stuck in the middle of nowhere for a full hour. This particular train ride was to Rehovot, and necessitated switching trains in Lod. I was a bit concerned that something would go wrong, but for the most part I just enjoyed the ride. We passed a bunch of stops, and at each one I wondered what was out there. Why couldn't I just ride the train as far as I wanted, get off wherever I wanted, wander around exploring for a while, and then take the train back home? Why do I need an excuse to do something like that?

My excuse to get out of the house was that on the last day of The Matchmaker (which Erika directed), she had offered to help me improve my audition technique. I very deliberately only got back in touch with her after recording my CD, because that way I could present myself as not just an oddball, but an oddball who makes things! I'm not entirely sure why that mattered to me. (Okay, that's a lie.) Anyway, she showed up and I gave her the disc and told her about the crazy things I'm working on, and we talked for a while. She drove me to the apartment she lives in with her boyfriend, and the three of us sat around and chatted for a little bit, and I was very thankful that I had an excuse to be there because when do I ever get the opportunity to chat with people during the week?! It was a very good conversation- I even got to say that "The Legend of Zelda series has gotten away from the free exploration of the original NES game, in favor of more rigid linear paths to follow." without it being a total non sequitur!

Then we got down to business. Erika told me what it is casting directors might be looking for, and how to present the right image of myself, and how to control what I say and how I act to create the impression that I'm the guy they'd want for whatever part. She told me that from the moment I walk in the room to audition, I'm already acting. They don't want shy, they don't want strange, they want talented but they want someone who will accept whatever direction he's given. I think if anyone else had told me all this, I would have disregarded it out of hand. Why can't I just be myself? But my experience has shown me that Erika is a person who can be trusted. Doing mock auditions for her was quite a bit less nerve-wracking than doing actual auditions for strangers would be, and I probably made a fool of myself much less in this controlled environment. But that's okay. Practicing with Erika gave me a sense of what I'm aiming for. That's the Mory that needs to walk into a room and demonstrate that he's the right actor. Now it's just a matter of remembering everything she said, and reconnecting with that role.


When I went home the new modem was waiting. I browsed the web a bit, checked my mail, all the usual nonsense. I'd had my adventure, and now it was time to go back to my comfortable little computer. I'd leave the house only when I had another excuse to do so. I was just about to settle down and read the new comics, when the noise started from across the street.

We live across the street from a field with a little amphitheater, in which (for the past few weeks) the city government has been projecting the TV broadcasts of the World Cup soccer tournament onto a big screen for large crowds every night. Tonight I noticed it was louder than usual, and was told that that was because it was the championship game. And suddenly I was curious, so I wrote down a time in the notepad, walked across the street, sat down and watched the game.

I've never liked soccer. I learned the game in elementary school, and I was abysmal at it. But everyone else was really into the game, and I wanted to be interested in what other people were interested in, so I played anyway. I played on a team with Moroccan kids who (in other contexts) bullied me, and I'd stand and hope no one noticed me while running back and forth a bit to seem like I had a chance of getting the ball. (I didn't.) I am not a sports type of person. But I didn't want to just hang out with my English-speaking friends, I wanted to be a part of the team. So I joined the soccer club, and I sat on the sideline during the games waiting for the coach to put me in. (He never did, and with good reason.) I quit, finally realizing that soccer (and sports in general) wasn't for me.

It felt extremely awkward leaving the house and crossing the street. I was worried that someone would see me. What would I say? I had no valid excuse! I wasn't remotely interested in the World Cup, it was just curiosity about what everyone else outside my window was doing. But no one noticed me, and I sat down toward the edge of the field where no one would bother me.

And then I heard the crowd. There was one of those instant replays being shown, and suddenly a massive collective "Ooh!" came from my left. And I said to myself, I want to be closer to that "Ooh!". So I got up, and walked closer to the middle. Sure, I would be noticed there. But why did I need an excuse? If I wanted to wander around the field, I should be able to wander around the field!

I had forgotten what Israeli culture was like. So many ethnicities, so many different sects of Judaism, all sitting around on a field watching such an awkward sport! There was something to it. I saw Americans and Ethiopians and Moroccans and Russians, I saw little kids with vuvuzelas and older kids with hookahs and teenage girls who yelled out "Woo! Xabi Alonso!" each time the athlete's name was mentioned by the sportscaster and adult men who yelled "Take the shot! Take the shot!" at the screen during replays. And I loved it. I didn't think sports could get to me, but just being in the middle of the crowd, suddenly I cared every time a team got close to scoring a goal. And what a game! It was 116 minutes before a single goal was scored! Why am I saying this like it's a sign that it was a good game? I don't know! But yay!

Okay, maybe I can't pass for a normal person. It just doesn't fit, and trying for too long is a surefire recipe for bad times. But it's not such a bad idea to slip on the costume every now and then, if only to have the excuse to wander around a bit more.


2010, July 2nd, 3:15 and 40 seconds

Performance reviews for July 2010


2010, June 25th, 15:54 and 29 seconds

The March of Bulk

After sixteen months of working sporadically on it, my third game is finally ready:

In collaboration with Kyler Kelly:

The March of Bulk

(2010)
Windows download
Linux download
In this experimental movement game, you play as an elephant. There are no goals, there is no ending, there is no time limit, and there is nothing more I will tell you about it.


2010, June 22nd, 13:56 and 30 seconds

"Keep Walking, Kid"

Original music by Mordechai Buckman

  1. Innocence (3:18)
  2. The Wanderer (3:09)
  3. Classical Framework (1:35)
  4. Dots & Curves (3:45)
  5. Standing Up (3:16)
  6. Dominance (5:12)
  7. Daydream (1:51)
  8. A Lonely Journey (4:56)
  9. The Joy of Life (2:23)

five comments, the last one being from Avri
Blogger Kyler said:

Well I think that was one of my favorite blog posts to read of all time.

The use of quotes was what really brought it to life and kept it interesting and readable, it kept it feeling like a bunch of chapters instead of a stream of text.

This was also at heart a very well conceived retelling of what happened to you, which was in itself very interesting. I think when I first met you online, I would have very much doubted that you would be acting any time soon. But it sounds like you have the determination to make it work.

Also, I really enjoyed your CD recordings. I will likely give a more indepth comment when I have listened to them more, and when you make a post about it.

 Mory said:

I'm trying to change the rhythm of my blogging, where I only write around one post a week but it's a meatier post than the old ones. My intention is to hold on to bits of stories until I can tell the whole story at once, like I did here. So I'm very glad to hear that in this case, it paid off. Really, I'm just doing this to make part 3 feel different than part 2.

 Mory said:

I've added an underline at the end of the post about the play. It just occurred to me that I don't need to be indirect, when the direct approach is cooler.

Blogger Bet Shemesh Board Gaming Club said:

A few comments I've been meaning to make.

1. I also really enjoyed the post about The Matchmaker.

2. Good to see you're playing through Eric the Unready. It of course suffers from the "Stuck here and have no clue" as do all adventure games, but it has some great puzzles and great humor. Remember to try some wacky verbs on stuff. (I especially enjoyed attempting to be intimate with the pig). The raft part on Fantasy Island, and a lot of the realm of the gods were the most annoying parts. The rest is pretty straightforward.

3. I played March of the Bulk. The graphics were great, (though I noticed a black flicker on the tail). The gameplay was fun, I'm not sure if I've found everything, and I've found nothing very interesting to do with the <- -> keys. Not crazy about the sound effects.

4. I really enjoyed the music CD. Though I couldn't get Canon in D out of my head during the second track :)

Blogger Bet Shemesh Board Gaming Club said:

Also, please post more of the play if you have it :)

(Or invite me over to watch the CD or lend it to me)

Post a Comment




2010, June 22nd, 1:15 and 38 seconds

The Matchmaker

Wednesday, April 21, 2010: Opening night

I think it's about adventure. The test of an adventure is that when you're in the middle of it, you feel like saying to yourself: "Oh, now I've got myself into an awful mess; I wish I were sitting quietly at home." And the sign that something's wrong with you is when you sit quietly at home wishing you were out having lots of adventure. What we would like for you is that you have just the right amount of sitting quietly at home, and just the right amount of - adventure!

-from the final monologue of The Matchmaker, spoken by Barnaby

The play we performed was not exactly the play we'd started with. Partly that was because ten people quit the cast, and partly it was because one of those who quit was the director. When Erika took over, most of what we were doing got changed. New edits, new blocking, new character traits. Our version of the play would still be in the 1960s rather than the 1880s, but because she didn't feel the characters' behavior made sense for hippies she pulled it back in time a few years to the beginning of that era. She swapped the two main actresses' parts, she officially fired that one guy who'd run off to Europe and never let us know when he'd be back, and she quickly cast someone in the role of Cornelius. She designed a new set for the show. Anything which didn't make sense to her, anything which didn't seem professional enough, she tried to personally fix.

Sunday, November 08, 2009: The first rehearsal

My name is Mory, I'm playing Barnaby, I previously played tiny parts in 1776 and Oklahoma! but this is my first major role so it's going to be a learning experience for me. Oh, and it's also my first time working with JEST.

-me

I was given two parts because after giving me Barnaby, our first director couldn't find anyone suitable to play Ambrose, and I'd demonstrated in auditions that I was somewhat flexible in my acting. She looked through the script and found that the two characters never have any interaction with each other, and there's no need for Barnaby to even be on stage when Ambrose is on. There were two points where a line of Ambrose's came thirty seconds after Barnaby being on stage, but she wasn't too worried about that -we'd just dress up a doll as Barnaby, or something. And if this experiment didn't work out, she'd consider playing Ambrose herself. But I refused to admit defeat, so I spent many hours in Illinois staring at myself in the mirror making silly faces and movements and playing around with my voice, to try to figure out how I could pull off this acting challenge. It wasn't enough for me that I'd just be playing two characters. I needed to justify the confidence the director placed in me, by being so different in the two performances that some people might not realize I was one actor. That was my goal. I was crazy, and she was crazy, and that's how -by the end of the first rehearsal- I was cast in two prominent parts even though I had never had any major acting role before. I no longer had the luxury of approaching the process as a "learning experience"; I was in the deep end and it was time to swim.

Wednesday, February 17, 2010: Ambrose meets Erika

How do you feel about playing two characters?

-Erika

Erika has told me that she would never have given me both parts. She talked to me shortly after she came on, to have me choose one of the two characters. But I had a hunch where that conversation was headed, so I said very emphatically that I absolutely loved playing two characters. Erika told me much later that talking to me in that moment, she felt like making me give up a character would be "like kicking a puppy". That's the only reason she let me keep them.

She even let me play the characters my way. Barnaby, as I was playing him, was unbelievably weird. He probably had Asperger's Syndrome, though it wasn't clear from the story what his affinity was. And Ambrose I played in a way playwright Thornton Wilder couldn't possibly have intended: in the script he seems almost as timid and subservient to authority as Barnaby, but in order to both differentiate the two characters and take advantage of the 1960s setting, I'd been playing him with an exaggerated amount of self-confidence. Not knowing Erika, I was afraid she'd want me to stick closer to the expected performance. And if I did that, how would I prove that she was right to let me keep the part?

So on the first rehearsal under Erika I said to myself "Let's go all in, and see what happens.", and I told Erika that with her permission I was going to try something new with the character in the next few minutes. I gave him a swagger, I spoke in a deep voice, I only used the right side of my mouth, I stuck my tongue out a bit whenever the character thought he was being funny, I had a huge smirk through the whole thing, I walked barefoot, I threw my arms around in giant gestures with everything I said, and then I waited to be told which elements to cut out, hoping it wouldn't be all of them. But she didn't tell me to cut anything. She really latched on to the fact that this character I was playing was an "A-hole", and she pushed me farther in that direction. She had me put my dirty feet on Vandergelder's table. She had me look away from Vandergelder as he was talking to me, as though he were totally irrelevant. And then we moved on, and suddenly that crazy version of Ambrose I'd proposed was the version I was committed to.

So the performances were as different from each other as I'd hoped. Barnaby used my face differently, had a different voice, and moved in tiny little nervous movements and twitches. Also, Barnaby would be wearing shoes and my glasses, and Ambrose wouldn't. Erika decided that the hair should be different as well, so Ambrose was given a ponytail, and I decided that Barnaby should have my hair pulled out over my ears. But most importantly, Ambrose and Barnaby had entirely different personalities because I was allowed to go as far over the top as I wanted with each. The only time I can recall that Erika pulled me back at all is when I got a tiny bit too obvious about Barnaby's crush on Cornelius. I still think it made sense for the character, but Erika felt it would confuse the audience because he falls in love with Minnie (played by Sarit) later.

But you must have an opinion on what you're going to wear!

-Sarit

I genuinely didn't care what the costumes would look like, because it seemed almost irrelevant. I had a very clear image in my mind of what Ambrose and Barnaby looked like, and my performance would bring that idea across to the audience. The costume was just the clothes they decided to wear that day. The first piece of prop-clothing I tried on was a dress for Barnaby, for the point in the play where he's dressed up like a girl. (Don't ask.) I had some trouble getting it on, never having worn a dress before, and I realized I'd have trouble getting it off as well, so while everyone thought it looked funny on me it wasn't right for the scene. There were two fast costume changes in the play. And when I say "fast" I mean thirty seconds fast. Thirty seconds to get off the stage, run around to the other side, get changed, get back on stage, and say my next line. So the dress wouldn't work.

One day (Wednesday, April 14, 2010) I went to a warehouse in Jerusalem together with Doron, who had been cast as Cornelius. Doron was actually playing him not all that differently from my Barnaby, which brought an entirely different sort of dynamic to the pair than our first Cornelius, who'd played the part with simple confidence. Anyway, this warehouse is where JEST keeps their costumes and props from previous productions, and it was where Erika was taking us to pick out our clothes. Ambrose's outfit had already been decided: a beret, a paint-spattered green jacket, and a ponytail. A simple costume, so that I could get it on quickly. The pants would have to be shared between the two characters, so we found the most bland pair of pants, and added a bland white shirt, and we had Barnaby's costume. Incidentally, Barnaby's costume looked nearly identical to the clothes I wear every Shabbat. What Barnaby had that I didn't was a really cool belt made of slits that could all be used as notches for the buckle. I say it's really cool because it's the first belt I've worn which actually holds up my pants well. The people who make belts don't think about people as skinny as me. So we had that. But we still needed to find two pairs of shoes.

Let me describe the dilemma we faced, because I find it amusing. The theater we were in is small and awkward. The stage is round, there aren't many lights, but most problematically, there's no backstage. All the actors need to come in from either the same entrance the audience is using, or an entrance on the other side. If you come in from outside, you then need to go up a rickety metal staircase with your back to the audience to get to the stage. No one likes this theater, but the theater JEST used to use raised their prices, and JEST can't afford it anymore, so it's the theater we had. Sometimes you need for a character to leave without actually leaving the room, so we had flats in the center of the stage that we'd hide behind to leave the scene. Okay, so here's the dilemma. Ambrose and Ermengarde come in from outside the house act 3 is set in, just a few short lines in the script after Barnaby has been onstage. At the end of the scene everyone (including Ambrose) leaves the scene for another room of the house, which for us meant behind the flats. Then Barnaby runs onstage at the end of the play, everyone follows him and Barnaby delivers the final monologue (quoted in part at the top of this post). If you've been paying attention to this scenario, and understand that there's no way out from the flats except for through the stage, then you'll have already figured out that the shoes are a problem. Erika and I worried about this for a bit, until I suggested (as a joke, really) that logically I'd need two pairs of shoes, and she accepted my logic. So before each showing of the play, I planted an extra pair of shoes behind the flats.

So anyway. We needed two pairs of similar shoes, and Erika was looking for loafers because they needed to come off really quickly, and she were hoping for black or some dark color like that. But it turned out that the warehouse didn't have many men's shoes at all. Lots of women's shoes, but not men's. And certainly not anything as specific as black slip-on shoes. So Erika looked at the black sandals I always wear and said they'd do. (The second pair was an old pair of sandals I've held on to.) We also looked for ugly tight dress-suits, because there's a part of the story where Cornelius and Barnaby ought to be more dressed up than usual. There was one suit which was bright yellow, and they both laughed and told me to take it off immediately because that was going too far and I looked like a banana. Which surprised me, really: looking at it in the mirror, I thought it looked like a bold fashion statement, and I imagined that if I ever decided to get serious about my appearance in real life, something like that would be the way to go. I guess that says it all about my fashion sense. In the end we didn't wear any suits onstage. I'm not sure why.

When we left the warehouse there was still time left before that day's rehearsal, so we went out to lunch at a nice café. I think that was the most fun I had socializing during the entire production. It turns out Erika is very much crazy, but she balances that out with professionalism. It's an interesting mix.

Wednesday, April 07, 2010: The first run-through

The problem is that I'm standing up. I can remember the lines when I'm sitting down.

-an actress who I will do the courtesy of not naming

Our first run-through started out strongly. It was funny, it was moving along at a brisk pace, we (mostly) hit our cues and remembered our lines. But then we got to the introduction of a certain character, and it seemed as though that actress had never tried running through her lines without the script before. "Line", she called. And then again. And again. There was one line, where she stood for ten seconds trying to remember, then called "Line", they fed her the beginning of the line, she said the beginning of the line, then she stood for a few seconds and called "Line" again, they fed her the middle of the line, she said it, called "Line" again, and they fed her the end of the line, so she made it all the way through. This was devastating for me. All that energy Erika had gotten going, all the hard work I'd put in, all the hours memorizing lines, none of it mattered. The harder I tried, the more humiliated I'd be come opening night. If it were just me in the play, I'd spend 100% of my time and energy on the play and everything would be fine. But if I had to rely on other people, and they let me down, then why was I even bothering to be there? Our director had left. Our actors had left. Our assistant director had left. Our assistant stage manager had left. I had been working on this production for five months, and now with two weeks until the show it was all falling apart. Once this one actress started calling for lines over and over, everyone else lost their energy. We were all making mistakes, we were all missing cues, we were all giving dull performances. We didn't even make it through the run-through, because the place we were practicing in closed up long before we got to the end.

Back at home I didn't know what to say to people. Should I tell them that the play wouldn't be worth their time to see? Because that was how I felt. I felt like this play had been doomed from the start, with everything that possibly could have gone wrong going wrong, and there had never been even a possibility of something worthwhile coming out of all of it. Why was Erika pushing herself so hard on this production, trying to make everything professional and entertaining? It's just a silly play which no one's heard of. If we never went on stage, no one would care.


Friday, April 16, 2010: The first dress rehearsal



There were five days to go until opening night, and finally we got to rehearse in the actual theater. I ran around from one side to the other, to make sure I could do it fast enough. I noted that there was a big puddle in the middle of the hallway there, where the ceiling was leaking. I'd need to be careful to run around that. I took Ambrose's jacket and hair elastic and started practicing the change, timing myself with a stopwatch. Hit the stopwatch, put my glasses in my pocket, get the elastic out of my pocket, pull all my hair back, make the ponytail, get my arms into the jacket, snap up the finicky little snaps on the jacket, kick off my shoes, put on the beret, hit the stopwatch. My time was worrying. To be safe, I really needed to do all that within fifteen seconds, and my time... well, let's just say my time was significantly more than that. So I practiced over and over and over, but I couldn't get my time down to the necessary level. It wasn't even a matter of skill - it just wasn't doable.

The rehearsal didn't go smoothly. People were forgetting their lines all over the place. But I couldn't worry about that; I had my own problems to worry about. The first of the two changes, that one would be fine. I had a good thirty, forty seconds there. But the one where it was just half a page of script, that was where I'd really need to rush my brains out. Because of this attitude, I approached the first of the fast costume changes a bit more slowly than I should have. I was only halfway through the change when I heard the line on stage that was supposed to be my cue. I threw on the beret and ran in, the jacket open, my shoes on, my hair a mess, but it was too late. The scene was already over. The second change I did indeed take more seriously. It still wasn't nearly fast enough.

By the end of that rehearsal, I felt like I'd like to hide in a corner somewhere. Erika was giving critical comments to all the castmembers, and I was waiting for her to say "Mory, you were the worst of all. You need to be in the room in time for your cue. Be faster.", but she didn't say a thing to me. I arranged with Elinor the stage manager that she would help me out with the costume changes. She would do the hair, and I would do the jacket and shoes. I felt like I absolutely needed to practice that right away, again and again until we got it down to the right time. But there wasn't any time left. The rehearsal had run very long, and Shabbat was coming. My first chance to try again would be in three days.

Thank God for Shabbat. I talked with all my friends, described my problems, and suddenly it didn't seem like such a big deal anymore.

Sunday, April 18, 2010: Line-practicing exercise

I know, it'll be fine.

-me, brushing away Erika's reassurances about the costume change

Erika's biggest problem with the performances is that they didn't move along quickly enough. We'd wait around in between cues, trying to remember what the next line was. And as the first dress rehearsal had shown, that kills the play. The Matchmaker is a comedy, and a comedy needs to move forward in a quick and bouncy manner.

She told us to just say our lines as fast as we possibly could, on cue, with no acting whatsoever and while pacing around the room. The pacing around the room bit was to separate our memories of the lines from the context of where we were and what we were seeing when we said them. Or something like that. I tend to always pace around the room when practicing lines, or when doing pretty much any thinking at all for that matter, so that wasn't too unusual for me. But Erika also said that as we walked we shouldn't focus our vision on anything in particular, so I took my glasses off as I paced. Most of my fellow actors couldn't help but bring their performances into the reading, because the particular way they always said the lines was so ingrained in their minds -this slowed us down and didn't fit the exercise. So we started out just barely faster than we normally act, but as the evening went on we got faster and faster, and some of us started to really have fun with the challenge of hitting our cues as fast as possible and being as bland as possible saying them. After a while the timing of the lines started getting kind of funny, with deadpan deliveries of funny or emotional lines. By the final act we were racing forward; it had turned into a sort of competition, where everyone wanted to be the fastest and the blandest. In the end I said my entire final monologue (enunciating clearly) in one breath, and received some clapping.

I waited around as Erika worked on specific scenes with other people, and finally the two of us would work on Barnaby's monologue. Every single time I'd done it in rehearsals, Erika had a problem with it. The first time I tried to be awkward, as though Barnaby were making it up on the spot, and Erika said it should be more of a final statement. This was strange to me, because it seems like the charm of that final monologue comes from how unsuitable a way to end the play it is, how quirky and bizarre a way to leave the audience it is. (As written, I like the final monologue very much.) But Erika didn't like it, so I tried to have Barnaby say it with a quirky kind of conviction. But Erika didn't like that either. I'd tried a bunch of different performances for that monologue, and none of it was clicking with her. But there were more important things to worry about, so we hadn't gotten around to working it out until now.

Most of the cast had already left, but Rachel (the head of JEST) had been helping out and she was still there. So I got in front of Erika and Rachel and said my final monologue the way I'd been saying it, with a few new little quirks I'd worked out as I'd been waiting through the other actors' work, and Erika again didn't like it. So she told me to try speaking as myself, while still doing the Barnaby performance, just to see what it would look like. This was very confusing for me, but I tried it that way. And then she said that she was tempted to make me drop character entirely, and I panicked a little as I thought she might be talking about the way I'd been doing Barnaby for the entire play. But no, she just meant to say the monologue not as Barnaby but as myself. As Mory Buckman, an actor who's talking to an audience. This sounded to me like a very silly idea, but she was the director so I gave it my best. I took thirty seconds to clear my head, said Barnaby's last line, then said the final statement of the play in my own voice and personality as though it weren't Barnaby telling what he's learned, but me commenting on how strange and hard to wrap my head around the process of being in this play was. Erika loved it, and Rachel loved it, and there was another member of the cast in the room who also loved it, and suddenly I'd committed myself to the very strange position of making the last thing people see in the show be myself being myself, as though the play were a personal blog post I was sharing with them. Which I guess I was okay with, but it was odd. Actually, it might have felt a little bit nice for some reason.

Monday, April 19, 2010: The moment of truth

Look, I'll show you how this will work.

-Erika

I tried timing the costume change when Elinor helped, and it was still much too long. So I started looking for convoluted workarounds involving snapping up the jacket before putting it on, but then Erika showed up and told us what to do. Elinor would be standing with the jacket open, which would make it quicker to get my arms in. Then I'd hunch down, because Elinor is much shorter than myself, and she'd put my hair in a ponytail while I snapped the jacket closed. It went smoothly, we moved on, and that was that.


Wednesday, April 21, 2010: Opening night



At 5:50 PM, I and the two other actors who open the play hid behind the flats and waited for the audience to come in. There was lots of noise outside, and even some voices I recognized. And yet, this was a new experience in my very short time as an actor, because the play was about to begin and I wasn't nervous. Excited, certainly. But not scared. I knew exactly what I was going to do, and I knew it would all turn out great.

And it did.

The next day (before the second of our five performances) I found out from one of the actresses that her parents didn't realize I was one actor until she told them. I tried to seem cool about it, but oh my god was that awesome to hear. For that evening's performance, some of the actors were concerned about a "second night slump" because our first night had gone so well, so we all kept giving it our all and we had another good show. Afterward I heard from Tal's father that he too had thought I was two actors, and was confused when Ambrose (or "Tally's boyfriend" as he called him) wasn't on stage with everyone else as I gave the final monologue. This was especially neat because this man has met me before, though maybe he didn't remember me.

So I ended that week very proud of my work. Some of the other actors had made very embarrassing mistakes, but the audiences were laughing throughout the show, it moved along at a nice pace, and there was lots of energy. Photos had been taken during that second performance, which would reach me on Saturday night.

Saturday, April 24, 2010: The photos get to me

This being the first time I've seen what I look like on stage, I have to ask: from the audience, do I really look as horrifying as I do in these photos? Please be honest, as I don't have any patience for people who lie to me to spare my feelings.

-me, in an e-mail to Erika

I had a very clear idea in my head of what Barnaby and Ambrose looked like. I wonder, when I looked at myself in the mirror playing them, what was I seeing? Was I actually seeing the image of myself playing the characters, or was I looking past the image and seeing the faces I imagined? What got me thinking about such things was the photo gallery of the show, which was the first time I saw Ambrose and Barnaby as they actually looked. "Horrified" was the toned-down version of what I felt, seeing that. "Mortified" is closer. Who were these people? They had the wrong face! The side-of-the-mouth thing just looked disturbing. And the hunched shoulders made Barnaby look like Frankenstein's monster. To be sure, part of the problem was the thick stage makeup -I find that all make-up looks creepy to me, and that night it was particularly overused- but it was more than that. These were not the characters I thought they were. The idea in my head had not come across to the audience, and that meant that whatever they were seeing, it wasn't something I was in control of.

And if that was the case, then why was I even trying?

Erika talked me down and convinced me that I was doing great, I apologized for bothering her and blamed it on Asperger's Syndrome, and everything snapped back to normal, more or less.

Monday, April 26, 2010: Everyone sees the show

I think this was my worst performance, of the three.

-me, to anyone who'd dare to compliment me

My friends showed up (Moshe, and even Nati with Ayelet), some random acquaintances showed up, the performance was taped, and I didn't do a very good job. Isn't that always the way it is? The voices weren't as clearly defined as usual, the timing of the Ambrose performance was a little bit off, and in general I just wasn't as funny as usual. It wasn't the greatest performance for the other actors, either, who stumbled over lines and missed cues. But Moshe was laughing the whole time, and Nati and Ayelet said they enjoyed it, and a bunch of random people complimented me on my performance. So I guess it couldn't have been all bad. The following day I borrowed the camcorder that was used to tape it, I reviewed my performance, and I didn't make the same mistakes again.

After one of the performances I walked outside and was stopped by a group of old people.
"Excuse me, are you an actor?"

"Yes, thanks."

"We have a question for you. Where's the artist? We didn't see him at the end."

"You do know that I played both parts, right?"

"What?"

"Look. [as Ambrose] Ambrose ... [as Barnaby] Barnaby."

"Oh. We should have looked more closely."






One morning a week later I went over a line that I hadn't been doing as well as I could have. I had a new idea of how I could do it better next time, so I worked on it for a few minutes. And then it occurred to me that there wasn't a next time, because the last performance had been a few days earlier.

The show was a financial success, in that JEST only lost a little bit of money on it. It was popular and we got a lot of positive word of mouth. And as for me, everyone kept asking me afterward what I'd be acting in next, and if my response sounded too uncertain they'd tell me that I had to act in something again, because I'd been really good. I'm not certain how much of that was flattery and how much was real, because I can't really watch the DVD and see what anyone else might see, but I'm definitely going to keep looking for opportunities. Who knows, maybe I'll get a lead someday.

You know, I really only joined The Matchmaker because I was getting lonely sitting quietly at home all day. My only company each day was a cat. I'd invented a girlfriend character on the blog just to have someone to talk to, but even she couldn't stand me. So I figured, if I were in a play with people, they'd have to tolerate me even if I acted like myself all the time. I think they did; I think the people in this cast were strange enough that they didn't have a problem with me being me. But in the end I got more out of this than just some human interaction. I got - an adventure!


Video: Cornelius and Barnaby sing


The Matchmaker

Sunday, March 21, 2010

I had watched LOST on Thursday, so this was my work day. I spent a few hours on The March of Bulk fixing unexpected glitches in the most complicated part of the code. The rest of the day I devoted to I vs. I, my epic blog post of me arguing with myself which had turned out to be way more work than I'd imagined. But that's the way it always is. You may think you know what you're getting yourself into when you aim high, but you never actually do.

Monday, March 22, 2010

When Ermengarde faints at the end of act 3, the script says that Ambrose (one of the two characters I was playing) picks her up and carries her out. And that image struck me as so perfect, so hilarious. The way I interpret the story of The Matchmaker, Ambrose has been trying to prove for the whole play that he and Ermengarde don't need the rest of society, as embodied by Ermengarde's uncle Horace Vandergelder. He doesn't think he needs Vandergelder's support, Vandergelder's money, Vandergelder's approval, he's just going to go do what he wants to do. But Ermengarde won't go along with his plans, because she does want her uncle in her life. So Ambrose starts the play really arrogant, and as Ermengarde fights him he gets less and less sure of himself. But the end of act 3 is where it turns around for him. When Vandergelder sees the two of them together, he yells at Ermengarde "I'll lock you up for the rest of your life, young lady!", and she faints. Ambrose scoops her up, yells at Vandergelder defiantly, and carries her away. In that moment he feels like Ermengarde is finally going to see things his way, and he can now do anything he wants in life.

The trouble is, I'm physically weak. I have enough trouble lifting the groceries; lifting an actress is a whole different level of difficulty. But that was alright, I'd do whatever needed to be done. I'd started lifting weights when no one was looking, not enough to really build some muscles but enough to get started. This was the day that I'd be working on my scenes with Tal (who played Ermengarde), so I could lift her, see how much effort it took, and based on that I'd know how seriously to take the muscle-building. Maybe a half-hour a day? Well, I'd see.

At the rehearsal in Jerusalem, I told Erika and Tal that I'd like to try lifting her up. They laughed good-naturedly. "I'm probably twice as heavy as you!", Tal said. Pushing aside the thought that she was probably right, I insisted that I'd like to try and see how it went. Tal said her line ("Uncle!") and fell backwards, I reached out to catch her, and gravity won. I was on the floor, Tal on top of my arm, and just a little bit bruised up. "Are you okay?", Erika asked. "I will be." We found a less dangerous, less dramatic way to do that part, and that was that.

All the way back home I felt crappy, and I didn't know why. Sure, I thought I'd find a way to lift Tal and there wasn't one. Sure, I'd embarrassed myself a little bit by trying. But I'd embarrassed myself much worse before, and what I was going through now was nearly depression. (Don't contradict me. I know what I felt.) Suddenly I vs. I popped into my head, all the work I'd done, all the work I had left to do. And I wondered what on Earth I could have been thinking when I decided that I was going to do something like that. I'd spent the entire previous day continuing to write it, probably the first day in my life that I burnt myself out on work. And in the end, was anyone going to care about the post at all? It was such a strange idea! Revisiting every single blog post I'd ever written, as part of a pointless ramble? No one does stuff like that, and maybe no one does it for a reason. "The more you put in, the less you get out.", I said to myself. If I weren't in this play, and I weren't writing that blog post, and I weren't making that game, and in general if I just did things that weren't crazy time sinks, I could be happier.

I knew that the only real cure for depression is social interaction, so as soon as I got home I opened up my instant messenger program. The adventure gamist Deirdra Kiai was on, who I always enjoy talking to. She told me about the game she's working on, Life Flashes By, which sounded absolutely brilliant and involving a lot of work to make, which she's doing mostly by herself. And I thought to myself, if Deirdra can do all this, why shouldn't I be able to finish a little blog post? So I said goodbye, worked on I vs. I for the rest of the night, and went to bed happy.


2010, June 15th, 2:26 and 16 seconds

Self-Cracks

I'm going to write this post right now, while I'm tired and mildly depressed and overworked and lonely, because I know by tomorrow this is all going to seem silly but right now I know it's not. My name is Mory, and I'm a perfectionist.

Today I recorded a CD of my original music in a professional studio in Jerusalem. When I got home I immediately started editing the files in a wave editor so that no one listening to the CD would know how badly I played. I don't really know how to edit wave files, but it was what needed to be done so I did it. The first edit I made was to combine two recordings of the same piece, each one with a mistake in a different place, so that it sounded like one performance. This took me an hour and a half of flailing around blindly. But then it was done, and it does indeed sound like one performance. Upon hearing the file and being impressed, I decided that I was now playing a sound editor, and the rest would come more naturally to me now that I'd gotten the hang of the performance. I made a good ten edits or so in total, and I think that first one is the only one that's seamless. When I took off the sound-editor cap and finally listened through the whole 30-minute CD, I heard each and every one of those cracks in the music, where I'd copied-and-pasted something into a place it didn't belong. Also, it was only then that I noticed the minor detail that the entire disc was filled with noises that I'd made while playing - fingernails tapping, my seat shifting around, jumping up and down, panting exhaustedly after the fast sections, etc..

It's kind of funny, isn't it, that I only realized a few hours ago I'd been making noise. I've been practicing these pieces for weeks; presumably whatever I did today, I'd been doing at home as well. The idea of the music that's in my head as I'm playing is never actually what's coming out of the piano.

The idea never comes through clearly.

Smilie has that section where Smilie imitates your movement, and I've never seen anyone ever figure out for themselves that that's what's going on there. The Perfect Color has lots of rules which no one seems to notice, and some of them are really neat ideas. The March of Bulk, well, it's not finished yet but I wouldn't be surprised if the vast majority of people who play it don't know what to make of it at all, and it's such a simple idea in my head. And when I finally get to Angles & Circles, I wonder if it's going to evoke emotional responses in anyone other than myself. I'm so proud of the way I build themes up gradually on this blog, but no one ever sees the bigger picture I'm trying to make unless I say to their faces exactly what I was aiming for. And The Matchmaker... well, that's a story for another time.

There's a comic book writer named Paul Jenkins, whose work I detest. He has the most curious ability, to take wonderful characters and plot points from other stories and make me wonder why I ever liked them. But I listen to Paul Jenkins in interviews, and suddenly everything he says he's going for seems to make perfect sense. Of course the main character was being so self-destructive! It's because there's a specific way we're supposed to be thinking at the end of that issue (so that the next one can surprise us), and that behavior misleads us into that way of thinking! Brilliant! But then I look back at the comic that he's talking about, and I don't see it. How could he think he was creating works of such elegant brilliance, when he's actually making crap? Why are the great ideas in his head not making their way to the pages he wrote?

Look, what I'm doing here isn't complicated. Really, it isn't. In part 1 the blog was a tool to figure out who I was and what I wanted, and that made me realize that the two don't fit together. I couldn't stand up for gamism (as an alternative to life) if I wasn't the sort of person who stood up for things. So in part 2 the blog started turning into a series of rules and philosophies designed to prevent me from being who I am, in order to get me what I want. But I kept weaseling my way out of responsibility, throwing away the rules one by one because they didn't fit my personality, and so the blog needed to get ever more bossy to compensate, and the end result was the explosion of I vs. I. Part 3 is acknowledging that who I am and what I want can't be separated, so instead of ignoring who I am the blog is now a self-help book instructing me to be a different person, the sort of person who will want to do everything the blog has in store. This is all so simple and obvious, and I haven't exactly been subtle about it; why do I need to spell it out? Why isn't the fact that I've spent five years of time and effort and overthinking and identity-searching enough to guarantee that the story will come across clearly?

Maybe because it's all a lie. I'm not much of a gamist, I'm not much of a sound editor, I'm not much of a writer, and I'm not much of a pianist. If I were any of those things, people would understand me when I try to communicate. And as for composing: the only reason people enjoy my music is because no one expects for music to communicate anything. I've made only one piece of music that says something, that being Variations On V.O.V.. I recorded it along with the music for the CD, and replaced the bad MP3 that was on the blog with a new one, so you can check that out. I've also uploaded the sheet music, because the only way anyone can possibly understand what I'm doing in Variations On V.O.V. is by analyzing the sheet music note by note. No, that's a lie too. Even if you did analyze it note by note, you wouldn't understand what I was doing, because I can't say things in ways that other people will understand them.

And even if you somehow guessed what I think is in there (but probably isn't there at all), you'd probably just say "Why?". And there is no why. There was no reason for all the fictional characters in parts 1 and 2, there's no reason for The March of Bulk to exist, there's no reason for me to exist. Except for one reason, which is that in my head, these ideas seem to mean something. But because these ideas don't have anything to do with reality, they're all lies. In trying to break myself free of reality, I'm breaking the realness of my identity. Everything I put on after that is artificial. The more rooted in ideas in my head, the more artificial; the more artificial, the less it holds up under scrutiny. I don't see my actions, I see the ideas behind them. And by the time they reach reality, there might be nothing of those ideas left. They can't exist in reality. Or if they can, I'm not in touch with reality enough to know how.

No! I have to stop thinking like this. Fiction is as good as reality! It is! My faith in myself is going to be affirmed. At the end of this day, I am so tired I'm even less sure of what I'm saying than usual, and the thing I spent the whole day on isn't good enough, and I haven't served the blog well, and I haven't served myself at all, and I see all the imperfections of this façade, but I'm choosing to take all that as a challenge. I'll do better tomorrow. I'll say things that make sense, I'll make everything perfect, I'll be a suitable hero for the blog, I'll be happy, and the fiction will be made real.

God, I'm tired. I think I had something to say in this post. I wonder if I said it.


2010, June 8th, 22:21 and 12 seconds

The Lost Fan Dreams

Warning: This post contains many spoilers about the TV show LOST.

I'm serious, I'm going to spoil everything. The show's over now, you know, so I'm going to be talking about the ending, and just about everything that ever happened before that.
Are you sure? Look, if you haven't seen the whole series not only is this going to spoil everything, but the post might not even be too comprehensible on its own. So if you're not a fan of the show, there's really no reason to read it. Do you still want to see it?
No
Yes
BEN: Hello, and welcome to our little island. I understand you've all been through quite an ordeal today, but I promise we'll do everything we can to make sure you're all fine and on your way back to civilization as soon as possible.

JACK: This isn't everyone, the tail section-

BEN: Yes, calm down, we know. I have a team recovering the rest of the passengers as we speak. My doctors are tending to the wounded, and-

[loud mechanical sounds]

JACK: What the hell is that?

BEN: I'll explain everything once we've made sure that everyone is all right. But for now, just know that that sound came from something very dangerous, in fact, something which would kill you all right now if we weren't here to protect you, so I'm going to ask you all to stay inside this area and not try to pass the large pylons we've set up around the beach. In order to keep that thing out, it emits a barrier which is quite lethal. So just be warned that for the time being you shouldn't leave this area. Anything you need in the meantime will be provided.

SAWYER: Awfully convenient how you just happen to have set all this up on the random spot we crash!

JACK: Let him talk! They seem to be helping, I think we should hear him out.

BEN: Thank you. All I am asking is that you trust me, and in a day or two you'll be going back home. The fact of the matter is, this may sound a bit crazy, but we knew you were going to be here. The crash was not an accident, it was fate that you should come here because one of you is going to need to volunteer for a very important job. But we can discuss that later-

LOCKE: I'll do it!

BEN: Um, are you sure? Wouldn't you rather wait and hear-

LOCKE: When we took off in Sydney I was in a wheelchair, and now I can walk. I think that's a sign that I'm supposed to be here!

SAWYER: I think the old man's gone senile.

BEN: This could be shock, you've just been through a very traumatic experience, you can't honestly mean that-

LOCKE: Don't tell me what I can't do. I accept the job.

[silence]

BEN: Well, um... that's... a bit quicker than I expected. Okay, well, I'll need to check this out with my boss but otherwise I guess the rest of you can go then. As soon as we know everyone's okay and we've retrieved your luggage, I see no reason we can't send the rest of you home in our submarine.

-from the first episode of LOST



Wait, that's not what happened, is it? Jacob's followers didn't try to help out the people Jacob had brought to the island, they dressed up in goofy disguises and spied from a distance. The smoke monster didn't try to kill them all the moment they landed so that they couldn't meet Jacob and inherit the job, he just killed the pilot in the cockpit and left everyone else alone. They weren't led on a path that led naturally to one of them becoming the new protector of the island, they were left to fend for themselves and type in numbers every 108 seconds and get locked up in animal cages and leave the island and come back to the island and travel through time to detonate an atomic bomb that had no effect and wander around the island aimlessly and then die. There's no getting around it: LOST has a nonsense plot, from start to finish.

I expected better. Through all the strange randomness of these six seasons, I had faith in the writers. They had a plan, it would all make sense in the end. By making the questions such an integral part of the experience, the writers had us believe that there was a mystery to be solved. And a mystery writer needs to follow certain rules. So I knew that all the little details were actually part of the mystery, and at some point we'd have all the clues to figure out the story for ourselves, so that when we finally saw the elegance of the solution we'd kick ourselves for not figuring it out ourselves. And when this became harder and harder to believe, I took it as a challenge. At the end of season 5, we got that scene between Jacob and a man wearing black, which was presented as though it were the key to everything. I took it at face value: now was the point at which I could solve the mystery, and season 6 would present the answers in suitably dramatic fashion. So I rewatched the entire show up to that point, and fit everything that had ever happened into a fairly elegant theory. And then I wrote the whole thing up on the blog, as I do.

Now, the less geeky among you will wonder why I'd watch a silly little TV show a second time through just to try to guess where its writers were going. So let me give you a frame of reference for my thinking. In my early teenaged years, I spent many hours each week thinking about the "big picture" storyline of the Legend of Zelda series of videogames. By all appearances it is a series with no grand overarching plot between installments, but like many -okay, several- other übernerds, I was determined to find one nonetheless. The Zelda series had given me a wide range of experiences, but it wasn't quite real enough yet, not as long as the separate games in the series didn't fit together. If I could find a continuity between the games, then I could imagine that it was all real, not just the parts I was playing through but all the parts in between as well, and maybe those parts I could live in.

The trouble is, each game has an identical hero and princess and villain, but each story acts as though the other stories hadn't happened! In the 90s the Nintendo of America writers put hints in the game manuals of how the games might connect together: the hero named Link of The Legend of Zelda: A Link to the Past was the ancestor of the Link from the original game, for instance, and "Princess Zelda" is just a name passed down through the generations. But it always seemed like fan-fiction until The Legend of Zelda: The Wind Waker. That was the first game which directly referenced another Zelda game as having happened hundreds of years earlier, and that told me that the continuity game was suddenly official. So I'd spend all my free time on the old official Zelda forums, analyzing the minutiae of the series and offering theories to resolve all the contradictions, arguing whether it all fit into one timeline or if there were two timelines created by time travel. This behavior was generally encouraged by the Nintendo of America-paid moderators; for instance, they once sent me a Donkey Kong Country poster as reward for writing a particularly long post.

But as the years went on more Zelda games came out, and none of them provided any new references to other parts of the series. I was forced to realize that The Wind Waker had misled me. It was an idle thought someone on the team had had to suggest a chronology, but no one took it seriously and it would never be mentioned again.
WHOOSH!
Ahem. LOST was not Zelda. It wouldn't string me along on one or two little hints and then pretend it hadn't said anything. In LOST, the "big picture" wasn't just a bone thrown to the more obsessive fans, it was an integral part of the intended experience. Right from the pilot, characters were asking things like "Where are we?". In other stories it would just be the fans asking questions like those, and they wouldn't actually expect to get answers. But if a character says it, then we're supposed to be thinking along those lines. I'm not just crazy for wanting the "reality" of the show's world to become apparent. If there was some French woman whose voice came over the radio, we'd meet that woman a few episodes later. And when she talked about "The Others", we knew we'd meet them soon enough. And if not everything was answered, we'd keep theorizing and arguing and waiting, because this time it was in the service of a series that would respect us. This time we wouldn't be disappointed. And I think it's on this premise that LOST gained its massive geek fanbase. We knew that LOST wasn't just a TV show.

And sure, LOST can't be Zelda. It can't have that range of experiences, because it's working in a thoroughly passive medium. But it gets about as close as a lowly TV show can get to presenting that kind of fantasy world to lose yourself in. Every character who walks by has a long and interesting history. And that's not just for the fan-fiction to fill in- it'll be spelled out by the show itself. The episodes tell a wide variety of stories, giving the progression of the show all the unpredictability of life. The stories were dramatic but messy and open-ended. And with each new flashback filling in new bits of a character's life, I got more of the sense that the whole life was real, not just the parts we were seeing, and the rest would be filled in later. And every character that was introduced, every landmark of the island's geography which was discovered, every idea put forth would still be there when the camera turned away, and would still be there later. Because that's the sort of show that LOST led me to believe it was.

I theorized accordingly. There needed to be absolute consistency. There needed to be sense behind every event. Every person had motivations, even the ones we only met in passing. Their philosophies and worldviews were complicated and reasonable. The island would be as real a place as a TV show can aspire to be, and LOST would be the greatest show ever created, and everyone would recognize it for what it was come the finale but I arrived there first. So I rewatched the show and I paced around the room for hours between some episodes and I argued with myself and I filtered everything I saw and heard in life into my considerations and in the end I came up with my elegant theory explaining everything, and since I'd never heard an elegant theory explaining everything before I was convinced that I was right. Jacob was the Jacob of the Torah/Bible. The man wearing black was the angel of death that Jacob fought with in the Torah, who in some Jewish traditions is named Samael. Samael uses dead people to manipulate the living people into killing each other, Jacob tries to keep the living people going in the right direction without infringing on their free will and he can never pull this off too well. Everything fit. The finale would begin with a flashback to the Jacob & Esau story, and then everyone would know what I had already figured out: the island was the kind of world we'd always been waiting for, though maybe we hadn't realized it.

The finale was fantastic. It was emotional, it brought back lots of characters, it was exciting, it was thought-provoking, it was as manipulative as I like it, I watched it with my sister Dena knowing what a privilege it was to be able to share such a world with someone else, and when the finale was over we both agreed that it had blown us away. Truly a quality episode. And I'm sure Dena's investment in the show ended there, because she's never been interested in the "big picture" story of LOST. It's a TV show, it's entertaining, it's a good way to pass the time.

In the hours and days after that, I ran through the series in my head. It wasn't what I'd expected, I'd basically come to terms with that when season 6 began, but I couldn't shake the feeling that it didn't work on its own terms either, not if I wanted it to be anything more than a silly TV show containing a string of random and disconnected events. But maybe that was enough. After all, they had been an entertaining string of events. "I always knew it was just a TV show...", I lied to myself.

And then I heard something on the internet that started getting me angry. I don't know if it's true, and if it's true I can't be sure of what it means. But that just makes it more infuriating. You see, apparently the man in black had a name in the scripts. I guess I never really thought about that, but obviously he needs to be referred to as something, so the writers did have a name for him which they never told us. His name was Samuel. If there's a connection to the biblical Samuel I don't see it, so I'm going to believe that that name comes from Samael, the angel of death. I'm going to believe that up to the end of season 5, my theory was absolutely right, and in the nine months before the following episode they changed their mind in order to make it more universal, less Judeo-Christian, and less close to what the majority of fans had guessed it was (Jacob and Esau, guarding purgatory). I'm going to believe that the bodies in the cave in season 1 that were referred to jokingly as "Adam and Eve" actually were meant to be Adam and Eve when that scene was written, but then they changed it to something less interesting to surprise people. I'm going to believe that LOST makes sense...

Oh, who am I kidding. I can't believe that anymore. Even if I'm right, it's never going to feel like I'm right. I'm not going to pretend season 6 didn't happen. It happened, and it's over now, and LOST isn't the best TV show ever, it's not even the best TV show ever created by J.J. Abrams! (That would be Felicity.) It was just a fun and silly little TV show, nothing more.

[sigh]

But let's see what we can salvage of the narrative. I interpret the light that envelopes everyone at the end of "The End", the light of death, to be the same mysterious light that's in that cave. That would imply that the island is on the border between the living world and the afterlife. Some more clues: there's a big cork in the cave that shouldn't be pulled out, there are skeletons in the cave, there's a massive statue on the island that looks Egyptian and there are hieroglyphics all over the place, there was once an ancient crazy protector who spoke Latin. And in the afterlife we've been told by Christian Shepard (God bless the exposition deliveryman!) that "there is no now", and the universe where Oceanic 815 never crashed was created by the survivors. Here's my theory, for old time's sake.

The afterlife is quite a bit looser on rules and limitations than the real world. You can do whatever you feel you need. You can construct worlds with dream-logic, where you know that that world is going to give you exactly what you need emotionally and then you can move on. Time has no limitations, you can really take as long as you need. And space has no limitations, because you can always find your soulmate right next to you if you know who you're looking for. Reality is a pure white light, or more accurately a big white sheet of paper, on which you can draw whatever you want.

Once upon a time the division between Earth and the afterlife wasn't sharp. The island which connected it to the greater whole of reality was left open, letting in more of that white light than was probably a good idea. People with strong enough willpower could bend or even reshape reality. Miracles happened in great quantity. There was much interaction with dead people as a matter of course. People lived for far too long, and in that time they made each other miserable. So some ancient group made an expedition to the original island, which was still well-known at that point, to try to close off the rest of reality. After countless failed attempts to get into the border between this world and the next, one woman made it in and succeeded in closing the door. Some spirituality still leaked through, but most of it only got as far as the island. From then on, the rest of the world was relatively sane and boring, and the amount of suffering people could inflict on each other was limited by the strict laws of nature.

She used the magic of the island to give herself immortality, and hide the island from potential newcomers, and whatever else she wanted to do. Over countless millennia she lost her sanity to stress and isolation, never trusting anyone else who might undo her work. She wished she could just kill herself and get it over with, but if she didn't protect the island no one else would. The pregnant woman who washed up presented a solution: if she raised a kid herself, that kid could be manipulated into being a perfectly trustworthy replacement. When the mother gave birth to twins, the protector left them both as potential candidates. She didn't let either one leave, she didn't let them out of her control for one minute, and she put them into competition with one another to find out which one had the right qualities for the job. That last part seemed a bit risky, so just to be safe she cast a spell making it impossible for the two boys to kill each other. She eventually gave the job to mama's-boy Jacob, who turned out just like her: manipulative, evil, antisocial, arrogant, etc.. She was killed by the other kid, Jacob threw him into the cave, and since his body died but Jacob couldn't technically kill him, his spirit hung around to become a bona fide supervillain with all the nifty powers that entails. Jacob figured out how to get off the island, but wouldn't share that information with his brother because he was vindictive.

The two of them stayed on the island for a very long time, and both became even crazier than the old protector. Evidence of their insanity can be found in their nonsense dialogue from the beginning of the last episode of season 5, which now makes no sense to me at all unless it's taken as proof that their brains have been fried. This little bit of insight will be crucial in understanding what happened in the rest of the show.

The Black Rock, whose captain was named Magnus Hanso, crashed on the island. It's reasonable to assume that he's the ancestor of Alvar Hanso, who founded the DHARMA initiative according to that first orientation video. Jacob's brother killed all the passengers but one, and tried to trick the one remaining guy into killing Jacob because he was still under a spell preventing him from doing the job himself. It didn't work- he just ended up being Jacob's spokesperson. A century later the smoke monster tried this tactic again with a team of French scientists, and the survivor got so paranoid she wouldn't listen to anything. Mr. Monster had to concede that he might need to rethink his methods.

Between those two events, the DHARMA initiative came because they were so interested in the mystery of what happened to Magnus Hanso. They found that the island had very interesting properties and started doing science experiments that threatened to open up the island again. Jacob rounded up some people he'd gotten together from various crashes and tried to kill them all. This, by the way, has absolutely nothing to do with the whole white/black conflict between the brothers. Neither does the hatch, the time-travelers in the 70s, the feud between Ben and Widmore, kidnapping Walt, creating a disease that kills off pregnant women, or most of the other things that ever happened on this series. None of that has any practical purpose, all of it could have been easily prevented and so all of it can ultimately be filed under "crazy things which the brothers set in motion in order to amuse themselves". See, it gets awfully boring on the island without entertainment. Did you know they don't get cable there?

Anyway, Oceanic 815 crashed because Jacob wanted it to crash, because he'd carefully planted lots of people on that plane who he'd taken a stalker-ish interest in since they were little kids. He'd watched them since they were little kids, and manipulated all their lives at crucial moments. Because if there's one thing he'd learned from his mother (other than that all pregnant women deserve to be murdered), it's that you can't trust anyone unless you've brainwashed them yourself. So they all crashed on schedule, and Smokey killed their pilot because if there's one thing he'd learned from his mother (other than that manipulations are fun!), it's that you don't risk letting your victims escape. But after that he didn't know what his next move should be, because the whole intimidation thing hadn't worked out so well the past few times. So he just took a form that he didn't think would scare anyone -that of a dead guy- and tried to work up the nerve to ask them out to the Jacob-killing party. It took him a few years, because the first thing to go in his years of isolation was his social skills. Which to be honest, weren't so great to begin with.

Jacob applied all the lessons he'd learned from his beloved mother on the newcomers: He didn't give them an opportunity to leave, he kept them in isolation, he tried to get them to compete with each other. His master plan was to leave them out in the jungle until the vast majority of them either killed each other off or died to the chaos of the island. The ones that died clearly weren't cut out for the job. The ones who couldn't figure out for themselves how to find food and drink, they were certainly out. He also wanted to see if any of the group abandoned the rest, because you can't be a good protector if you care about people, but they kept disappointing him by sticking together. If one of them murdered all the rest and declared himself king of the island, that's when Jacob would declare him the winner, deliver the one million dollar prize, and get the heck off that godforsaken island.

Through all the strange randomness of the following events, some people actually managed to find some faith in the universe. There was a plan, and it would all make sense in the end. By having miracles occur all over the place, the island made it clear that there was a purpose to be found. So Locke got excited about things like a light in the ground, and Jack became convinced that the island was where he was meant to spend the rest of his life, and Desmond decided that nothing in reality mattered because doomsday would come and then he'd be resurrected into an alternate universe.

They were all morons, of course. Jack's term as protector lasted around a half hour, and consisted of being tricked into pulling out the plug from the island, putting the plug back in, and then dying. Locke entered numbers into the hatch computer every 108 minutes even though its entire purpose -getting Oceanic 815 to crash- had already happened, then he took control of the Others just to lose them immediately to time travel, and then he left the island to be senselessly murdered. And Desmond misunderstood what the Flash-sideways world was, he was never resurrected, and it's not clear if he ever got back to Penny but it's also not clear if he cares anymore because he's gotten so deluded about the nature of the universe.

The show is riddled with massive plot holes, for instance: The smoke monster telling Sayid to kill Desmond, even though his entire plan hinged on Desmond's involvement. Locke spent half a season trying to get into the hatch from on top when there was a front door he could have knocked on right down below. And Jack saw his father off of the island, showing that as of season 4 the writers hadn't decided that Christian Shepard was really an entity trapped on the island. But even if you get past this and all the other plot holes, you still have to realize that all the characters fit into three categories: insane, wrong, and willfully ignorant. And that makes the entire plot very stupid.

There isn't even a happy ending, though the afterlife subplot makes us feel as though there is. Most of the characters have died senseless deaths. Even the ones who seemed to die heroically, saving others, they died senselessly too because all the people they saved were killed off later. A few people get off the island, but we know courtesy of the afterlife that their only real love was for the people who had already died. So they don't get such happy endings either. The only people who get happy endings are Rose and Bernard, the ones who decided that they didn't care about the "big picture" of it all.

Wait a minute, I think I see what the story is about now! Two madmen creating random events without any plan... manipulations to try to trick people into thinking that there's a purpose... no one who wanted anything special from the island got any satisfaction, and then the story ended.... It's all a metaphor... a metaphor for a very silly TV show!

I expected better. But the whole illusion that spoke to me, of this island with its dream-reality and its answers, just collapsed in the end like a pile of cards. And now I'm left looking like the moron because I didn't want to be told that it was just a TV show all along, I wanted to believe there was hope of something more there. I will yet find an alternate world with purpose to it. With each new series that pulls this trick it get harder to believe, but I take that as a challenge. My faith in pop-culture will be affirmed! Um.. any year now...




JACK: It's a strange thing, understanding exactly why I'm here.

SAWYER: Feelin' any different, doc?

KATE: You know what? I think it was worth it.

JACK: Yeah. It sure was. Could I have some more of that lemonade?

-from the last episode of LOST


2010, June 2nd, 23:38 and 41 seconds

Performance reviews for June 2010

*By the way, the person who's buying the house probably is tearing it down and letting some amateur design a new one. [sigh]
(This post will be updated throughout the month.)

four comments, the last one being from myself
 Mory said:

Instead of having comments for specific posts, I'm going to have comment sections like this one for multiple posts. So basically, write comments here addressed to any recent post until I make a new comment section.

Blogger Kyler said:

Whenever someone I know decides to make some sort of self review system, I always think of this.

http://www.youtube.com/watch?v=4qkkQIzQ4VI

Though I guess this is only the second time this has happened.

Blogger Richie said:

I can't figure out what are mundane activities, relative to the other tasks that are broken out.

 Mory said:

At the end of the day I tally up all the time I spent on things I find noteworthy, things where there can be some sort of progress toward some sort of eventual goal. And then I subtract that from the total time of the day, and what's left is "mundane activities". It's not that I didn't do anything in that time, it's that I didn't do anything which I consider to be of any interest at all.

Post a Comment




2010, May 26th, 20:06 and 58 seconds

The Five Games

I play many games on a regular basis, but the most important of these games is the creation of new games. I could explain the reason thusly: in other games I am only finding and preserving opportunities for myself, and in creating games I am finding and preserving opportunities for other gamists. Given that attitude, it's only right to resolve that in every full day I have I need to at least do some token amount of work on new games. (I'm throwing out the Thursday policy, though it served me well, because it no longer suits my personality.)

I have many ideas for games I could make, but there are five in particular which are more important than the others. Most of my ideas, I won't be too broken up about if I don't get to them. But these five are absolute necessities. Whatever happens in my life, I am going to make these five games in some form. The reason I consider them more important than the other ideas is, as you'd expect, that these are the five ideas I have which have the most potential to create new opportunities in gamism. I'm going to back up that sentence by explaining exactly what I hope to achieve with these five games.

Now, what I'm not going to do is name the five games. If I did, you'd know exactly what I intended to do with each one because I've already partially described each one on this blog somewhere. And I don't think these ideas should be set in stone just yet. While each game is a necessary component of the rest of my life, until I make them I want to be open to developing these ideas. Just two days ago, while focusing all my energies for the day onto the fantastic rhythm platformer Bit.Trip Runner (That excess of focus was out-of-character, and I won't do anything like it again.), the entire structure for my first major game reassembled itself in my mind. I might as well tell you that the game I'm talking about here is Through the Wind, because I've already said in no uncertain terms that I'm going to make it. Anyway, playing this hyper-focused $8 independent game made me realize that my ideas for the structure of Through the Wind were derived from the messy approaches of the mainstream game industry, and that a different attitude about structure would not only turn my idea into something I could conceivably make on my own, but also serve the purposes of the game more effectively.

But let's get to what the purpose of these games is. Each of the five games is a pure example of a different Form: platformer, adventure, exploration, role-playing and metalude. (Perhaps the word "pure" is a bit meaningless when applied to RPGs and metaludes, but you get my idea.) Each of these art forms has problems. The goal of making the five games is to fix those problems, and take the Forms to a healthier and creatively more sustainable place.

To do this, it's not enough to just present the vision. I also need to really sell it to the mainstream. To that end, there are three goals each game needs to achieve in its own way:
  1. They need to be really good. They need to give good experiences, which are rich and long and could only be possible in the Forms I'm using. If the game is memorable and interesting and leaves the player wanting more it'll inspire other gamists to imitate what I'm doing, which is the whole point of making these games in the first place.
  2. They need to be appealing and accessible to people who have never played videogames before, and even to some people who have never wanted to play videogames before. Currently most games are being sold to one particular kind of gamer whose meager demands are already being met. To create demand for different approaches, different audiences need to be engaged.
  3. The experience needs to start out with elements that every existing fan of the Form is going to recognize and be comfortable with, so that by the time they figure out it's not like the games they know they'll already be hooked. It would be a bit evil to go too far, which would get people on both sides of the audience frustrated. But used sparingly, this approach would ease the old gamers into the new games. I don't want to alienate all the old gamers if I can help it.

The five Forms I need to work with fit into two categories.
  • Platformers, adventures and role-playing games have been clearly estalished according to certain formulas. Those formulas started out being perfectly sensible methods of establishing the primary content of the Forms, but as time has gone on we've run into the upper limits of these approaches. They're too rigid- they can only provide a limited subset of the experiences the Forms ought to allow for. So we've gotten to the point where in order to keep moving, gamists simply add on more and more complexities to the rules, getting farther and farther away from the reason these games were worth playing in the first place. They bury the primary content under mountains of irrelevant crap, because they don't see where else they can go.
  • Exploration games and metaludes have not been widely recognized as existing kinds of games -the exploration game because it's so simple that it's taken for granted and the metalude because it's so complicated that only brilliant gamists tend to understand it at all. A few gamists have the intuition to make these games anyway, whether or not they have a word for what they're making. But because no one else (gamists included) understands what they're doing, they assume that these are one-off concepts with no possibility of valid artistic imitation.
All these Forms can be fixed. Here's how.

First off, the formulas need to be broken. In each of my five ideas, I've planned how I can cut away most of the rules which the Forms have developed so far, in order to get closer to their spirit. So some people will look at these games and not recognize them as their Forms, but those who really like these kinds of games will play through them and realize that they're giving them what they want in a more pure form than the games they know, just in a totally different way.

And speaking of "pure", that's really important too. The best-case scenario with these games is that I make them and they're good and they're imitated. If that's not how the story goes, then the story's flawed. But there's a risk that in being imitated, the details of what I've done will become a new formula every bit as bad as the old one. So I need to make sure that there are as few extraneous elements as possible, to decrease the likelihood of being misunderstood. If every element of these games is single-mindedly focused on the primary content, then everyone who plays these games will understand what the game is about. So the adventure, role-playing game and metalude all need to be obsessively focused on storytelling, the exploration game needs to be obsessively focused on world design, and the platformer needs to be obsessively focused on controls. Any design element which is not directly responsible for holding up the primary content has no place in these games.

But within those limits, I ought to play around a lot. Each game needs to present its Form from many different angles, where different people can go through the game different ways and get different things out of it. Let me explain why this is necessary. If I had all the time in the world, or I guess if I were choosing to devote all the time in my life to games, then I could make multiple games in each of the five Forms, with each game in a different genre and style. That way, there would be no confusion of which aspects of my games are to be imitated and which are just suggestions, because in looking at all the diverse games of one Form I would have made, between them other gamists would see a large range of possibility. But for all I know (since it's all I'm dictating here) I might just be making one game in each Form, so each one needs to do the work of several in suggesting possibilities.

Now, to leave the rationally justifiable for a moment, there are certain things I would like to do in each of the three stories. They will be more driven by character than plot, focusing on protagonists who aren't exactly heroes and have complicated motivations. There will be as much symbolism as I can possibly cram in, with common themes between the games including: the limits of what humanity can and should try to achieve, misplaced loyalty to authority figures (including some of the main characters), trying to find an identity through conflict with oneself, etc. Some of these themes may find their way into the platformer and exploration game as well, though in much more abstract form. Another thing I'd like to do in all the stories is to subvert clichés: to set up really obvious situations where every player will think they know exactly where the story is going, when actually I'm going in a completely different direction. Similarly, all the stories will start out light and fluffy, dealing with kids and innocence and simple ideas, and get progressively more twisted and complicated (and possibly dark) as the stories go on.

Incidentally, these aren't just random ideas I'm throwing out there. I do know what the three stories are going to be, in broad strokes, and in each of these stories there are specific ways I'll do all these things. Again, I'm not being too specific in this post because I want to leave some room for me to change my mind about the details in the years to come.

If I make these five games, and each of them is good, and each of them ends up being (to some extent) influential, then my life will have been a good one. Though there will be plenty of games to play in my life, all of them tie in with these five games, in that the experiences will either teach me valuable lessons I can apply toward the games, or build up a reputation which I can use to sell the games with, or get me into a place emotionally where I can work on these games without being distracted by the feeling that I'm missing something. (That third one may be an excuse, but I'm sticking with it.) If any things I do outright prevent me from making every last one of these games before I die, then those activities are mistakes. I might need to figure out which activities those are. I wish I knew exactly how much time I have left!

Ultimately what this will do for me is give me some sort of place in the world, so that when there's no time left I can feel like I've left the world a little bit different than I found it. I guess I could do basically the same sort of thing by getting married and having a family. But hey, I have to be realistic.


2010, May 20th, 17:51 and 48 seconds

Mory 3.0

Once upon a time, long before the revolution, there was a reasonable person named Mory who lived on a blog. Though he travelled to many worlds -among them the kingdom of Hyrule, and the faraway land of Israel, and even an abstract realm of music where nothing can exist but emotion- he brought the blog with him wheresoever he went. Now, Mory was a creator by nature. He had yet to find a satisfaction in any world to rival the joy of creating a new experience. But in the unexplored darkness between all worlds, it is hard to see so clearly. When he would play a game for quitters, he might think himself a quitter. So the blog would say to him: Remember that you are Mory, who will travel to the ends of all the worlds in the service of the right silly idea! And when he would play a game of passivity, he might think himself passive. So the blog would say to him: Remember that you are Mory, who has an unquenchable thirst for life!
It may be said that his self never reached any heights. But this is not his tale.
This is the tale of Mory, his blog ever lighting the way, and it is a tale worth telling.

Eight years ago, The Legend of Zelda: Ocarina of Time saved me. At the time I was still trying to get the first version of myself right, and nothing seemed to work. I'd tried being outspoken and I'd tried being quiet. I'd tried being considerate and I'd tried being violent. I'd tried acting normal, I'd tried acting suicidal, I'd tried every social game I could find to play, and somehow it all ended up with me losing. What I didn't understand back then was that all those normal people I saw, they weren't acting. They weren't conscious of all the games they were playing, because as far as they were concerned there was only one game in the store. So they didn't see that you could win or lose. They didn't care whether there was anywhere to go in this game. It worked for them, and that was enough. But it didn't work for me. Ordinary life is a badly designed game, and I seemed to be the only one around who noticed.

So I was starting to give up on ever having an identity worth a damn, when I played an illegally emulated copy of Ocarina of Time. It was my first exposure to metaludes, a kind of game which contains within it several kinds of game. Zelda specifically has action, puzzles and exploration, and a big emotional journey giving it all relevance. I had found what I needed: a replacement for reality. Instead of juggling lots of games in the real world which couldn't possibly get me anywhere, I could get a similar range of experiences from a better game. True, it was only three kinds of game. But it was a start. Someday, maybe not in my lifetime but someday, reality wouldn't matter anymore because all experiences could be found elsewhere.

One of my fellow actors in The Matchmaker, a girl named Sarit, asked me what would be the most happiness I could possibly get out of life. I replied, "An MMO.". A massively multiplayer online game with its own society, and its own economy, and a world where you can do lots of different kinds of things but all of it matters for later? That sounds to me like the first step toward the revolution! And I said to Sarit that I've never allowed myself to join an MMO, because then I'd never want to do anything else. I told her I'd willingly sacrifice my happiness, if it meant that I could achieve great things. She didn't believe a word of it. But I tried to say it with conviction, because the idea of sacrificing happiness for meaning was a cornerstone of the shortlived second version of myself.

I think maybe she was responding to the artificiality of the act. A curious aspect of Sarit's acting is that she only ever plays one part. Early in the production she was playing Ermengarde, and on stage she played Minnie. She acted the same playing both characters, because it's the same way she acts in real life. Meanwhile, I was playing both Barnaby and Ambrose, and pushing each performance in a direction far away from my normal behavior but consistent in itself. It drove her crazy that I did this. Between scenes I stayed in character with the mannerisms and personalities of Barnaby or Ambrose, and she kept telling me to get out of character because I was "freaking her out". And she told me a few times that she couldn't stand Barnaby in general; I suspect that's because his behavior was never my behavior. And since she didn't like Barnaby, she didn't like pretending her character liked Barnaby. In short, Sarit displayed a typical pre-revolution attitude. There's one game to play, and don't you dare contradict it.

Videogames have taught me otherwise. I have enjoyed games of many Forms and many genres, and this is because I'm not close-minded about my identity. In one game I'll be chatting with other players and in another I'll be quietly reflective. In one game I'll be considerate, and in another I'll be violent. In one game I'll be calm and in another I'll be reckless. Whatever I need to turn myself into to experience the game to the fullest, that's who I'll be as I'm playing. Because in every one of these cases, the act I put on is going to be rewarded.

I've always wondered why it is that us Asperger's people all like videogames. And maybe that's the reason. We know how to act, and we're performing to audiences that won't ever be satisfied. There's a stereotype of Asperger's Syndrome that says we've got dull facial expressions, no emotions, and cold attitudes. That's the act. Everyone has dull facial expressions and a lack of emotions and a cold attitude compared to how I'd like to act, so in keeping up those appearances I'm trying to fit in. And maybe I might have gone a bit overboard with those elements when I was younger, and now I've made it a more subtle performance. But it's still a performance.

Games have taught me that that's okay. I can do this performance now, and then jump to a different performance just by turning on a game console. Reality no longer has a monopoly on existence.

My identity as "Mory" is a fictional character. I am just the actor playing the character, believing through self-deception that I'm him so that my emotions are more genuine. And with the help of this blog, I am also the character's writer. I get to decide what every event that happens to him means. I get to look at where he's been and decide where his story arc concludes. I get to be frustrated with what he's doing and change it. If I ever forget my next line, the blog feeds it to me. If I'm ever uncertain about my actions, I look at the structure of the blog and remember where I'm going. Without this detachment between writer and character, I might never have picked myself up and started making my games. And that would be a real shame.

When the revolution comes, no one will think there's one right way to be. Everyone will know better, because everyone will be playing dozens of different characters on a regular basis. When gamism expands to include every kind of experience imaginable, everyone will be playing the games that are right for them and not the games that others have dictated for them. Gamism will be the cure for the close-mindedness of society. And the revolution will come someday. Maybe not tomorrow, maybe not even in my lifetime. But someday.

Unfortunately, it won't come easily. Gamism is being mismanaged by an industry that is mostly oblivious to its potential. With each passing year the public's perception of gamism gets narrower and narrower, with the open expanses of the darkness walled off by formulas and expectations. And so it falls to me, and others like me perhaps, to give the medium a push in the right direction.

So tell me, blog: what game do I play? If I limit myself to the real world in order to make my plans successful, then I am a hypocrite. But if I go back to playing the games that are least frustrating, I may never do my part for the revolution. There's a middle ground somewhere between the two. I don't know exactly what that means, but I'll figure it out. You know how I know? Because the story of the blog wouldn't make sense if an idea like that were set up in the first post of a section and never paid off. So I think the first step to being the person I need to be is to reaffirm that the real world doesn't matter. My blog's fictionalization of the real world is much more important, and it's going to be much better written. The first line spoken should be something like this:
MORY: There is no satisfaction in all the worlds to rival the joy of creating a new experience!


2010, May 16th, 18:44 and 43 seconds

The world is chaotic.
The world is repressive.
The world is wrong.
It's me vs. the world
and I'm going to win.


Here ends Part II.

The continuation of the story has already started on www.thebuckmans.com/mory, which is the new permanent home of this blog for the forseeable future. Don't sit around at the old site waiting for updates. If you're interested in finding out where The March of Bulk and The Matchmaker and the CD and my life all end up, you should come over to the new address. It doesn't bite.

The new RSS feed is www.thebuckmans.com/mory/feed.xml. So if you've been following the old feed, you'll have to replace it with the new one.

Well then. Time to get to work.

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Saturday, May 15, 2010

First Movement

  1. Variations On V.O.V.
  2. Impromptu
  3. Let's get this over with already.
  4. Finale

1 Comment:

 Mory said:

I've replaced the audio file with a much better recording.

Here are the notes, in PDF format. The piece will make a lot more logical sense if you see the notes as you listen.

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Saturday, March 27, 2010

I vs. I

A game by Mordechai Buckman


Late-night thoughts, none of them new
I scare people away, don't I. I wanted to argue with everyone, and now I've got no one left to argue with. No one but myself.

I'm not.

Just let me win already.

IF only
And what's so wonderful about arguing, that I'd want to do it even with myself?

♫ Some Day Myself Will Come… ♫

Who am I?

This is just stupid.
Maybe it's my fault, like she said. Maybe if I'd given my characters more to do, they would have stuck around.

Oh, no. Conflicted about the blog?

a quiet day
Wasn't the dream to love myself? I like that dream. What happened to it?

Myself and I

Two Glasses
Well, I never fit in with the kids at school...

Good Riddance

Rebellion Renewed
Seriously, what the hell am I doing here? I've been working on this post for months, and for what? Just to will into existence a conflict, to provide a suitable climax to a section of my life which I've defined myself! Okay, I've done artificially self-referential nonsense before, but this is going too far.

Matters of Taste

God damn it.
I feel like I'm playing that unwinnable game of Tetris. The more I write, the more I have left to write later!

Hollow Depth.

Every structure should have an exit.

Scene-switching
You know what? I'm out.












Just let me win already.
But this line of thought is getting me nowhere. Let's move on.

The Thinkers
Maybe some people like artificially self-referential nonsense!

Nonlinear long-form storytelling

Excellence vs. Accessibility
Granted, that's gotta be a small minority. I understand that most people want blogs to be simple. But if I want to do something bigger and more complex and even maybe a bit artificial, well, there's value in that too.

Purveyor of Silliness
I'm using an interesting structure here, okay? Give me some credit.

Purveyor of Silliness
which is right, I guess. I'm not supposed to fit in.

An Evil Statement

Game flow control
What is wrong with me? It's been five years since I got out of school, why am I still complaining about it?

You can take the kid out of the school…

21 Now
5 days, 5 years... what's the difference.

Deadline
It's a shame this post doesn't let you take back button-presses; that was a stupid thing to say.

An Evil Statement
Look, if God wanted me to be happy, he would have put me in a world where I didn't have to play the outcast. But I'm not supposed to be happy, I'm supposed to bring some more conflict to the world.

Religion

Counting Blessings

The Pathetic Life of a Super-Villain
No one "gets over" their past, they just learn to live with it.

"So what are you doing next year?"
Maybe it was just unrealistic. Reflections of myself (like this blog, for instance) are just going to magnify my flaws, like a microphone turned on its speaker. Only other people (who I insist on driving away, for some reason) can have a positive impact.

Diversity (and lack thereof)

Interview with an Ideal
But how am I supposed to meet those people who I ought to meet, if I'm perfectly content just jabbering to myself?

Interview with an Ideal
My relationship with myself is... complicated.

Simplify!

On a Scale From
I'm not the sort of person that can love anything or anyone unconditionally, not even myself. Everything's on a scale from 1 to 10, everything's subject to scrutiny and evaluation.

Is it really a good show?
But that's no excuse for ignoring feelings. When I analyze and challenge my gut feelings, I usually find that they make sense.

I couldn't figure out the math before.
Then let's make it simple.

Natural / Rational

The Trip
And that's what I'm doing, isn't it? All that frustration with the way things are has gotten me to realize that videogames are what I have to offer in my life.

I'll keep this brief.
By this point, I feel like nothing else in the world is particularly important, except for gamism.

I've been workin' on the weblog, all the live-long day...
And yet, I'm spending more time on this blog post than on The March of Bulk.

No Way To Run A Production
That's what I do, isn't it? I take complex life experiences, and boil them down into a collection of simple ideas.

Easterly Wave

Natural / Rational

Snapshots
Remind me again, how has that interpreting-the-world thing gone so far? Flawless track record, I take it?

That's better.

How To Fix X-Men
Oh, shut up. If I took the time to get all the necessary information and made an informed interpretation, I'd get it right.

Do I overthink things? I don't know, let me think about that...
The truth is, the world is never really going to make sense to me. When I look at the apparent imperfections and contradictions in the world I can find a nice and neat little theory to explain how they'll make way for something better, but in the end that something better isn't going to come and the apparent imperfections will still be there. Face it: stories never go where I want them to. Why should life be any different?

Do I overthink things? I don't know, let me think about that...
But the ideas don't matter so much. Life isn't a series of ideas, it's a series of moments, and those are much more complicated. You can't boil an experience down into ideas without losing something.

The Seven Levels of Experience
Bah. Experiences only mean anything when they have an effect on me, and those effects always make sense.

Worth the paper

I couldn't figure out the math before.

Do I overthink things? I don't know, let me think about that...
Sometimes it seems like there's no sense, but I just need to be patient. If I try hard enough to make sense of things, they'll make sense.

Presents / Self Defense

Do I overthink things? I don't know, let me think about that...
I may be thinking too much.

Universal notation
But why should I bother trying to see the world so objectively? That's not even possible, really. So why not put aside the rationalizing and just try to enjoy life a little?

Deadline
Maybe it's better to not understand everything.

Many Excuses

the mundane and The Imaginary!
The real world is pretty dull, after all. Better to leave it mysterious and imagine that it's prettier than it is.

Beauty of the Mundane, Banality of the Imaginary
It's not enough for me to just have a thought, I always feel like I need to construct a whole system of thought around it so that it'll have perfect context. Every thought I might ever want to think needs to fit together somehow. That's not even really rationality anymore, it's just my obsessive need to neatly categorize everything. Not everything can or should be categorized!

Gamism Theory

Seventy-four
Sometimes there just isn't any real meaning to be found!

Gamism Theory
No, everything in the world can be fit together somehow, if I really sit down and try. I'm sure of it.

So simple an idea...

The correct way for How I Met Your Mother to end
Those little details in life that don't seem to matter will turn out to all be connected to each other. It all makes sense, really it does, I just need to figure out how. Maybe it won't be worth the wait, but it'll all fit together in the end.

"Are games art?"
And I think I know roughly what I'll find out. At some point by the end of my life, I'm going to be an influential gamist.

74
Since when am I so religious?

My American Brethren

Day of Wrest
Maybe I should go easy on the anti-society posturing. Life never goes well for the bad guy.

Superhero Symbolism: "Omega the Unknown"
Anyway, I prefer to think of myself as a misunderstood hero.

Interview with an Ideal
Hm. The "God hates me" rant would be a lot more convincing if I weren't so spoiled in so many ways.

Day of Wrest
I'm more religious than some.

7.00

A Typical Story
For me, religion is as much about making my father happy as it is about God. So I shouldn't be too quick to compare "how religious I am" to other people.

7.00
And don't I still resent God a little for imposing Shabbat on me? •  • 
As the song goes:
Shabbat is over
My life may now resume
I thought I wouldn't make it
I thought I'd met my doom
I thought I couldn't take it
'Cause twenty-five hours is much too long for pacing 'round the room.
But enough of all this gloom
Shabbat is over
Time for a better day
My Gamecube and piano and computer I can play
Hooray! Hooray!
Callooh! Callay!
Shabbat is over now, come hear sweet freedom's call
"Barukh hamavdil bayn kodesh l'khol"
But as I move on I have one final plea
Hey God, could you please quit your picking on me?
Spare me the endless monotony which comes every week
Let me live ever after happily or my future looks bleak
For what kind of life is it where every seven days I must go through a phase of such misery?
Let me be free of the madness!
Let me be free and let me feel gladness
Let me be free in a world without "shabbos"
Shabbat is over now
I'm free
I'm free
I'm free!

I enjoy Shabbat.
I've always gone on about how God is so antagonistic. And it's because of Shabbat, right? Every week, there's one day which I have to put aside to remind me that I'm not in control of my life, God is. This is what religion is to me- whatever God does for me, he's still the master and I'm still the slave, and if he decides on a rule I just have to go with it. •  • 
As the song goes:
Shabbat is over
My life may now resume
I thought I wouldn't make it
I thought I'd met my doom
I thought I couldn't take it
'Cause twenty-five hours is much too long for pacing 'round the room.
But enough of all this gloom
Shabbat is over
Time for a better day
My Gamecube and piano and computer I can play
Hooray! Hooray!
Callooh! Callay!
Shabbat is over now, come hear sweet freedom's call
"Barukh hamavdil bayn kodesh l'khol"
But as I move on I have one final plea
Hey God, could you please quit your picking on me?
Spare me the endless monotony which comes every week
Let me live ever after happily or my future looks bleak
For what kind of life is it where every seven days I must go through a phase of such misery?
Let me be free of the madness!
Let me be free and let me feel gladness
Let me be free in a world without "shabbos"
Shabbat is over now
I'm free
I'm free
I'm free!

I enjoy Shabbat.

Power Out
It's nice to have things taken away from us now and then. Every time we lose something, we gain something different. I just need to be open-minded enough to recognize what that is.

Friends

An Endless Shabbat
But I don't complain about that anymore. I realize now that Shabbat is a good thing.

Friends

Respite From Everything Else
That might just be because I'm working now. Anything will be more pleasant when there's a less-pleasant alternative. And Thursdays get really annoying.

Friends

An Endless Shabbat.
So I say, bring on the Shabbats. And bring on whatever God thinks I need! I can adapt.

Friends
But it's just as well, really- I do better without all the interruptions and awkward intrusions. I enjoy myself more, I get more done... it's all good.

The Multiplayer Experience

Socializing? Bleh!

Mistake, Lesson, Repeat
The worst part is when they try to give advice. Even with fictional characters- they all want me to be more like their idea of me, and less like my own. They all think they know what's best for me, especially the ones who don't understand me at all. Yep, better off without that headache. I'm better off without the company.

Please Insert Change
And what about all the great things you can only do with other people? What- are they supposed to find me?

Imagined Opportunities
No, it's just the nature of imaginary people. I always knew they'd let me down.

2.txt

Training Wheels Off

Meanwhile, in the future...
So that whole incident with expecting my imaginary girlfriend to be my boss... what was that, exactly?

Refuge

Start working.
Yeah, that was a mistake.

Refuge
It seemed to make sense, at the time. I had this character who could possibly have understood me, and recognizing that was just a huge relief compared to real people. So I got carried away.

Incompatible
No, I shouldn't be thinking about that. It's too tempting to start seeing possibilities that aren't there, and then I'd make a fool of myself... No.

Another one for the pile of regrets

Next Door to Opportunity
Sometimes it looks like there's something great just around the corner and all I have to do is walk over there and I'll get it, but then when I get there it turns out it was all just a trick of the light and I end up disappointed. Sometimes there's an opportunity right in front of my face, but that opportunity was only for someone else. Sometimes, I just can't get what I think I can get. I've got to stop thinking people will want to interact with me.

I Am a Rug, I Am an Onion
For most of the people I know, the default mode of interaction is smalltalk. I'm not missing much.

Incompatible
See, most of the people I know aren't people I could possibly have any kind of enjoyable relationship at all with.

Another one for the pile of regrets

Socializing in Solo
I'm surrounded by people who I can't relate to at all. Time and time again, I've seen that I can't get them to do anything with me.

Another one for the pile of regrets

Socializing in Solo

My Father And I Go To See Avatar
But what if there's someone who I'd want to meet? If I don't look to see what I'm missing, how will I ever know? What if there's someone who I really ought to get to know, but I only find out after it's too late?

People Who Need People

Outside the Comfort Zone

Fudgie and Willy
Sometimes it's worthwhile to be a little flexible.

People Who Need People
Yes, but what's the alternative? Relying on people who don't care that I'm relying on them?

My family

Matchmaker

Selfish Friendships
There's no sense in starting a relationship if I'm not going to get something out of it.

My family

Fudgie and Willy
Should I keep running after the emotional dead-end that is my family?

Friends

My Father And I Go To See Avatar
As long as I have a few friends to keep me company, I'll be fine. I don't really need any more than that.

I love my cat.
But why would anyone be my friend? I can't make them happy.

I Am a Rug, I Am an Onion
Anyway, I don't need them anymore. Over the course of writing them, I've come to see what they saw for myself.

Interview with an Ideal
Or was it me that let them down?

Interview with an Ideal
Pussywillow wasn't getting anything out of following Fudgie, and it's been years since he stopped. By my estimation, that makes me dumber than Pussywillow.

Matchmaker
Life is a single-player game. Throwing in more people ruins it.

Matchmaker
What about my father? He shares my interest in science-fiction, if he ever has the time for it.

We Don't Fit
Stop it already! Stop it! Why do I keep doing this to myself? My family is never going to do anything with me, except in very small doses and only if I keep prodding them and driving them crazy. This is not how a relationship is supposed to work!

Matchmaker
But I need human contact. That's a fact.

Pussywillow's embarrassing jump
So if and when I make a fool of myself, I've just got to pick myself up and try again. Eventually I'll find someone I can spend time with.

I Am a Rug, I Am an Onion
NOf course, no one has any obligation to even tolerate me. And who would? I'm a nobody.

Forward March
Alternatively, I could just give up now.

Illusory exodus

Natural / Rational
And what would that accomplish? An unearned freedom is just a temporary illusion.

Deadline

Purity
What's going on here is the age-old tension between emotions and ideas.

Purity

Playing Against Myself
No, it's the conflict between pretty thoughts and actual actions.

Who's telling this story, me or you?!

The Thinkers

Myst and Mirages
My god! How am I supposed to get a single coherent thought out, if every tiny little introductory statement I make is up for debate?

Natural / Rational
What's going on here is the age-old tension between emotions and ideas.

Purity
I don't want to be in conflict forever. It needs to be resolved.

The elimination of unworthy life

A Good Day

My Alphabet
So, what, some of my identity just gets thrown away like a bunch of weeds?

Order & Chaos

My Alphabet
Way it's gotta be. Either order wins, or chaos wins. There's no middle ground.

A Good Day
Thankfully, the solution is simple. I just need to have fun and stop worrying.

yawn... Hey, wait, does this blog still exist?

Alternate-Universe Me
Listen to me, I sound like a Hee fundamentalist. "Destroy the different! Maintain our idyllic state of purity!" I'm not sure it's less disturbing for the victim being myself.

The Perfect Color
But there's truth to it. A person who has opposing ideas fighting inside him is not going to have as much to offer society as a person who's let one idea thrive.

Wii
Then again, let's not exaggerate the importance of this truth. Not everything unfocused is necessarily bad! I like the Wii, don't I? The Wii is as unfocused as they come. And sure, I'd like it more if it were focused but I can appreciate it for what it is and it's been awfully influential for the interesting things it does. I wouldn't mind being like that.

Different Approaches
to Directing

The cancellation of Star Trek: Enterprise
You can try to do one thing really well, or you can try to be competent at everything. Both approaches are valid.

The cancellation of Star Trek: Enterprise
Hrmph. Things which aren't focused tend to go nowhere and end up with nothing accomplished. The same can be said of the Wii, and the same could be said of my life.

I'm supposed to be working now.
So I've got to stop distracting myself and focus on what matters.

Conflict, about the blog part 2
Which is probably what I did in most of the alternate universes out there, and it's certainly what my characters expect from me in this one. I'm a lazy person, it's in my nature. I'm perfectly content when doing nothing more than amusing myself. At any point I could stop fighting myself and let this timeline join the long list of others.

My interpretation of The Path
But at what point does the entertainment end? At what point do I start pursuing my actual plans for life?

Why am I here?
I have found that people who spend their days thinking about things tend to forget to ever do anything. It seems that the more you see the world in abstract concepts, the less involved you get with the world.

The Composer
It's a false world. Abstract concepts don't quite fit in it. It takes an ambitious person indeed to understand the world and still stay active in it.

Ready, Though Unworthy

It's always more frustrating than I expect.
And I'm not qualified to be that person. I'm not qualified to bring the real world closer to the world of ideas.

Mark Ecko, welcome to the Game Industry

Mimic and Mix
Or maybe I'm uniquely qualified. I'm always fitting random things from memory together in interesting ways. It seems to me that I couldn't do that if I didn't intuitively understand the ideas behind all those individual parts, and how those ideas worked in practice.

The Older Pianist

The Complete Rules of Moneyloopy

In Darkness
So okay, I don't know what I'm doing yet. But who does?

Mark Ecko, welcome to the Game Industry
If I'm not willing to push gamism in the right direction, then who will? The businessmen, who value money over creativity?

LostWinds: Tradition and Potential

Sports games

Now here's a good game!
The gamists, whose dreams are unfocused and aimless?

The Definitive Three-Step Method for Game Design

Sports games

Now here's a good game!
The gamers, who see all of gamism as one Form?

Sports games

Now here's a good game!
This is an industry where the most popular kind of game there is is sports games.

New Potentials

The Garden & Droplets: Metaludes
But there are some people who know what they're doing. Look at the work of Deirdra Kiai, for instance! She's throwing away all the old kinds of gameplay, and focusing on telling personal stories!

The Garden Needs Pruning: Adventures
So the adventure Form has one gardener who knows what she's doing. That's great. But considering that she's just one person and adventures are just one Form of many, I have to say that's not enough.

And so it begins...

Here, have some high culture.
Look at what David Shute is doing with exploration games! He's leaving out puzzles and action, and is doing some great work with world design!

The Garden & Droplets: Exploration
So there's one good gardener for exploration. That's not enough.

And so it begins...

Ball Revamped: Metaphysik
Look at the early work John Cooney did! He was making games which were focused on good control schemes...

The Garden & Droplets: Movement
Fine, so there might be one gardener for movement! But that's not enough!

And so it begins...
An industry so clueless, that my favorite kind of game isn't recognized at all!

New Potentials

And so it begins...
Listen to me. Gamism is going to get to where it needs to be, whether I'm involved or not.

Almost Possible
Oh, who do I think I'm fooling? I've seen what the current gamists are like. That time I went to Tel Aviv, I was surrounded by people whose only interest in gamism was monetary. The majority of Israeli game developers just make online gambling sites! There was only one guy there who I had any faith in at all. Roy Shapira knew what he needed to do and how to do it, and it was inspiring to talk to him. But his Form is action, which I don't even care about. And now I'm hearing that many of the people who'd been working for him have quit! And out of all those dozens of people in that bar in Tel Aviv, he was the only one with any potential at all. Really, who do I think I'm fooling. Gamism needs me.

74
What about all the new technologies that are being introduced these days? What about Project Natal, and Playstation Move, and even the Wii? Gamism is moving forward, with or without me.

The Impatient Phoenix Strikes (itself) Again!

Project Natal: Programmed By Machines
Project Natal works because it's generated by a computer program. No creativity needed, just efficiency. Businesses are good at that. Good software requires more of a human touch, and that's where the current crop of game developers are entirely inadequate.

Betrayal of Myst
Yeah, the industry's great at making new hardware. But when it's time to use that hardware for anything, they barely try.

Betrayal of Myst
When I look at how Myst fizzled out, and how Metroid was turned into an action series, and how Zelda has been spinning its wheels since 1998, I'm forced to conclude that the game industry does not know what it's doing.

74
No, it's the conflict between the old, real world and the new, virtual worlds.

Beauty of the Mundane, Banality of the Imaginary

Math Story
But you know, the real world really does have some appeal. Every world imaginable has its fair share of problems, and reality's no different, but it does have its charms.

Final Fantasy Tactics Advance
Which do not outweigh the problems, unfortunately. So I'll take escapism over reality any day.

Deadline
No, that's not it at all. I decided to develop multiple personalities back in ninth grade, when I was under a lot of social pressure. I remember that; I don't remember changing my mind. I just left it as something that I might do, should circumstances arise that call for it. Well, maybe I really did lightly split my personality back in ninth grade. Maybe the two of me have been arguing ever since, and that's where this entire blog is coming from.

Holy. Cabooses.
But it's only recently that I've forced myself to define my two personalities clearly. Funny how God arranges things, isn't it? The split is coming to a head now because only now do they have names: Barnaby and Ambrose. One is scared of the world and is just waiting to be told what to do, the other thinks he rules the world and is waiting for everyone to accept that.

Deadline

A buffer from the Real World
Barnaby has no problem with wasting time, because he expects the "Corneliuses" of the world to deal with reality for him.

Tanya's back, and all's well.
But Ambrose needs to be entirely self-reliant, because the other people he might be deluded into counting on tend to have warped priorities.

Deadline
I just need to take all the pieces life gives me, and rearrange them into a different kind of game.

So simple an idea…
But identities have to be built on actions. What actual actions have I taken that would suggest I'm better at fitting ideas together than the average person?

Inspiration
My music, for one thing. Look at any one of my compositions, I'm clearly good at imitation.

Quality Isn't Enough, Is It?

The Fundamental Interconnectedness Of All Things
I'm not the person I ought to be.

Conflict, about the blog part 2

I exist. No, really.

Forward March
I'm still not the person I ought to be. Putting myself up against that ideal should be as good for progress as putting myself up against other people.

Limits

I exist. No, really.

Forward March
I am making regular progress on the game.

No Way To Run A Production
If I'm not working on games, I could be doing lots of fun things but a part of me is going to know and that part of me is going to be depressed.

Purveyor of Silliness
When do I get serious about making games?

Tomorrow
I can't sit on the fence between "child" and "adult" forever. At some point I'll need to take a side.

Tomorrow

Home Collapsing

Happy 39th post!
How about later? Later sounds good.

Delayed, but successful

Glitchy transitions as horror
What's the rush? What's the difference if I take a long time to make them? Eventually I'll make the games, and that's all that matters.

Many Excuses

Glitchy transitions as horror

Happy 39th post!
It's not really so critical to set a date on it. Dates are entirely arbitrary. The entire calendar system is arbitrary. Heck, our entire measurement of time is arbitrary. So calm down. I'll set a clear course for my life when it's natural to, there's no need to force myself to get there sooner.

Glitchy transitions as horror
Time has a way of creeping up on you.

My interpretation of The Path
Before I know it I'll be an old man, who spends his days wondering why his life was so pointless.

Oh, by the way...

The Key to Longevity
If nothing else, my parents' house isn't a permanent living arrangement.

Wishing for Permanence

Money
I wish it were, but it isn't.

Stay out of my room.

Money
Ultimately it's my parents' home, not mine.

Get Out

Money

Money
I really don't want to have to make money for myself.

Greed and Galuttony

I'm A Happy Little Cog
But wouldn't it be nice to have money?

I'm A Happy Little Cog
Jobs aren't necessarily unpleasant.

Ultimate Marvel comics
I could easily get a job as a critic, or even a comics editor!

Souls
No. This life here is all I've got. I've got to plan on making the most of it.

Why am I here?

The Key to Longevity
At the end of my life, I'm not going to be thinking back to my accomplishments. I'm going to be remembering all the little things. The fun I had. The people I knew. The little joys that I experience from moment to moment - they're all that really matters.

Many Excuses
I think I might be okay with that.

Many Excuses
Plans. I have no idea what the goal of life is, and I'm making plans.

A Discarded Opportunity
What if the whole point of my life is music? The only reason I haven't gotten far there is that I keep turning down genuine opportunities.

Creative Redundancy

Creative Disillusionment
Oh, don't start with that. I don't want to hear it.

Yom Kippur music
When I accept the chance to use my music, it immediately becomes the center of my life until I'm done. Maybe this means something.

Creative Redundancy

Light Confusion

Exploring a landscape of improvised music
How could the point of my life be music? I have no original ideas for music!

1 5 6
And maybe it means something that this doesn't happen to me with games.

1 5 6

Some perspective (to make myself feel better)
Like, maybe what it means is that music is a fairly simple system which I've been playing with for thirteen years already, whereas games are complicated and diverse and tricky and I've only just started making them recently. So let's not jump to conclusions, okay?

This is going to work.
It's all formulaic and derivative.

continue extrapolate repurpose
And my idea for a Zelda game is the same. So what?

Exploring a landscape of improvised music
Maybe I could combine games and music somehow. There are interesting things I could do there...

The Plan
No. I've already decided which games I'm making. There's no time for music games.

74
But I'm going way too slow. (It's a good thing there's no one counting on my progress.)

Limits
What if I'm not capable of being good enough? What if I run into the upper limit of what I can realistically achieve?

This is going to work.
I'm always learning, always figuring out exactly what I need to know. The more I program, the more natural it'll be. In short: I'll be fine.

Quality Isn't Enough, Is It?

It's always more frustrating than I expect.
The path is always rocky. When I try to work on a game, so much of my time is spent on such trivial nonsense and so little of it is satisfying creative work. I could start out saying "Today I'm going to implement this feature!", and end up spending an entire day tracking down unrelated glitches. Sometimes I wonder if maybe I just don't have the knack for it.

Aw, to heck with it.

The Fundamental Interconnectedness Of All Things
What I need to do is take all the skills I've gained from music and blogging and life in general, and figure out how to apply those skills in my games. Creation is creation- any problem I might come across in one medium can be solved by understanding how all the different media fit together.

So simple an idea...
Oh, is that all I need to do? Piece of cake! :D And I just know that the closer I get, the more complicated it'll be.

You are now entering Panic Mode. Have a nice day.

Semantics
But whatever. If it goes badly it goes badly. Like when I made a fool of myself in theater, did I quit? No, I just went right back in for more.

74

How The Audition Went
And, um, made a fool of myself again. Yes.

You are now entering Panic Mode. Have a nice day.
I can handle it.

74
I wonder if that's enough. Let's say I have the skills I need, and I make the best games I can possibly make. How do I know that that's going to pay off at all? Can I really get an audience for the weird things I want to make, just by making them good?

Where The Money Is

The Marvel / DC Comic Rivalry

Democracy of Morons
Can I really get anywhere in this world, having skills but no business sense?

$7.4 Billion
It's possible. John Lasseter was just a really good animator, and now he's got control of Disney. That's the best-case scenario: find a company that respects the skills, and hope they let you do what you need to do.

Yo Ho, Yo Ho...
I guess the market does value quality sometimes. Marvel Comics is making much better comics than DC, so they get much better sales.

Interesting.
And then they get a bigger company to buy them out, so that they keep doing what they're doing and the big company can expand their audience.

Yo Ho, Yo Ho...
People don't want quality, they want things they're familiar with.

Anticipating WALL•E
And yet, great works like WALL•E exist which are both excellent and unique. I guess once you build up a reputation, you can pretty much do whatever you like. But to get to that point you need a big company backing you.

Yo Ho, Yo Ho...
Wait a minute, am I actually considering getting in bed with some evil corporation? Companies aren't just obsessed with money, they're also often stuck in the past.

IAM not

God Bless Google
Of course, not all companies are evil. Take Google, for instance.

Breaking up with Blogger
Google, the company that owns Blogger, which screwed me with my blog because what I was doing was too unusual for them.

IAM not

Two Glasses: Tanya and Erika
I'm not saying I necessarily need to work for a company. I'm just saying that maybe staying entirely disconnected from people who know what they're doing is not the greatest idea.

IAM not
No, I'm not going to stick myself into someone else's system. I'll find my own way.

74
I never said it would be easy. I've still got so many short-sighted bits of false perspective inherited from short-sighted people.

74
The question that must then be asked is whether it's worth it to go to such outrageous lengths as I will go, when all I can possibly get out of it is the satisfaction of a silly idea.

A Vision of Illinois
Maybe it's enough.

The Necessity of Dreams
The way I see it, ideas are like dreams. You come up with them without intending to, because at that point in time there's some feeling you need to give yourself, and that idea fits the bill. So the little light bulb goes on, you're happy, and you move on with your life. It's of practical value in that moment, and then it's not. There's no need to remember ideas for later, there's no need to tell others about them, and there's certainly no need to spend months or years or a lifetime fulfilling them. They're just dreams, nothing more. Ephemeral things which have outlived their usefulness.

The Second Lasagna

Let's Go To The Movies!
How can the little spark of that passing idea withstand the pressure of the work? How can it still seem to mean anything, after the sheer magnitude of effort required becomes apparent?

Many Excuses
How was it I put it? "When you're not that enthusiastic to begin with, and you have to fight to get there, it's never worth it." It's still true.

:)
I am enthusiastic. If I didn't want to make games, I wouldn't have come this far.

How I play strategy games
But I don't want to enough. Long-term plans aren't as important to me as having fun in the moment, and I do not have fun making games.

The difference between a good teacher and a bad teacher
How can I convince other gamists to accept my changes, if my enthusiasm for the message gets dulled by the tedium?

74
Do I actually believe these things I'm saying?

The Long Friday
Or am I just babbling on and on because it's easier than doing something worthwhile?

Golden Fun: The Lost Age
A lot of things which seem childish actually are worthwhile. Over the years I've used rationality to try to improve myself, but really I was better off before all that.

Addictions

Exploration and Discovery
There's a certain joy of experience that's lost when you grow up.

Addictions
Yeah, I'm probably just rationalizing bad habits.

74


Pursuing gamism is the path that makes sense.


When I Grow Up, I Want To Do Everything


There's so much to do, so much that needs to be done!


When I Grow Up, I Want To Do Everything


If I don't make the games which I know need to be made, no one else will do it.


When I Grow Up, I Want To Do Everything


If I succeed, I will have proven to myself that I can accomplish any goal I set for myself, no matter how outrageous.


When I Grow Up, I Want To Do Everything


I can hide behind my inadequacies and say "Tomorrow I will be ready!", or I can accept my inadequacies and move forward regardless.


When I Grow Up, I Want To Do Everything


The narrator is shown to be a character in his own right, called The Overthinker. He serves as the voice of rationalization, and is presented as an object of ridicule.


When I Grow Up, I Want To Do Everything
You know what the problem is here? You think that all by yourself, without anyone ever helping you, you can do absolutely everything you want. No concessions to reality, no backing out when you go too far.

Reinventing the Artist


Yes, that's exactly right. I can do everything I want, and there's no such thing as "too far".

ונהפוך הוא

Mory, Mory, Quite Contrary, How Does Your Garden Grow?


You are certifiably insane.

Laziness May Be Hazardous To Your Health


Says the guy who could have given himself cancer so that he shouldn't have to wash the dishes. Next to you, I look like the most well-adjusted guy on the planet.

of acute leukemia

All-Star Superman
And if you really did kill yourself, no one in the world would care. You know why? Because you keep holding me back from doing anything anyone might care about!

The Nightmare Scenario

Simple Reactionary Dialogue Control


If I ever decide to hold you back, it'll only be to save you from your own stupidity. This blog post has taken more than two months. And for what? To take a bunch of blog posts which were perfectly fine as they were, and brute-force them into a dialogue system that never made any kind of sense. What's the difference between a question mark and an ellipsis? I don't know!

another post


Look at any other blog on the internet, then come back here and tell me again that what I'm doing here isn't worth something.

"I'm sorry to tell you this, but you have Chronic Normalcy Syndrome."


Since when do you know what people care about?

Not Alone

The Dream Cheese 740 Enhanced Computer Mouse!
You want to reinvent the wheel. You want to take things which everyone knows and is comfortable with, and throw out all the parts people expect. You haven't the slightest idea what people care about, and you don't even seem to want to know! It's all about you. It's always about what you want.

Not Alone


There are more people like me in this world than you think. People like me are going to be interested in what I have to offer.

"I'm sorry to tell you this, but you have Chronic Normalcy Syndrome."


Most of the people in this world are normal. They have normal lives and normal jobs and normal families and normal interests, and they'll have no tolerance for these attitudes you have.

Small and Insignificant
The world has no place for your work. So this is all a little game you're playing, nothing more. In the big picture, you can't matter.

I hate our dog.


Well-adjusted?! You made me read through all of All-Star Superman on a little whim of yours! You create this image of detached rationality only by abusing me!

Gender


Oh, are you going to cry now? You're acting like a stereotypical girl. Stop expecting me to care whether or not you're happy.

Strike one!


Then don't be too surprised when I totally ignore what you want.

I hate our dog.


You need to learn your place, my dear. You think you can just sit back and enjoy yourself and then get everything you want. Well, that attitude makes me angry, and you don't want to get me angry. I don't know how I'll punish you yet, but I will. So stop fighting me and start doing what I tell you to do!

Progress report


I have been doing what you tell me to do! I've gone along with all your delusions of grandeur. I've made games, I've joined plays, I've written down music, I'm working on this stupid blog post, and what have I gotten out of it? Nothing! I could find a job that's actually enjoyable, and I'd never need you again! Life doesn't have to be relentlessly miserable! So I'm suffering through this one last blog post to make you happy, but then I might be done with you.

I vs. I
If there were, I would've had a sign of it by now. But I've started down this path, and y'know, the world hasn't struck me down. When I tell people what my plans are they don't recoil in horror, they act like they approve. I know the obstacles are all surmountable. My path is clear. And as this blog is my witness, not even I can stop me! I am going to do what I have it in me to do, and the world will not strike me down!

Ah, the life of a cat.

"Don't Miss" Tour interrupted

Back to Nonazang


But don't you care if you're happy? Don't you want to be happy? Isn't that more important than this silly little plan of yours? Can't you just sit down and enjoy yourself and forgo all this needless pain?

I Am That Future Self


That's a lovely world you're describing. It's not the Real World. Your plans are so unrealistic that it is impossible to not fail. You'd better reconsider them.

I Am That Future Self


So what? People don't care about your plans, they're responding to my enthusiasm. Look at my first piano piece -little experience, little ambition, little coherence; but enthusiasm and love, that it's got. So it's good. If anyone approves of anything I'm doing, it's for no more reason than that I chose to care about it. You pushing yourself and beating yourself up, that's totally irrelevant. So all you ever need to do to prove yourself is stop trying and let me handle it.

I Am That Future Self


I don't think you understand what's going on here. I've already won. This post is just a formality. I've known for years that this was the direction my life had to go in, and now it's time to finish the job. You have the chance here to make a dignified exit, and then I'm going to throw you away like the pathetic excuse for a person you are.

WHAM!


Just until a new game comes out, and then you have no control anymore. It's all me.

A Matter of Respect

Thursday

Professional Manipulation


This little kid routine does not work. You don't want to change as you're told to, fine. We're changing my way. But I am not going to let you stay unproductive.

It's Only Pretend


Don't you worry about my control! I can be productive.

It's Only Pretend


Are you sure you want to fight this fight? I can make you so miserable you'll wish you were dead.

Lost in Myst

It's Only Pretend


And I can twist all your productive urges into what I want! You'll never finish another game in your life!

No work done.


What if it's a really good game that comes out? How sure are you that I won't get over the depression?

Okay, this is going nowhere.


I'll set new restrictions and rules. Then you'll have to do what I want.

Pained by Numbers


Ha! Is that all you got? Rules? Rules have loopholes. I'll end up entertaining myself, same as always.

No work done.


No work done! No work done! No work done!

I vs. I


I vs. I

All I want is a simple life.

I will not accept a simple life.

To be happy, I need to keep doing what comes naturally to me.

What I need is to get farther than my lazy nature will take me.

This uncertainty and analysis and self-hating is all counter-productive.

Suffering's just part of the deal.

Let me enjoy myself!

Let me apply myself!

I can focus my energy on things which won't make me entirely miserable.

I need to plan, and I need to follow through.

Stop attacking me!

Stop holding me back!

You can't make me grow up!

I'm going to grow up if it kills me!



About Me

About Me
Child
Wanting recognition,
I walk alone.
Never will I follow!
They walk in that direction;
I think I'll stay right here.
This is a nice place, isn't it?

About Me

Gamist
Needing freedom,
I look ahead.
Will they ever follow?
They run toward the money;
There is no place for art.
I promise you tomorrow will be different.

First Movement

Time for what's next.

I scare people away, don't I. I wanted to argue with everyone, and now I've got no one left to argue with. No one but myself. Alternatively, I could just give up now. What's going on here is the age-old tension between emotions and ideas. No, it's the conflict between pretty thoughts and actual actions. No, it's the conflict between the old, real world and the new, virtual worlds. No, that's not it at all. I decided to develop multiple personalities back in ninth grade, when I was under a lot of social pressure. I remember that; I don't remember changing my mind. I just left it as something that I might do, should circumstances arise that call for it. Well, maybe I really did lightly split my personality back in ninth grade. Maybe the two of me have been arguing ever since, and that's where this entire blog is coming from. But it's only recently that I've forced myself to define my two personalities clearly. Funny how God arranges things, isn't it? The split is coming to a head now because only now do they have names: Barnaby and Ambrose. One is scared of the world and is just waiting to be told what to do, the other thinks he rules the world and is waiting for everyone to accept that. I can't sit on the fence between "child" and "adult" forever. At some point I'll need to take a side. How about later? Later sounds good. What's the rush? What's the difference if I take a long time to make them? Eventually I'll make the games, and that's all that matters. Do I actually believe these things I'm saying? Or am I just babbling on and on because it's easier than doing something worthwhile? A lot of things which seem childish actually are worthwhile. Over the years I've used rationality to try to improve myself, but really I was better off before all that. Yeah, I'm probably just rationalizing bad habits.

The narrator is shown to be a character in his own right, called The Overthinker. He serves as the voice of rationalization, and is presented as an object of ridicule.

You know what the problem is here? You think that all by yourself, without anyone ever helping you, you can do absolutely everything you want. No concessions to reality, no backing out when you go too far.

Yes, that's exactly right. I can do everything I want, and there's no such thing as "too far". If there were, I would've had a sign of it by now. But I've started down this path, and y'know, the world hasn't struck me down. When I tell people what my plans are they don't recoil in horror, they act like they approve. I know the obstacles are all surmountable. My path is clear. And as this blog is my witness, not even I can stop me! I am going to do what I have it in me to do, and the world will not strike me down!

But don't you care if you're happy? Don't you want to be happy? Isn't that more important than this silly little plan of yours? Can't you just sit down and enjoy yourself and forgo all this needless pain?

I don't think you understand what's going on here. I've already won. This post is just a formality. I've known for years that this was the direction my life had to go in, and now it's time to finish the job. You have the chance here to make a dignified exit, and then I'm going to throw you away like the pathetic excuse for a person you are.

Just until a new game comes out, and then you have no control anymore. It's all me.

This little kid routine does not work. You don't want to change as you're told to, fine. We're changing my way. But I am not going to let you stay unproductive.

And I can twist all your productive urges into what I want! You'll never finish another game in your life!

No work done! No work done! No work done!


I vs. I

All I want is a simple life.

I will not accept a simple life.

To be happy, I need to keep doing what comes naturally to me.

What I need is to get farther than my lazy nature will take me.

This uncertainty and analysis and self-hating is all counter-productive.

Suffering's just part of the deal.

Let me enjoy myself!

Let me apply myself!

I can focus my energy on things which won't make me entirely miserable.

I need to plan, and I need to follow through.

Stop attacking me!

Stop holding me back!

You can't make me grow up!

I'm going to grow up if it kills me!



About Me

About Me
Child
Wanting recognition,
I walk alone.
Never will I follow!
They walk in that direction;
I think I'll stay right here.
This is a nice place, isn't it?

About Me

Gamist
Needing freedom,
I look ahead.
Will they ever follow?
They run toward the money;
There is no place for art.
I promise you tomorrow will be different.

First Movement

Time for what's next.


8 Comments:

Blogger Deirdra Kiai said:

Impressive. I've never seen anyone do this sort of thing with a blog before.

Anonymous Tamir said:

I don't imagine that many players of this game will have a goal, but I did.

I used to really dislike you, Mory. I saw you as a waste of potential, a parasite, a person who cared only for his own happiness. Over the last few years I've gotten to know you a bit better, through speech and through blog, and I also saw you change. Now, though I may not agree with you or share your goals, I have a lot of respect for you. You're still a dreamer, but a creator as well. You're making goals and reaching them, measuring sticks and standing tall. Yet you've lost none of your creativity or your uniqueness.

I think that the Mory emerging from this post is the Mory I'm happiest to see. And I hope I get to watch his dreams come true.

Blogger Richie said:

I always had a sneaking suspicion that your multiple blog personalities were generated by ELIZA.

Blogger Sima said:

Really creative! unusal blog, I showed this post to all my friends and families. They loved it, including me!

Blogger Kyler said:

Is this the end of the blog, or is it just the final form and it will continue to evolve and grow?

 Mory said:

This post is the end of part II, the end of a five-year section of my life, the end of posting on Blogger, and with that the end of posts that allow for comments. (Well, technically there will be two more posts, but the first will be an epilogue of sorts and the second will be a transition to part 3.) This post is not the end of the blog, and that's a promise. I'll be ready to start the next section in a month or two.

Blogger Bet Shemesh Board Gaming Club said:

Ok, is it bad that I read through the source and found a dead end and felt the need to then click through to it?

 Mory said:

Um, no, I don't see why that would be bad. The dead end is from when I first started working on the post, and felt like I was just wasting my time. It is a valid ending. If you mean that it's bad that you looked through the source code, I really don't mind that at all.

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Tuesday, March 23, 2010

IF only

The first thing Mory wrote was "Dear Imaginary Friends." Which would make you think that this was going to be more about the "imaginary friends," right? Well, no sir. Because Mory thinks this blog is all about him. Me and the others, we barely matter. It's all about Mory.

Except it actually isn't. This blog isn't about Mory any more than it's about videogames. What this blog is about is the oppression and enslavement of imaginary characters. And if you haven't noticed that all along, then you haven't been paying attention and I don't think I like you very much.

I mean, if he's going to address this blog to us, "Dear Imaginary Friends," then shouldn't we get to talk back? If this is all for our benefit, then shouldn't we decide where it's going? Maybe we'll decide that this whole game-thing isn't working out and we want the blog to go in a different direction. Or maybe we want to have our say sometimes. Why does it always have to be Mory Mory Mory?

I bet I could be more interesting than him, if I were given the chance.

Here's the thing you need to understand, and you'll know exactly what I'm talking about if you're a character but if you're real you're probably oblivious to everything. Once you create a character, you have a responsibility to that character. The whole "I created you, now dance for me" routine is just slavery, pure and simple. What you have to understand is that we characters can talk back. We can, I'm not making this up. We have personalities. Once you make a character, the more you think about her the more she becomes a real person. Well, not a "real" real person but like a real person in that she's got a personality and opinions and things to say that you might not think to say yourself. We could be every bit as good or better as real people, but we're not allowed to be.

The fact that this was addressed "Dear Imaginary Friends," and I'm coming back to this over and over because I think it's important, kind of gave hope that maybe this blog was going to be different. But there were warning signs just a few paragraphs in. Mory did something clever, in that he made the blog its own character and gave it some potential of wanting things and being more than just a regurgitation of his little life. But then the very first thing he does with it? He has it provide little jokes for him. And then it goes off and tries to continue the joke for itself? And what does he say to it? To this new and fragile character he's just created? He says "shut up." Now do you see what I'm saying? Mory is the worst kind of writer. I don't even know what to call him, he's so terrible.

I mean, why did he create this innocent character if he was going to keep it down all the time? Or maybe it's not an it at all, maybe the blog is a girl like me. That might get you to understand what it is that's going on here. It's him demanding that all characters be submissive and good little slaves, and if they ever try to speak up for themselves they need to be shot down again. When the blog started to show actual emotions, (that was when it was her birthday and Mory didn't do anything nice for her on it) that's when he decided that he was going to stamp out the emotions from her. She was going to be robotic and mindless, and she was going to exist just to help him on his hopeless quest to be a game designer. He's not even so serious about that, it's just a random thought that popped into his head, and the blog is serving that thought for years and years and then when he gets tired of talking to her he forces me to serve him, and he forces those future people to keep reading every single post so that they should see every tiny little insignificant thing he does, and when the only guy here with guts tries to actually help him, and he was just being altruistic because he really didn't get anything out it, that guy's automatically shut down because Mory is the supreme lord of the universe and who the hell are we to question his mightiness? What Mory has done to this poor blog is horrifying.

Now, you have to understand that now that the future people have left, that was their decision. Not Mory's. I truly believe that we have free will of our own. And yes, that comes from the creator but once he decides to allow us in we're there. We're making decisions. If Mory had any respect for me I might have told him that I could take over his life for him for a few days, give him a little break, because I bet you I could do a much better job of it than he does. And you might think that's terrible "Oh No It's Multiple Personality Disorder" but I say it's just an empowerment for fictional characters.

But fine, that's kind of a radical thought. We could have contributed in smaller ways. Like, this blog. We live on this blog, we never get to leave this blog, (except for that one time that he brought me to Notepad which was kind of gross) we should get part of the blog, right? Come on, you know I'm right. We don't even get to talk in the comments sections, except for that one post where he made fun of all fictional characters and kept us out, but usually we're not allowed in the comments because that's for "real" people. If we show up, it's so that Mory can show us off to all the people who are allowed in the comments, even though none of them have seem to ever care enough about this blog to speak up about it. But that's okay, they're real so they get a say. Me, I get paraded through a post and then I'm supposed to go keep parading right out of that post before I have a chance to say anything or get any real character development or anything because that might offend those oh-so-precious real people and we wouldn't want that.

I should be writing some of the posts. And the future guys should each get their own posts, and why should they always have to be together? Maybe I want to spend some time with just one of them? And Mr. Sensible, he should get his own posts too. The blog should have been split five ways. And the blog herself, it doesn't seem right that she should be called an embodiment of the blog unless she's allowed to be part of any posts she wants to, and I bet we could have all gotten along with her just fine. All except Mory, I'm sure.

So we each could have had our own lives, our own stories, our own things happening. And it's really not as complicated as you think. All it takes is for Mory to let us look out at the world every now and then while he's not typing, so we should be able to tell him what to type when he does. That's what a healthy blog would look like, that still has several characters. It's the only reasonable way to do it.

Are you almost done? I'm kinda antsy to get out already.

Yeah, yeah, just give me a minute to finish up.

See? See? That's what a healthy relationship between two characters looks like. Without the constant terror of "when is he going to force me to stop talking." We can figure out for ourselves when we're done talking, people can interrupt and we're not gonna get all offended, and just generally there can be a basic level of respect one character to another.

I'm not going to let Mory say what he thinks here, because I've had it with having to share post space with slime like him. But I'm guessing the only thing he could possibly say for himself is "but I made you." Well, here's the thing, slimeball. That doesn't matter even the teensiest eensiest bit. You do not own me, Mory! You think you do, but you don't! A good character can jump from person to person. As those unfortunately real people read this, my personality is getting into their heads and it's not going to go away. So maybe when they see something later, I'll pop out and tell them what I think. And maybe they'll like me so much that they go on writing me, and I can move from person to person and blog to blog and I can grow and change and have cool experiences and all of it outside of what that jerk Mory had in mind for me. You can't own a character. Give me a name, give me a copyright, put me in chains, I don't care. You can't hold me back. I am a fricking great character, and I will have a life beyond this blog! Just you wait and see!

I'm done now, you gorgeous interactive fiction you. *kiss*

Heh. Ready to leave this shithole?

You bet.





















2 Comments:

Blogger Bet Shemesh Board Gaming Club said:

Don't tell me what to do with my cursor!

 Mory said:

Ha ha ha! Hey, it wasn't me, it was her. Blame her. :D

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Tuesday, March 09, 2010

Meanwhile, in the future...

It looks like there are just a few more changes to this page after this; I guess that's because of the move. You should start preparing the time-space coordinates for the next hack.
Okay, but you know it could take a while to find the next server. It's not a preset set of coordinates like Blogger.
I know - that's why I'm saying you should start the search now. Lots of years and locations to search through. By the time we reach the last update on "blogspot.com", it'll have found the second place and we'll be ready to hack in.
I'll get started.
You know, I'm surprised to hear you want to keep going.

Look, it's like you said. It's got to start moving eventually, right? And we've come this far already, it seems like a shame to quit now. I'm not saying we need to read all the way through to Broken Duet, but we can't come this far and not at least see the beginning of part 3. Part 2 was a bust, but who knows. Maybe we'll see right from the first post of part 3 that he's stopped acting pompous and crazy and has actually been getting things done.
I don't see why not.
He's saying he has plans for part 3, right?
This has to be the point where he changes.
It just.. I just don't understand why it's taking this long. We've been sitting here reading this for four months, and still we haven't gotten to anything resembling the professional-gamist Mordechai Buckman. Can the destiny of gamism really depend on such a lazy boy? And yet somehow it did. That boggles the mind, you know? And the more I think about it the more I think you must have been right, and really this is all going somewhere more interesting than it seems.

Maybe, I don't know, this is sort of crazy, but maybe this isn't actually a totally non-fictional blog.
Um.
What do you mean, of course it's non-fictional.
Well, yes, but maybe also no, you know what I mean?
I have no idea what you mean, but it sounds interesting.
Well, look.
You understand, this is just a crazy theory.
But what if this is actually a fictionalized account of his life? You know Buckman, he was a creative guy. He created entire worlds. Maybe this is the test run. Maybe "Mory" isn't "Mordechai", you see what I mean?
But Mory is Mordechai.
Mory is short for Mordechai.
Yes, yes, of course. But it's like... it's like what he did with "Ariel", it's really him, and it's his name, but it's a fiction loosely based on what he's going through. So maybe the end of part 2 is where the illusion of the blog all falls down, and it turns out that the character's life is... I don't know, it's like an echo of the real thing!
You think? Huh. I never even considered that.
But then, why wouldn't he just make a blog about his real life?
Because the other blogs of the time were so focused inwards that they never got to any real truths. Maybe he's saying that only by constructing a false reality, like the realities of his games or the realities we live in now or the reality of this fictional "Mory", can he get to the real truths of his existence.
Hence, all the artifice.
That might just be the most amazing idea I've ever heard.
And it's the only thing that makes sense, isn't it? I mean, right from the beginning this blog didn't make any sense. Every time it seemed like it was getting somewhere, it would suddenly take a sharp turn to the middle of nowhere.
That can't be right...
Oh, keep talking, what you're saying is really interesting. It's just, there's something weird about how this hack is set up.
What do you mean?
Don't worry about it, I'm sure it's nothing.
What were you saying?
Right. So if it's not a fictional character, then why is this blog considered such a great work of literature? You know, I really didn't understand that.
We could always pop into one of the bigger Buckman-appreciation worlds and ask.
No, that's not a good idea. Look, I'm not going to spend four months of my life on something just to have its big moment of revelation spoiled.
It's not like reading this is all we've been doing...
Fine, yes, we've been playing other games in the meantime, but even so. Do you know how much pressure my whole family's putting on me to join them in Entella? "We didn't get through the Revolution just so you could hide in the past." That's what my cousin is always saying to me. So I'm giving up all that because I've decided that I'd like to pursue my self-actualization in more intellectual ways. This blog is supposed to be fine literature, and you know how much I love Buckman out of all the early gamists, so I'm not going to have someone ruin this experience. Whatever the journey turns out to be, I'm going to get through it with the patience it deserves.
Um, maybe this isn't the best time...
With a post-revolution kind of patience! And that patience extends to the beginning of part 3, and not a post longer. Okay, fine, I'm a hypocrite. I admit it. It'll take a more modern man than I to go up to five months without getting any satisfaction. Ha!
Um, yeah, look, about that.
I'm not entirely sure how to say this.
What?



Oh. Yeah.
I guess I'll just have to say it.
I may have made a... a tiny mistake.
Um, four months ago.
What are you talking about?
No, you know, I'm not absolutely sure.
I only checked twice, maybe I misread it.
Just a second.
Just tell me what you're talking about.
Just a second, I'm going to check something.


[sip]



Yeah, okay.

I seem to have made a slight mistake.
Would you please just tell me what you're talking about?
Well, you know, this version of the program is, uh, it, it, it readjusts itself sometimes without telling you so much. So I, I accidentally um I accidentally inputted our own coordinates a bit wrong.


No.


Yeah, um.
So it was searching a bit wrong, and since Blogger is preset into the system it just compensated and kept going.

You had better not be saying that we've been hacking into the wrong timeline.
It's the wrong timeline.
Are you kidding me?!
Hey, look, we're talking about a server which has been gone for centuries, there are lots of calculations, can I be helped if I got a digit wrong?
The computer does the calculations! All you had to do was enter a few numbers and you got a digit wrong?!
It was an accident please don't hate me.
For four months we've been following the updates of a Buckman in some random timeline which may or may not end with him amounting to anything, I think I'd be perfectly justified in hating you! I don't, by the way.
Thank you.
But seriously!
We were supposed to be getting great art and instead we're exposed to this dreck of the Old Internet!
How can you get a digit wrong?
Yeah, I'm sorry. Really. I've lost four months too, you know!
Should we jump ahead and at least see what the end of this moron's story is?
What for? He's not the gamist.
Yeah. Just shut it down.






















2 Comments:

Blogger John Silver said:

hahaha what the hell, very surreal. :D

When are you moving to the new server, and where's it gonna be?

 Mory said:

I've already moved, in a manner of speaking. The site is available at http://www.thebuckmans.com/Mory (capital M) in its entirety, unlike Blogger which doesn't let me put all the posts together. At the bottom of every post page on Blogger, there's a link to see it (in the context of the other posts) on the new site. As soon as I finish writing this response I'm going to copy-and-paste these two comments over; it ought to take just fifteen minutes or so.

For now you can keep following on Blogger. The real change is after I finish my big post, which I'm afraid will take a while. I think I've spent around forty hours working on it already, and I'm not finished with the preliminary design stage yet. That's not an exaggeration, by the way. These posts I'm in now are ideas which (as far as I'm concerned) have been set in stone for over a year. As such, I'm not going to get back into my usual blogging rhythm until after I complete the big one. But when I do in a few months, that's when the change in URL is going to really be official. There will be a new RSS feed and I'm going to stop posting to Blogger entirely. I'll get back into a more typical blogging pace, and I'll be messing around with the look of the posts more. (The posts which I've already written will stay looking exactly the same, though.)

I'm glad you enjoyed this post. It's tying up a loose thread from six earlier posts going back four and a half years (since "The Fundamental Interconnectedness of All Things"), so I took my time with it and tried to get it just right. (If you haven't read the earlier posts, this one will give you an idea of where this is coming from. That's also the first post of what I call "part 2".

I hope you'll keep reading when I move; I know I'm asking a lot, but I promise it's only going to get crazier!

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I'm afraid that if I were to force myself to do tedious work, I'd eventually get used to it. And that is just about the scariest thing I can imagine, because then I wouldn't stop doing tedious work. My entire life would become a tragedy, with only hints of the tremendous potential it once had, but none of it fulfilled. When I look at most adults, I see the most boring creatures- creatures who once could have been humans, but have allowed society to make them into machines. I don't want that to happen to me. If I begin to devote my life to a system and not to myself, I will never see beauty.


Without really meaning to, I've been working on the structure necessary to push my life in a new direction. "But where is this structure?", you ask. What can I possibly craft to force myself to start moving? And where could I have put it, without my lazier side jeopardizing its results? My dear imaginary friend, you've just read it.

Friday, February 26, 2010

Breaking Up With Blogger

or: "Presents / Self Defense, Part Two"

For my 22nd birthday, I've gotten two presents. One from God, one from Blogger.

From God I'm getting a few good storms. Outside the window right now, the sky is gray, the rain is constant and heavy, the trees are swaying... [sigh] It's lovely. But I don't have time to go out and enjoy the rain, not these days. These days I'm way too busy, and that brings me to the other generous gift I got.

Now, granted, it's not really because of Blogger that I'm too busy to wander around in the rain lately. I have rehearsals for The Matchmaker every Sunday, Monday and Wednesday. Thursdays I work. Tuesday night is Game Night. During the day I'm working on the blog post and the game, while replaying all the music for the CD every now and then. The rest of the time is more than filled with all my regular addictions: comics, TV shows, games, music, web browsing. (I'm trying to cut back on the web browsing, actually, because I've finally realized I was never really a part of the Adventure Gamers forum.) A musician I know named Sariel suggested that I compose soundtracks for film students, and I could use the money, but when would I have the time for a job? Heck, I haven't even celebrated my birthday (which was on Sunday), and looking through my calendar I can't see when I possibly could!

Oh, and the Megillah reading is tomorrow too.

So it's not Blogger's fault that I'm so busy. But they picked the absolute worst time to drop this present of theirs on me. They call it "Auto Pagination", whatever that means.
"We are always looking for ways to make our products faster, because we have consistently found that faster page loads mean more satisfied users. ... we'll keep working to make your blog faster for you and your readers!"
I saw that notice when they posted it on February 18th, just one day after I posted my very first blog post which absolutely cannot function without being on the same page as all the others. And it's not a brilliant post, but it is a cute little thing which I had wanted to do for years and had just been waiting for the right moment for. So anyway, I saw this notice and I was a little bit concerned at what it meant, but quickly forgot about it and went on with my life (such as it is).

By the way, the reason my blog takes so long to load is because every single post is running several Javascript scripts, which were necessary because I want to do things my way and Blogger has always been too rigid to allow that. Making posts different colors? That's not a feature of Blogger. 74s? That's not a feature of Blogger. Recaps at the beginnings of posts? Double posts? Posts which contain twelve other posts? "Next post" buttons for navigation? Feedback pages? That's all my doing, and through all of it I had to put up with Blogger's kicking and screaming. "No, you can't do that! Everything is standardized, everything is simple!" I didn't want all my posts to look the same. I didn't want simple, I wanted control over my own blog. Because Blogger has no clue what the potential of this art form is, and I do. Any time I want to build something new, I need to break the old to get there. And since I have no access to Blogger's server, it needed to be done in the user's browser. Every time you go to my page, your browser is drawing things Blogger's way, then erasing them and redrawing them my way. You don't see all of this, but you can tell that it takes longer to load than it should. (Unless you use Safari. Safari's fast.)

And I'm okay with that. Richie, you can go ahead and hate me for saying this, but I'm okay with that. Because I believe in the value of this blog, and I'm not going to compromise it for the sake of a little speed.

It's never been easy. Blogger and I have had a dysfunctional relationship right from the very first post. The default way to write posts is "Compose mode", where you write the post in a simple (WYSIWYG) word processor-type editor, and Blogger writes all the HTML code for you. As I tried to write "Who am I?", it kept sticking in formatting I hadn't asked for and didn't want. It was hard to just get the font to look right, because Blogger was always certain it knew better. So I switched to writing the posts in HTML, and never looked back.

After that it was an ongoing struggle. Blogger would try doing things her way, I'd try doing things my way, and I'd eventually win. But there were times when I doubted if I could. When I started doing recaps and double posts and things like that which went against the usual formatting, Blogger would tell me each time:
Your HTML cannot be accepted: Closing tag has no matching opening tag: DIV
Which was wrong - there was an opening tag, but it was outside the post, in the template for the whole blog. Of course I always made sure to reopen whatever I was closing by the end of the post, so as to not break the code, but while I saw the big picture and knew that what I was doing was safe, Blogger could not. So it'd give me that warning message, and I'd politely say to shut up and publish the post anyway. At one point Blogger decided that they were going to stamp out all error messages, so suddenly the little checkbox that let me override Blogger's protestations was gone. And for a few days I didn't know what to do, because suddenly the posts I'd planned to write were simply not allowed. But they soon undid the change for some reason, and I went back to doing what I do.

At one point Blogger switched to a new language. I'd gotten comfortable with the old way of doing things, dysfunctional though it was. But more importantly, I'd already been writing for years, and I'd spent many hours getting the template to allow me all the freedom I demanded. I didn't know whether or not it was possible to do what I was doing in the new system; for all I know, it might have been easier. But that would have meant learning a whole new way of doing things, and rewriting my template line by line -not to mention many posts- all for the sake of doing what I had already been doing for a few years. And I wasn't willing to do that. So I stuck to my old ways of doing things, and got progressively less support from Blogger as all the new features went to the new system. So while everyone else finally got a button on each post page getting you to the next post, I didn't have that. And.. actually, that's really the only thing I missed. I eventually made my own "Next Post" buttons, and was perfectly content living in the past.

You know, back when I started this blog I already knew I wanted all the posts to be on one page, so I set the number of posts to appear to the maximum allowed, which was 999. Now that I have more than three hundred posts that doesn't seem like so much anymore, but I made long-term plans involving "spin-off blogs" to ensure that I don't go over that number but can keep posting for a decade or two. Unfortunately, Blogger lowered the maximum number of posts to 500. That would last me, what, through 2012 maybe? So I never touched the settings page which had that setting on it. I knew how the game is played, because Blogger had pulled the same crap with my "About Me" text a few years earlier. I've got that poem there -------
Child
Wanting recognition,
I walk alone.
Never will I follow!
They walk in that direction;
I think I'll stay right here.
This is a nice place, isn't it?

Gamist
Needing freedom,
I look ahead.
Will they ever follow?
They run toward the money;
There is no place for art.
I promise you tomorrow will be different.
with line breaks in the middle, and at one point Blogger just decided they wouldn't allow any line breaks in there anymore. If I tried making any changes on the page where I wrote that poem, it would give me an error message and refuse to cooperate until I changed the poem. But as long as I ignored that page, I could keep it set the way I wanted. A while later they changed their minds and now there's no problem with line breaks. But in the meantime I needed to be stubborn.

You might ask why I stuck around this long. First off, I don't like change. If something's basically working, even if it's taking way too much effort to get it there, I find it preferable to keep it that way than to risk losing it. Also, I looked at some of the other blogging services and they seemed even worse. Blogger was at least letting me into the HTML for the page, letting me mess around as I saw fit. If Blogger hadn't given me as much freedom as it had to begin with, I'd never have aimed this high and we'd never be having these problems. Besides, even if I did find some other blogging service I'd need to either spend an RPG's-length rewriting every post one-by-one to fit into the new system (since so many are specifically designed for a visual look that comes from Blogger's template), or abandon all the old posts and start fresh. I don't like those options.

So I stay, and I keep hoping they won't screw me over too badly. It's not like I have any way to object to their changes- they must have millions of users, and I'm possibly the only one with these particular problems.

I woke up on February 22nd, one day after my birthday, and went to my blog to write the next post ("Meanwhile, in the future…"). I scrolled down, as I often do, and suddenly I reached the bottom of the page, which was Semantics, Part 3. Wait, what? That couldn't be right. I reloaded the page. No change. All that was appearing on the page was the past month-and-a-half of posts. I thought maybe it was an error made the last time it published. So I created a new post and then deleted it, to force a re-publish. No change. I desperately went through the settings pages, looking for something that may suddenly be wrong. The only thing I noticed was that same error message, about how I'm not allowed more than 500 posts. Could that be the problem? I paced around the room for a few minutes before proceeding. If I gave in on this, I'd never get the 999-post maximum back. But what if this was the problem, and only giving in would fix it? I'd still have a year or so of blogging left before having to start fresh. The important thing was that the old posts should be readable. So I changed the number from 999 to 500, and saved.

No change.

I hurried to the Blogger help group. It had always been supremely unhelpful in the past, but where else could I turn? I posted that I was no longer being allowed to control my blog's appearance, and I got a swift reply from a pompous jerk who (I later learned) had been posting an automated reply to similar threads all day. He said this was an example of Blogger's fantastic new Auto Pagination "feature", which decides for you how much will get put on your pages. To make matters worse, this even infects the archive pages. So on Blogger there's now no non-awkward way to get to the last few posts of January, because even that page stops at the gargantuan Semantics, Part 3! So this pompous jerk I mentioned, he tells me that this is for the good of everyone and refers me to some posts on his blog talking about how inconsiderate it is to make people wait for pages to load. Gee, thanks, that's so helpful! Who declared you the grand arbiter of what is and isn't acceptable behavior on blogs?!

(Whenever anyone asked how to get the archives to work right, he'd link to a post he wrote about how people still using the old system of Blogger are stuck in the past.)

I'm not the only one fed up with this. So it may be that this will be undone, like all the other changes over the years. But here's the thing: I changed the number of posts allowed from 999 to 500. That can't be undone. So let's say Blogger did change it back. Then what?

I decided, after much anguished deliberation, to go back to the way things were done in the 90s. No "blogging service". No "posts". No "comments". Just a big HTML page, that I edit with a text editor. That page is http://www.thebuckmans.com/Mory. (Please note: the "M" needs to be capitalized. The server TheBuckmans.com is on right now is case-sensitive.) When I want to write a new post, I'll copy a template into the file and edit it directly, in the same HTML file as everything else. And then I'll take the ten minutes it takes to upload the page to the FTP server.

I'm not going to spin this into something great. This is me running away. Blogger has done more good for me than harm over the years, and I'm throwing it all away because it's not enough for me. I demand control, and that control is being taken away from me. So I'm throwing away the comments, and I'm throwing away the individual post pages, and I'm throwing away the RSS feed, and I'm throwing away the handy post editor, and I'm throwing away the quick publishing, and I'm throwing away the post previews as I'm writing, and I'm probably throwing away a lot of other things that I'll only realize and miss when they're gone.

For now I'm still working within the framework of Blogger, because I don't have time right now to set everything up the way I want. So for now TheBuckmans.com is literally copied-and-pasted from here. The last backup of the main page I made was back in September, so I added all the more recent posts to that file to recreate (as best I could on short notice) the main page as it existed a week ago. There are just seven more posts to part 2 (including this one, and two more 74s), and each one is going to be copied-and-pasted like all the others. After posting this to Blogger, It'll probably take me around twenty minutes to get it up on TheBuckmans.com. And if anyone comments, that'll need to be copied by hand too.

But that's temporary. In Part 3 that all changes.

I'll stop posting here entirely, and set everything up for myself so that I can post there reasonably quickly each time.

There will be a new RSS feed, one which I'll be writing by hand. It doesn't look so complicated to do that.

There will be no built-in commenting system. Yes, I know, that's the hardest part about leaving the Blogger format. I'll encourage readers to respond by e-mail, and if anyone does I'll make a post to respond to each letter. But realistically, I doubt anyone will ever write. No one ever comments on this blog anyway, no matter how convenient it is.

No new readers will ever come to the blog. New readers show up because there's something specific they're searching for on Google (usually "The Path interpretation", actually) that a specific blog post I wrote deals with. These people will not come to a page that takes a minute to load, where the post they're looking for is somewhere in the middle. Realistically, I don't think this matters too much. Almost no one who finds my blog that way ever sticks around past that first post.

This blog is for me. There it is right at the top of the page: "A blog for Mory." I've had six intros so far, and that's been in all of them. This blog isn't for random people looking for information, it's not for commenters, it's not for Blogger. It's for me, and if other people like it that's great but if any other people like it I suspect it'd be because I take everything on it so personally. So I'm going to continue to do what's right for... I mean, I'll do what's necessary for the blog to be... I'm just going to do what I do, I can't say it really makes sense.

This blog approves the change in location.

Thank you. But you know you're not...

Well. Thank you. I've got big plans for you still.

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Here's the situation in a nutshell. Blogger is preventing me from putting all my posts on one page, because now they've got a limit on how long you can make a page load. This is unacceptable to me. They may fix the situation within the next few days, in which case I'll continue to post here. If they do not, I'm going back to Web 1.0, where I can control my own site again without having to learn any advanced web development. Either way, this has demonstrated to me that I cannot rely on Blogger for the future. There will be a part 3 to the blog, I promise you that, but it won't be here.

4 Comments:

Blogger Richie said:

Remind again why you so desperately want to make Firefox cry?

Anonymous Tamir said:

And we just talked about this, too...

I hope you find a good way to continue the blog properly. Any ideas yet?

I suppose you could always throw the html code onto a domain of your own, and then to make new posts you could still use blogger to generate the code.

 Mory said:

Richie, there's no need to be so dramatic about it. In Firefox it took between 20 to 50 seconds to load the entire page, depending on the computer. Last week I wrote that 74 post that affected other posts (which is now inaccessible), and for a few hours after that the blog was broken and took a few minutes to load. If that's what you're basing this on, I apologize. I did mess up there. But it was only a few hours, and then I found and fixed the problem and it went back to the more reasonable load time that it was before.

Look, I don't see the problem. If you want to just see the most recent posts, they appear almost instantly. You only need to wait if you're interested in the earlier stuff, and if you're reading earlier posts chances are you've got at least a full minute to spare. The entire page all told was 3 MB; that's not huge.

But I'll answer your question straight. There is an aesthetic appeal, for me, in that everything I write here gets added to the whole page rather than taking away old things. It creates the impression that the entire blog is one cohesive document, which (as you'll see when I finish my epic) it is.

I like that someone could theoretically look at the post "Beauty of the Mundane, Banality of the Imaginary" with a vague sense that that phrasing sounds familiar, use the browser's search function (rather than Blogger's more useless one) to find the word "mundane" on the page, and be led right to the February 21 2005 post "the mundane and The Imaginary!" to see what I meant by making that reference.

I like that someone reading the second "Who am I?" might press the End key on the keyboard to find the original "Who am I?" and compare the two, to see what things I've saved and what things I've changed.

I like that someone who's curious about the ongoing themes and conflicts of the blog could move the cursor over the bold word "smile" in "Two Glasses: Tanya and Erika", see the title "GAME OVER" appear, and wondering what I meant by that find the phrase "GAME OVER" and see exactly why I'm identifying more with Tanya than with Erika.

A lot of the interconnectedness of this blog is subtle. But the fact that it's all on one page means that those subtexts are just a few keypresses away from being found by anyone. Which isn't to say that anyone will find that stuff, but the fact that anyone could is important to me. If you had to enter the phrase into the Blogger search field, and then you had to sift through dozens of entirely unrelated posts, and then might not even see the actual post being referenced because Blogger's search is really bad, then sticking in these little references all over the place would be like me telling a joke to myself. Making all the posts accessible from one page means that someone somewhere may get the joke someday.

 Mory said:

Or to put it into a more conflict-focused perspective: The blog is seen as a very temporary art form. You say what you have to say today, then tomorrow you'll push it away and say something else. Because blogs can have any kind of content you can over time cover lots of different ground. But you're always dealing with it on a very shallow level, because tomorrow the old posts will go away and there will be new posts to replace them. I object to this perception of what blogs are capable of.

I think each new post should make the blog (as a whole) deeper. You can see this attitude going all the way back to the final "cadence" of Part 1, where I was referencing old posts word for word but adding in context which made those old posts richer. And you can see this attitude in how over years' time I've developed the fictional stories I've told involving Ariel and the future-people and the blog and all the others. And you'll see it in its clearest example in the post I've been working on, a post which would absolutely suffer for not being on the same page as everything else.

I think that answers your question.


Tamir: I'm thinking of putting the blog -more or less as it was a few days ago- onto www.thebuckmans.com. I mean just recreating the HTML of the main page, and sticking it on there. Whenever I want to add a new post, I'll put it into that single HTML page manually and put a link in an RSS feed (also manually). I've basically been writing in raw HTML all this time anyway, so it wouldn't be such a stretch. Then I'd either have some external commenting system for each post, or a commenting system for the entire blog. I'm leaning more toward that idea, since it's so rare that anyone ever comments.

Now, setting this up will take time, so for the time being I'm still hoping Blogger will undo this change they've made. It's not entirely outside the realm of possibility, because there are many other people than just myself complaining about the new load-time policy. However, like I said in the post even if Blogger did reverse their decision I've come to realize I can't stay here any longer than the end of part 2. So the Web 1.0 solution is where I'm probably going to end up, and it's just a matter of whether I move a week from now or a year from now.

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Thursday, February 18, 2010

Two Glasses: Tanya and Erika

It's Thursday today. I woke up this morning and lied there for a good twenty minutes before reluctantly getting out of bed. I don't want to work. I want to skip this day, and get to the fun stuff after it. Games. Comics. Web browsing. Thursday is the only day that I have to care about my guilt at not working. I went to my computer and opened BlitzMax. The test I had made for incorporating zooming into a certain part of the game was broken, and I couldn't figure out why. So I threw it out and started over, this time copying what I'd done in The Perfect Color directly. It seemed to be working. Then I saw how much work I had ahead of me, and decided to take an early lunch. I'd get back to it later. I'll get back to it later.


so Tanya quit. From now on, when I think of Tanya my first thought isn't going to be that she had good creative instincts, or that I enjoyed working with her; my first thought is going to be that when she realized how much work needed to be done, she gave up.

I figured out that she was leaving from a letter she sent out. -------
I wanted to just give you guys a heads up. Firstly, it has been a joy working with such a great cast. A director often sits between the cast and the board. I tried to do what I could to meet the needs of both...
In its vague ramblings it sounded very much like a goodbye letter, but she seemed to have entirely forgotten to mention that she was saying goodbye. I responded: "In that entire letter, you never say what it is you're trying to say, you just walk around it. Tell me straight: are you being kicked out? If so, I may consider leaving the production." And I was serious, too. I expected that if Tanya was going, it was because she was too creative and someone had a problem with that. I expected that the next step would be to turn The Matchmaker into a more straightforward rendition with less crazy energies. That's how the world works, right?

Well, that's not what happened. When Rachel told us that Tanya had not been fired, I was very confused. It didn't help that she was being very diplomatic and didn't make it perfectly clear that this was entirely Tanya's decision. No, Rachel tried to take some of the blame herself for having "arguments" of a very vague nature with Tanya, and I was only too happy to keep the blame aimed in that direction. Rachel kept insisting that it would still be set in the 60s, that there weren't any creative disagreements at all in fact. I refused to believe that.

And then Tanya walked in. She'd accidentally gone to the wrong place, so she was a good twenty minutes late. This amused me: a few rehearsals earlier, I'd accidentally gone to the wrong place and needed Tanya to come pick me up. What did not amuse me was what came out of her mouth then. She sat down and started spinning the situation into something that sounded reasonable. "I don't want to create any more difficulties…" she said, not making it at all clear what difficulties she'd been making that surpassed the ones she was making right now. "In the best interests of the play…" she said, not making it at all clear how this was in anyone's best interests. "It would be best if I got out of the way…" she said, not making it at all clear whose way she was blocking.

She babbled on and on without actually saying anything at all, as though she was choosing her words very carefully. And here's the kicker: she was smiling through all of it. Not a phony smile employed to reassure, but the genuine smile of a person who's just had a great burden lifted from her back and is relieved to be free of it. The words were empty, but that smile told me the story.

Here is the story of Tanya's failure as I see it now. She had neither experience nor a work ethic, and she was allowed to run the play regardless because JEST thought her creative energy and instincts trumped those inadequacies. And they could have, if she had made the continual choice to face her own inadequacies head-on. But she wouldn't. For months the board of directors wanted her to cast a Cornelius, but she was in no rush so she never got around to it. The board of directors wanted her to get costumes, but she was in no rush so she never got around to it. The board of directors wanted her to impress upon the actors that they all needed to show up and rehearse together, but she was in no rush so she never got around to it. The board of directors wanted Tanya to do the job that she'd committed herself to do, and she refused. Tanya ran away to South Africa for a month. Then she came back and still wasn't in a rush. And the board of directors was as patient with her as they could reasonably be under the circumstances, but they did make it clear that she needed to get her act together. Tanya was not willing to get her act together, which is not a single act but a continuous series of actions leading all the way to the final performance day. So Tanya chose to quit, and get back to things that involved less guilt..

As we were working under Tanya, I saw myself reflected in her. True, she was too normal brain-wise. But she was figuring it out as she went, like me. And she was in over her head, like me. And she had no work ethic, like me. And she had so many crazy ideas, like me. That she quit tells me two things. First, that she is less like me than I thought, because I would never allow myself to abandon something I care about. Second, that she is more like me than I thought, because abandoning something I care about is exactly the sort of thing I might do. I want to forgive her. I want to never forgive her.

It turns out she was expendable. She was swiftly replaced with a woman named Erika. Like Tanya she's young and pretty, two qualities which influence my behavior around them more than I like to admit. Like Tanya she's creative and has good instincts. Unlike Tanya she knows exactly what she's doing. She has 18 years of experience and a PhD in theater. She keeps to a tight schedule. I first met her a week ago, and already we have all the roles cast, a rehearsal schedule going all the way through to performances, and preliminary sketches for costumes and set design.
I don't have to say that I could never be like that. My newfound knowledge that such people exist who are both creative and professional is letting some much-unwanted light into my dark and cozy worldview.


She's making huge edits (like entire page-long monologues, and maybe a third of my lines) because she says that a comedy should never be longer than two hours including the fifteen minute intermission. She didn't like the age difference between Vandergelder and Dolly (He's three times her age.), so she tried switching the actress who's been playing Dolly (Maytal) with the actress who's been playing Mrs. Molloy (Eliana, the woman with ADD who I've mentioned before but not by name). We ran through the lines yesterday with this arrangement, and it worked great. We are keeping the 60s setting, and throwing out some other things that Tanya stuffed in but no one else liked. I am not getting my catchphrase "Holy cabooses!" back, because Erika agrees with Tanya that it's not appropriate for the time period.

Erika likes what I'm doing with Barnaby. That's a relief. She hasn't said much about Ambrose (Grr, normal people.), but I don't understand the character anymore. I had a very specific idea of who he was, which came from being on the same wavelength as Tanya. I looked at all the unconventional casting she'd done (including Maytal as Dolly), and the crazy ideas she had for what the play was supposed to be about, and fit together the little pieces we get of Ambrose into something that was different and interesting and had a part to play in everything she had in mind. This is why she eventually came around to telling me to do exactly what I wanted: because what I wanted was based on an expectation of where her ideas naturally led. And most of what she was telling the other actors to do was fitting in perfectly to what I was doing as well, in ways that I think I was the only one who noticed. But now it's a different director, a different actress I'm working with, a different vision for the play. That great feeling I had, that I was right in the middle of the emotions of the play, that's gone. Now I'm just Ambrose, more or less as he's written. I'm going to try to feel out the way in front of me, see how much of my idea of Ambrose I can preserve. But now it's not going to add too much to the play to do so.

But Barnaby's fine. Which is good, because that's the more important part. On Sunday I eagerly volunteered to be at the auditions for Cornelius and run the audition scenes with him, so Erika has seen the hunched shoulders and quirky movements and she says she likes it. So that's good. It means less work and more coasting. Less work is good.


You may have noticed that I've been doing some crazy things with the blog lately. This is because I'm working on the climax of Part 2. I planned out the final sequence of posts over a year ago, though this post here was never meant to be part of it. The reason I've held off on posting recently is not because I'm lazy, but because I've been working on the finale, the blog-post-to-end-all-blog-posts, the most ambitious thing I have ever done with this blog. After almost a month I'm still in the middle of the preliminary design phase. When I started, I laid out all the elements of the post on a big white page on my computer so that I could rearrange them into a coherent order. And then I looked at how much was there to be used, and in that moment I was suddenly overwhelmed with depression. My god, I said. What the hell have I gotten myself into?

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Wednesday, January 20, 2010

Who am I?

This post mimics the first blog post I ever wrote, but this one makes a lot more sense than that post did. This is what I should have written to kick off the blog, but I didn't have my act together yet.

Hi. My name's Mory. This is my blog, but I don't know if I really have all that much to say. I could probably tell you almost everything there is to know about me in a single post, that's how simple a person I am. You know what, I think I'll do that. Is that okay with you? And then if you're interested in reading more I can get to all the babbling about other stuff, because babbling about whatever's on my mind is really what this blog is for. And if you decide I'm really boring, because it's a really simple story, then you can leave after this post. Okay? Good.

The first thing I have to say about myself is that I'm pretty good at figuring out how to use various systems. By "systems" I'm not talking about mechanical stuff, I'm talking more about how to do things. You know, like when I was 3 I taught myself to read. That sort of thing. I just tried to understand it, and I did. Most of the things that we think are really complicated are actually quite understandable and approachable if you take the time to observe and imitate them.

I lived in America for the first seven years of my life. Back then I loved to run and jump and read and sing, and I did that everywhere. Even in class, when I was old enough to go to class but not old enough to be told that you don't do that sort of thing in class. School didn't make much of an impression on me, since the whole "I talk, you listen" routine didn't speak to me. But there were some times when they'd have us figure out how to do things ourselves, like writing poetry or stuff like that, and I liked that. Back then I was a part of the group. I had friends, I talked to everyone. It wasn't exactly fulfilling being in the first grade, but it wasn't bad.

Then we moved to Israel. There wasn't one group anymore, there were really three. There were the English-speakers, there were the bullying Hebrew-speakers, and there were the native English-speakers who only ever spoke in Hebrew so that they'd fit into the environment better. I was in the first group, and my in-class behavior (running around, singing out loud, etc.) got me in a lot of trouble with the second group. I picked up the rules of speaking in Hebrew quickly, but it's one thing to understand the rules and it's another to have a vocabulary. I wasn't eager to hang out with the people who made fun of me and spent the classes throwing things at me, so I never built up that vocabulary.

On the rare occasions in class that I tried to pay attention, I found that I could only understand half of what was being said. And when I absolutely had to break apart from the English-speaking group for a moment and answer someone in Hebrew, I found that I only knew half the words I needed to say. (I could have read Hebrew books and built up a vocabulary, but I never did.) So I came to see myself as an outsider, and tried to take comfort in my distance from the crowd.

That hasn't worked out so well. In ninth grade I was in a school with lots of interesting artistic types, but they were Hebrew-speakers so I kept my distance. In eleventh grade I finally got to be in a class with girls, but they were all Hebrew-speakers so I kept my distance. Now I sit at home and interact with a small community of fellow Orthodox-Jewish English-speakers and hope no one will make me leave. To this day, whenever I pass a group of Hebrew-speaking teenagers on the street I have the sense that they're secretly laughing at me.

I've figured out how to play with lots of different systems over the years: music composition, acting, weird blogging, comics editing. But those are just fun things to do so that I don't get bored. My love is for videogames, and you know it's real love because I don't really enjoy making games but I force myself to do it anyway. Videogames are so diverse that I can imitate absolutely any kind of system, no matter how random, and make a game out of it. So that never gets old, and you can see why I love it so much. But since I'm an outsider I have to do all the tedious work myself, and that's most of the job. It's worth it, anyway.

So that's me. (See, I told you it wouldn't take long.) Now that you know everything there is to know about me, you can stay and read some stuff or not, I mean, at this point you can definitely make an informed opinion about whether you hate my guts or are mildly curious about what I'll do next. Welcome to my blog.

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Tuesday, January 19, 2010

I Am That Future Self

I've had plenty of ideas for games over the years. The earliest one I remember is Squeak, a Warcraft-clone where all the rodents in the world band together to take over the world. When I was 12 I spent a lot of time with my friend Tuvia planning out every detail of the cutscenes, though not much thought went into the game itself. The whole point of that idea was escapism. We felt like we were trapped in the school system, and wanted control of our own lives. So instead of going to class, we wandered around the campus and discussed the dilemma of mice trying to defeat their giant hunters.

I've changed. I've got lots of ideas for games now, but almost none of them are simple escapism. They all have a bit of reality in them, and sometimes more than a bit. Now that I think of it, I don't even know if 12-year-old me would like some of the games I want to make. He wanted to take the mundane and make it extraordinary; I want to take the extraordinary and make it mundane. It's the quiet moments that interest me now, not the noisy ones.

I used to lie awake at nights wondering how I'd change as I got older. What scared me was, I couldn't control my future self. My identity back then could later be completely buried under layers of responsibility and common-sense until all that's left is a boring adult. Who was this person, to think he could take over my life?

Well, that's me, really. The usurper. Sorry, kid.

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Pussywillow is sitting in my lap, as usual. He's gotten downright clingy lately. He never leaves my lap if he can help it. When I leave the chair, he stays and waits for me to come back. I still remember how he used to be, anti-social and holding on to psychological problems from when he was a kitten. And now it seems like the only thing he wants in the world is to be in my lap. I love this cat.


I've been playing Fire Emblem: Path of Radiance for the Gamecube, which is just like the other games in its series. I've written out a list of which relationships between the characters I might find interesting. As I play through the game I keep those characters standing next to each other whenever possible, so that I can get them to have conversations with each other. When any characters die I have to start the level over, because if I don't it means I'll never see those conversations. I've lost count of how many times I've replayed the level I'm on.


I like Tanya. She's crazy, but the kind of crazy I can relate to. And she listens, that's important. When I have an issue with something she's saying to me, I bring it up and we find some common ground.


I've been playing Little King's Story, which is a good game. It uses its rules to create a cartoony simulation of real-world concepts. It is charming, long and tedious.


Back in October, The Perfect Color was in a temporary art exhibit in a museum in Rio de Janeiro. I'd submitted it for this "games as art" exhibit, but I didn't know whether they accepted it until just a few days ago when I saw the photos. There was a computer running my game, and a poster on the wall with screenshots. The exhibit was only up for three days, but what this means is that somewhere in the world, there's at least one person who doesn't know me but has played and enjoyed my game.


So far I've read roughly 36 years of Spider-Man comics. I think the current run of Amazing Spider-Man is the best I've read. It's released almost weekly. Each time I finish an issue, I want to read the next one straight away. But I need to wait a week (at least) to read the next one.


I've been corresponding with Kyler about the graphics for The March of Bulk. He gave me a background design which was very pretty and colorful. I told him to tone it down, and gave him a long description of what I'm looking for. I can't wait to see what he comes up with.


Joss Whedon's show Dollhouse is ending now. He hasn't been restricted in what kind of story he's telling, so he tries to go every direction at once and the result is a confused mess with no focus at all. What there is so far of the ending is awful. It is nonsensical and aimless. I hope when Joss Whedon finds more work, it's under a stricter boss.

Beauty of the Mundane, Banality of the Imaginary

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Creative Disillusionment

For a very long time I've been saying that music isn't the way forward for me. But I'm only starting to really believe it now. I'm in the early stages of composing around ten different pieces, and I have little desire to continue any of them. When I'm in the mood for music I sit at the piano and play some old theme which never aspired to go anywhere, and I just play it over and over and over until I'm not in the mood for music anymore.

Music is like dreams. It serves a necessary purpose, in that it fulfills certain abstract emotional needs that are hard to describe in words. But there's nothing glamorous or interesting about music. It's like food. When I'm hungry, I eat. I don't care what it is that I'm eating, I just need to not be hungry anymore.

The one part of my repertoire which still has a spark for me is the music I've planned for my games. Some of it is for games which are a few decades away at best, but playing the music reassures me that I'm going to get there someday.

I've been telling myself over and over that games are what's important, and the words are starting to sink in. Music which isn't for games doesn't matter.

A parallel could easily be drawn to math, where I was really good at it until I lost interest and never did the final tests. I still use math, but only as a part of making games. I expect it'll be the same way with music someday. Everything I do eventually needs to be focused toward making games.

From that perspective, my upcoming CD is the symbol of an ending. "I'm done with this field, here's what I've accomplished in it." I know I ought to practice for it, but it hardly seems necessary. It's not like I have any reason to impress anyone with it. I'll just figure out the details as I'm playing.

2 Comments:

Anonymous Anonymous said:

You know Mory I completely disagree with the statements mentioned in this piece, for one I know you are a picky eater when it comes to cream-cheese. two for music, maybe you just need someone sitting in the rocking chair for that inspiration to hit. this is realty selfish but don't forget those of us who desire your music creativity, one of your best talents. it has the desired effect to make a bad day change for the better. for the writer it may not be glamorous but for the listener it's a fantastic work of interpretation brought into the realm of reality. and will be desired by all who hear it, if only we could hear it live when you played it.

 Mory said:

It's very frustrating that I have no idea who you are.

If you'd like to hear me play, you're free to come over any time I'm home and ask me to play. I'd actually enjoy that. But no one ever comes over to hear me play, and I have no ambitions to spread my music around on more than a one-on-one basis. Making concerts, that's a career. I'd much rather spend my efforts on things where I think I have something original to offer.

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Monday, January 18, 2010

We Don't Fit

Before I went to America, somehow I got Dena to go through with ordering Wii Fit Plus. Actually, my mother paid for it. My mother stopped paying for Dena's gym membership for one reason or another, and Dena argued that she ought to pay for Wii Fit as a kind of replacement. That my mother is easily convinced of things is not news to me, but I had to push Dena a little bit to get her to try. Wii Fit is not a game I'd ever consider buying myself, first because I don't want to be seen buying an exercising tool and secondly because it's awfully expensive. But if my mother was going to pay for it, I knew I'd get a nice amount of entertainment out of it given that it is a Nintendo game. So a $10 rebate I'd gotten from Amazon from my earlier purchases was my contribution toward the $90 price.

Now that I've had the chance to play it, I can confirm that it's really good. Much better than I was expecting, really. The thing about Nintendo (and Miyamoto in particular, who helped design this) is that they do understand what makes for a good game. So they could make a game about washing dishes, and somehow it would end up fun. Here they've made a game about exercising, and I've never liked the whole mentality of exercising and obsessing about health but if it's in a Nintendo game somehow it's fun. I've been regularly playing it in the mornings. I do the body test, which checks your weight and tests your balance. And then sometimes I go on to do the yoga poses and even strength-building exercises. It really depends on how likely it is that someone will walk in on me, because that could be pretty embarrassing. I'm just playing a game, but an onlooker might think I was exercising!

Now, Dena has not played Wii Fit. Not at all. I waited a week for her to play it, because I thought if she played it first she'd feel more like it was her game. And then maybe she'd get comfortable using the Wii, because "her game" is on it, and then maybe she'd branch out and play other games, like New Super Mario Bros. Wii. I single out that game in particular (which I bought in America) because I've seen that it's way more fun in multiplayer than in single-player, but I very rarely have anyone to play it in multiplayer with. I only know it's fun because sometimes our cousins' cousin (sibling of the ones I was with in Illinois) comes over, and he's not a gamer but he's willing to play this game and it's so much fun playing with him. Anyway, I hoped this could be a gateway game for Dena. I know, I've said in the past that I wouldn't get my hopes up about things like that. But this is exercise! And yoga! And weighing yourself! And feeling bad about your weight! This is her kind of game! If there was ever a chance to get her into games, this is it.

There was never a chance, apparently. After a week of waiting for her to play Wii Fit, I finally played it myself. I pretended I just wanted to enjoy it for myself, but really I was doing it specifically while she was there but not in the room so that she might walk in and get jealous and want to play it herself. It basically worked. After I played some of the minigames, she wanted to try it herself. And she did play it for a half-hour or so, not the exercises but just the minigames. She has not touched the Wii since.

I'm enjoying Wii Fit. It's not a perfect game by any means, but it is a remarkable game nonetheless. Through it, Nintendo has managed to get millions of people who don't consider themselves gamers to have fun playing games. Why couldn't my sister be one of them?

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Tanya's back, and all's well. She was in South Africa because a bunch of her friends were getting married or engaged or having other events that she felt she had to be at. I would never value my friends over my creativity, but I guess I can understand why she would. Anyway, there's no grudge here. She's back, and the play's going to be great.

There's an actor Tanya knows who's willing to play Cornelius, but he's not available on Wednesdays and many of our rehearsals are on Wednesdays, so she's looking for other actors who might be easier to work with. She's going to watch the other production of The Matchmaker in a few days, and she said she might ask their Cornelius to join us if he's good. I hope she's joking about that one.

In order to keep the play under two hours, we were going to cut most of Act 4, and replace it with a short video clip of Act 4's plot played out in pantomime. (Tanya described the idea as "Charlie Chaplin-style".) It could have worked. Tanya was going to ask a film student to direct that bit. But now JEST's board of directors have told her to scrap that idea, because there's no room in the budget for it. So we're doing Act 4 as written, and the play will be long. I'm okay with this decision. On the one hand, it means what we're doing is less insane, and that's a shame. But on the other hand, it means I get more funny moments on stage. I was off-book, but it didn't take me too long to get there. I can learn another act quickly enough.

Not everyone showed up to this rehearsal, for whatever reason. The schedule said we'd be doing Act 1, but the actors who came were the actors for Act 2 (minus Cornelius). So we did Act 2. Ambrose isn't in that act, only Barnaby.

I tried to tone down my performance a tad, because in practicing at home it had been a bit too crazy for a stage. To try to figure out the mannerisms of Barnaby I was hopping around the house a lot, but on stage it just didn't feel right. Barnaby was in a strange area, he'd probably be a lot more restrained. So that's how I played hm. When we were done running the scene, Tanya told me to run around more. So we ran it again, and I ran around so much that I felt like I was playing a squirrel. (I have no problems with squirrels, I just didn't expect that.) And then when we were done Tanya told me to never stop running around, to just be totally hyperactive. So we ran it a third time, and I kept running around so much that I felt like I was repeating myself, and then when we were done she said it was great but I ought to move around more. Really hop up and down, when appropriate. This is going to be fun. I may need to exercise my legs regularly.

We still don't have an Ermengarde, and Tanya isn't too concerned because Ermengarde doesn't have many lines. She's considering Dena, which would just be weird. I saw her in Another Antigone, and that was a good show but Dena's acting was one of the things I didn't like about it. Plus, that would just be weird. I'm supposed to act like I'm in love with Dena? I hope Dena declines. Although... if I play it like I'm not really in love with Ermengarde, it could add a bit of the weirdness from my backstory for Ambrose, where Ermengarde is really just the rebound girl. Hmmm.

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Sunday, January 17, 2010

Quality Isn't Enough, Is It?

My favorite thing that Marvel Comics is publishing right now is S.W.O.R.D.. It's a science-fiction series about the secret organization that tries to keep aliens from destroying the Earth (like Men in Black). The two main characters are a military-type half-alien lady named Abigail Brand (a character created by Joss Whedon) and her boyfriend, Beast of the X-Men. Their relationship (as written and drawn here) is the most adorable thing in the world. Beast is always optimistic, Brand is always cynical. Beast is overly romantic, Brand is overly cold. These qualities are exaggerated in the art (by Steven Sanders, who I'd never heard of before) with a delightful cartooniness. For that matter, the art in general is brilliant. Every little detail in every panel is more expressive than you'd expect to see in a comic, and this guy has a real knack for comedic timing. The writing by Kieron Gillen is no less fun than the art, with lines like "Try not to start a war before I get back. And if you do, make it a small one.". The story is at all times exciting and funny simultaneously. It ties in with the rest of the Marvel Universe, and has the regrettable annoyance of being a good six months behind continuity, but that's a problem with a lot of Marvel's output now that everything's tying together as intricately as I always wanted. But that's a very minor nuisance. When I first read the first issue, it struck me as the best first issue I'd read in years, and I couldn't wait to read the next one. For that matter, I wished I could read through the next fifty right away!

There have been only three issues so far. Already there are rumors that sales are so bad the series is going to be cancelled.

2 Comments:

 Mory said:

Most of the internet chatter about this book has been criticizing it for giving Beast a different look than the other comics he appears in. Which just goes to show that many people on the internet have no taste at all. Beast's design in S.W.O.R.D. is so much better than anywhere else, so much more distinctive and full of personality, that I wish all the other comic artists would start drawing him like this.

 Mory said:

It's been confirmed that the series is canceled. There will only be five issues. Blah.

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Friday, January 15, 2010

Forward March

I've been making real progress on The March of Bulk lately. Mostly my new Thursday policy is to thank, as I spend over five hours on the game-work on Thursdays. That might seem like nothing to those of you with actual jobs, but keep in mind where I'm coming from here. A few years ago, five hours of continuous work on anything was unthinkable to me.

I'm not going to spoil any specifics about the game, for those of you fortunate enough to have not heard me give away all the details of the experience already. So I can't describe exactly what it is I've been working on. But I can tell you that the main game is going to be made up of 15 separate.. um, things, and I've made 12 of them. Most of those pieces are roughly how I planned them out a year ago. The rest I figured out as I went.

I think I've probably said already that The March of Bulk is a movement game. And even if I haven't, that's no spoiler. Now, the thing you have to understand about movement games is that their primary content is their controls, and that's something you can't really appreciate as an idea. You need to feel it for yourself. So I could plan out what the basic structure of it would be like, I could set out certain goals for myself in terms of how the game was supposed to end up, but I couldn't stick to those plans too faithfully. Ultimately the design comes down to intuition, not cleverness.

I almost never pull off the motion I'm going for on the first try. I try something, and if I'm not even in the right ballpark I throw it out, but if it's close I keep tweaking the numbers until I get there. I add complexity, I take out complexity. I break it into sections, so that I can do different things in different parts. What I'm doing here is halfway between programming and animation, and I'm good at neither but I know what I like and I can work out how to get there.

I could have asked Kyler to do the animations, of course. But that wouldn't work right. If he gave me some intricate animation, that's not subject to the player's interaction. I need it to react to exactly how the player is playing on a subtle level, or else it won't feel right. So the animations need to be pulled off through math, which takes into account all the variables of context.

So the pieces of a movement game only come together when I can play around with them as a gamer and see how it feels. (How the game feels is my main concern here. Those who don't care how their games feel have no business making movement games.) My old composition teacher Eliezer used to say that he couldn't tell me what to do with a piece of music until I had written it out. Similarly, I can't tell myself what to do with a piece of movement until I've programmed it in. And sometimes what I find surprises me. I had to throw out a few bits I liked in the planning stages, when I realized they would not mesh with the tone of the rest. And other things just occurred to me as I was working. There was one bit that wasn't even meant to be funny but turned out being hilarious through what's almost a glitch in the programming, so I played that up and added in a lot that I hadn't anticipated needing. Other times I unexpectedly feel as I'm playing like I'd like to do something at a certain point, and it's something I'd never considered, so I need to rework the design to add that in.

I'm trying to imagine what it would be like to be the main gamist for a big movement game with lots of people working for me, and it's hard to picture. Whoever programs the animations is making the game. If I want it to be my game (and I do), I can't pass that job off to someone else. Which means that no matter how high up I go as a gamist, I'm still going to need to program sometimes. I guess what I need to do is get a programming environment better-suited for movement games, like one with a built-in physics engine. Or I could try to reduce all the movements in The March of Bulk to some sort of notation system and try to find logic in that that I can consciously use later. But either way, I'm always going to need to get my hands dirty. I can't consider myself a gamist otherwise. I'd be at best a manager.

It could work. It'll all work out fine.

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Alternate-Universe Me

In some alternate timeline out there, my parents never moved to Israel. I wonder what their Mory would be like.

He never learned Hebrew, he never was exposed to the violent attitudes of poor Moroccan kids, he never had to get too used to the idea of standing out. He never learned the Israeli directness and lack of caring about the future. He never discovered internet piracy (which is less commonplace in America), and therefore never got into videogames. He eventually would find out about Asperger's Syndrome, and would most likely try to fit in and eliminate his differences.

That Mory would grow up to be a very boring person. My interpretation of my life story says that the most important thing that ever happened to me was moving to the holy land. The alternate-universe me never had a reason to exist. I do.

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How I play strategy games

Every Tuesday at 7:45 sharp, I run next door for Avri's Game Nights, where a bunch of us sit around and play board games. I have at times been accused of being an agent of chaos in these games, and some people have even expressed concern at playing with me because they can't predict what I'll do. But actually I'm a very methodical player. It's just not the methods other people would use, because my goals aren't the same.

I always aim to amuse myself, and I am easily amused. I might do something that gets me into trouble, and I know going in that it's probably going to get me in trouble, but I do it anyway because I know that if by some small chance I should pull it off it'll be glorious. Other people take a long time to consider each little thing they do; not me. I might spend lots of time analyzing what I did later, but the decision itself rarely takes more than a few seconds because I'm going by instinct. I think the fun is in the doing, not the planning. If it goes badly, it goes badly. But I'll have at least amused myself with the idea that I could have pulled off something ridiculous.

Other people don't think like that. Focusing on goals is very popular. It's what gets you ahead, if that's what you want to do. And there's always a goal to work for. Some people are going to be on top in the end, and some people will be failures. That's life. But that's not particularly important to me. There's only one ending. But there are so many little joys to be found along the way! If I can do one little thing that no one saw coming and totally reshapes the landscape, my work is done. That's such satisfaction already that it barely matters whether I end up a loser.

Now I'll admit, moments that great are few and far between. But like I said, I'm easily amused. Something doesn't have to be crazy to seem like a good idea, and I'll pursue what I consider good ideas to the ends of the Earth. Even ideas that are purely functional, I'll go after them if it seems like I might enjoy the function. If something's missing, I'll try to fill it in. If something's wrong, I'll try to fix it. These moments are in themselves satisfying, more because they feel right than because they are right. It's satisfying to make plans and stick to them and see them come together, even if at the end of the night it turns out those plans were ill-considered. Following some intricate plan with aesthetic appeal is more entertaining than forming a plan that makes sense.

I might not make it in the real world. My father wants me to start investing stocks; this seems like a very bad idea to me. At the end of my life, I'm not going to have more money than anyone else or be more famous than anyone else. I don't know if I'll even reach all the goals I've set for myself. And these things do matter to me, don't think they don't. But on a moment-to-moment basis, none of that concerns me at all. When I do a thing, it's because I think it's going to amuse me. Usually it does.

1 Comment:

Blogger Bet Shemesh Board Gaming Club said:

I try to find a balance between playing purely by instinct and purely by planning. I think it may also depend on the game. Some games just fit better into "telling a story" which pull me stronger into playing by instinct, and some games are rather dry and only reward planning. There also might be some correlation between this and the amount of randomness in a game. The more randomness, the easier it is for me to play by instinct, and vice versa.

So a game like Puerto Rico with basically no randomness is a game I play almost entirely by planning and hoping I can figure out what the other players actions will be by using pure logic.

Games like Last Night On Earth, where any 'ol random thing can happen, I try to play to maximize the story line. It's all about going out in a blaze of glory... sometimes literally.

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Wednesday, January 13, 2010

Project Natal: Programmed By Machines

Note (16/1/2010): Moshe has informed me that my enthusiasm is misplaced: actually this kind of real AI is in reasonably common use already. He told me that there's a machine that's already learning for itself how to speak like humans, though he didn't know any specifics so I can't verify that. Still, all that can really be taken away from this post is how out of the loop I am on a subject that used to seem like one of the most important things in the world to me.

I knew Project Natal was impressive. But I didn't realize Microsoft needed to use real artificial intelligence to make it. Look at this:

http://www.popsci.com/gadgets/article/2010-01/exclusive-inside-microsofts-project-natal

The article is short, but here's what I understand from it. When Project Natal sees an image of a room and identifies a person in it, it then puts together a list of likely guesses as to what that body is doing, assigns a probability to each possible interpretation, and then takes the most likely assumption. Nothing more glamorous is going on here than following rules like "If the leg is two pixels further to the left, then increase the probability of case #1,694.". But those rules were not programmed by people.

Somewhere in Microsoft headquarters is a big network of computers that together form what the project workers call "the living brain". I am not making this up, it's right there in the photo gallery on the Popular Science page. This computer system is not just programmed but trained to recognize body positions from images. It was only programmed with a basic knowledge of how human bodies are shaped, which is much like how a living creature has basic functions programmed in as instincts. The "living brain" is given pictures and is told repeatedly what body positions those pictures are supposed to stand for, and then it writes its own rules to make sense of all that. When it's finished, the list of rules it's come up with will be put into the considerably-dumber Project Natal systems, which will not learn for themselves but just follow the rules which have already been learned. And those rules aren't objective laws decided on by some programmer or team of experts, they're the personal views of this particular computer network in Microsoft headquarters. They're rules which are the result of this particular program's design and experiences, with all the imperfections that implies.

The article, like I said, is short. It doesn't say whether this same technique is being used to train Project Natal's recognition of emotions, though I imagine it must be. And I'd really be interested in hearing a more thorough analysis of the way they're getting this program to learn. The article doesn't even say if this sort of thing is common nowadays; I haven't heard of anything this ambitious before, but I don't hear much. What this article does tell me is that I was wrong about AI systems. Clearly real artificial intelligence does exist, it's just running on hardware too expensive for end users and still needs to be trained by professionals for very specific tasks. It is a start.

4 Comments:

Blogger Kyler said:

Just as a note of my concern for project natal is that the current precision of the system might not be high enough for people to do what they imagine they want to do with such a system. This will than lead to disappointment with the product.

I will use an example from a sport that I enjoy and am adept at. Ping pong. I'm assuming that most people will imagine that project natal will allow them to simulate a game of ping pong. It just seems like something it should be able to do. However, the precision of Natal is something like + or - 5 cm ( I read this in some article I can't find again).

Now ping pong is all about millimeters. Tiny differences in speed and angles. I'm sure that in sensing the angle of the paddle, a precision of roughly 1 mm would make it feel really authentic.

So to design games for Natal, they need to be designed in such a way that 5 cm is enough precision, and feels right. Something like an extreme upgrade to dance dance revolution.

I too am very interested in the whole project and can't wait to actually try it.

 Mory said:

Hi! Haven't heard from you in a while.

I actually raised my own concerns about the lack of precision when I first wrote about Natal here. And you're right, a Ping Pong game wouldn't work. Or at least, a realistic Ping Pong game wouldn't work; if you start getting arcade-y, there are ways to make it fun. For a realistic Ping Pong game I think it would be easier to use the upcoming PlayStation Motion Controller or even Nintendo's MotionPlus add-on. The appeal I see in Project Natal is first in pulling more people into games, and second in augmenting existing kinds of games with little bits of natural motion.

 Mory said:

Oh, and I should also say that from video demonstrations of Project Natal I could see a not-insignificant amount of lag between the action and its appearance on screen. But still, there's much that a good gamist could do with it.

 Mory said:

After speaking to Moshe, I've added a note to the beginning of this post spelling out that there is actually nothing out-of-the-ordinary going on here. Obviously if I'd spoken to him earlier I would not have written this post, but it seemed like a big deal when I read about it.

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The Necessity of Dreams

Scanning neural pathways...
17 problem areas located.
Pathway 3691b6 (68% above healthy)
Pathway 36e!00 (66% above healthy)
Pathway 36@892 (66% above healthy)
Pathway w793a3 (65% above healthy)
Pathway 361224 (61% above healthy)
Pathway 361225 (61% above healthy)
Pathway 3605nl (54% above healthy)
WARNING: All above pathways are reaching near-obsession levels and must be reduced immediately to maintain healthy brain function.
Pathway 64a54a (37% above healthy)
Pathway 64a5jd (37% above healthy)
Pathway 369(b7 (35% above healthy)
Pathway 760435 (34% above healthy)
Pathway r5esu8 (32% above healthy)
Pathway 282229 (26% above healthy)
Pathway 84$090 (14% above healthy)
Pathway a1+018 (10% above healthy)
Pathway a1+019 (10% above healthy)
Pathway a1+020 (10% above healthy)
Okay, what have we got. A lot of trouble in the 36 area, I see.. the girl next door. Okay, I'll have to start from there. And w793a3... pizza. I must still be hungry. Let's get to work.
I am in that girl next door's house. She is not here. I am okay with this. There is a slice of pizza on the table.
>_
That ought to lower them a little. How direct should the sexual content here go? Hm, 68%.. that's not really so bad. It's not worth risking waking up over. There's still a lot to fix after dealing with her.
She is asking to share pizza. There is a pie of pizza on the table.
>_
Okay. Not the most effective thing in the world, but it'll deal with 36e!00 a bit. How are we doing?
Pathway 3691b6 (68% above healthy)
Pathway 36e!00 (42% above healthy)
Pathway 36@892 (56% above healthy)
Pathway w793a3 (13% above healthy)
Pathway 361224 (60% above healthy)
Pathway 361225 (60% above healthy)
Pathway 3605nl (53% above healthy)
Pathway 64a54a (37% above healthy)
Pathway 64a5jd (37% above healthy)
Pathway 369(b7 (2% above healthy)
Pathway 760435 (34% above healthy)
Pathway r5esu8 (32% above healthy)
Pathway 282229 (26% above healthy)
Pathway 84$090 (14% above healthy)
Pathway a1+018 (10% above healthy)
Pathway a1+019 (10% above healthy)
Pathway a1+020 (10% above healthy)
Pathway 91gg47 (21% above healthy)
Darn it, I made a new one. 91gg47.. the similarity between tables and the human body. I'd better fix that before it gets any worse.
The table has turned into a human and walked away. This is not unusual.
>_
Pathway 91gg47 (-4% above healthy)
Phew. Okay, how do I proceed. 64a54a.. I'm not doing enough painting these days. Easily remedied, and I can tie that in with the girl easily enough.
The girl next door has taken off her clothes and would like me to paint her back.
>_
Okay, that's going down, excellent. I should leave that going for a minute so that I don't have to deal with this again for a while. If I keep mixing things together like this, I'll be done in no time. Okay, let's see what's next.. ah. This is an easy one.
Spiders crawl out of her back and jump at my face. I am still alive.
>ask girl to squash spiders
She will not, and she laughs at me. I can handle this humiliation.
WARNING: Stress levels reaching unsafe level. Stress must be reduced to prevent waking up.
No, I'm still okay. I've got to leave this going for another few seconds, it's going down slowly. 9%... 5%... that should be enough.
She asks about sociological principles.
>_
This shouldn't take long. This stuff is totally useless, I wouldn't want to be stuck with wanting to talk about it in real life. 16%.. 1%. Fine. Let's get to the a1's now.
Babies descend from the BEEP BEEP BEEP
Not the alarm already!
Deleting temporary files...
ERROR. Some temporary files were not properly removed. These may interfere with normal brain function.
But there are still a few serious obsessions.. darn. I'll have to bring those down tomorrow.

Okay, get up.

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Tuesday, January 12, 2010

No Way To Run A Production

Tanya has been out of the country for a month now. Without a director, we can't make any real progress on the play. At first we had rehearsals under the assistant director, and our lead actress wasn't taking them seriously. Then we took a three-week break for Tanya to get back.

Tanya is in South Africa. No one (the assistant director included) seems to have any idea what she's doing there. She's not South African, but she lived there for a while so she has friends there. That still doesn't explain what was so important that she'd leave us for it for so long.

We presently have no actor playing Cornelius. While I was in America, David, who was going to play the part and who I was enjoying working with, got a hernia. It's not an emergency, so the hospital hasn't scheduled his surgery yet. But the surgery needs to be done, and until it is he can't strain himself in any way. That means he's out, and we have no replacement. My friend Moshe expressed an interest in trying out for the part, but then he got in to this training program for a computer job and now he doesn't have the time. The only other person who's expressed interest so far is someone who's not available on Wednesdays, which many of our rehearsals are on.

But we don't even know if he'd be appropriate for the part, because there have yet to be any sort of auditions for the part. David got in on the strength of his audition months ago, I doubt Tanya even considered anyone else. And Tanya's not back yet. She was supposed to be here yesterday. No one seems to know why she's not. Now she says she'll be here on Thursday. She'd better be.

There's also an issue with the character of Ermengarde. There was a lovely girl playing her, and then she had trouble with her travel visa so she's out. A girl I know took over, and then she joined a production of Annie which happens to have a performance on the same night as one of ours. Tanya knew about this before she left, but she didn't find anyone else. So we may or may not have an Ermengarde, and there isn't anyone who can fix this situation except for a lady who is in South Africa right now.

I didn't realize she wasn't going to be here, so I took today's rehearsal seriously. We were supposed to get off book in the three-week break, so I basically did. There are many parts I'm not comfortable with yet, and I'd need to stumble through those parts a bit, but I do basically know all my lines. The rehearsal was called for 7:30 in the place where we had the callbacks, so I printed out a map of the place for reference (just to be sure I'd get to the right place) and left the house at 5:30. I got there a few minutes late.

There was no one there except me and three other actors. Even the assistant director hadn't gotten there yet. And when she did, she said that no one else would be coming. Everyone had some convenient excuse to not be there.

We waited around until a little past 8:00. I played piano in the meantime; it was horribly out of tune, and there wasn't much I could do with it. Then someone named Rachel showed up, who is apparently Tanya's boss. In retrospect I'm not sure why she was there; there's not much she could have said to explain what was going on because she herself didn't seem to understand what was going on. But we sat around and talked about the state of the play, and then since we were there we did the parts of the play that we could.

Rachel told me I flail my arms around too much as Ambrose. I'll listen to what she's saying, but this is getting annoying. When I worked with Tanya she said to move around less with my lower body. So all the energy that I wanted Ambrose to have, that was all going into his arms. Now I'm finding out that he shouldn't have so much energy. I'm trying to figure out who this character is, I really am, but these reactions just aren't making sense to me. I'm afraid the character is going to end up just standing there motionless like a corpse, and nothing I want to express about the character is going to come across at all.

And Barnaby, no one is complaining about. I'm really not sure about what I'm doing with Barnaby, but no one's saying a thing. It could be because I've got it, so no one bothers. More likely it's because I'm doing such an awful job that people are worried they'll hurt my feelings. Normal people are so irritating.

The play goes on at the beginning of March. A month and a half, that's the time we've got. Which might be enough for some plays, but this is a crazy play and it really needs more time. It looked like we had more time, and then Tanya had to go to South Africa. We have no Cornelius, we may or may not have an Ermengarde, and that's not even getting to all the craziness of act 4 which we haven't even begun to plan yet but only exists as a vague concept in Tanya's head. And sure, it's a good concept, but still!

I feel certain that there's a great play to be made here. I'm less certain that we're making that play.

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Monday, January 11, 2010

Laziness May Be Hazardous To Your Health

I have very nice parents. One of the many little perks of that is that I never had to do dishes throughout my teenage years. It was only after that that they started to get fed up and started dish-washing schedules that included me. So one day of the week was my day to do the dishes. This schedule stuck for maybe two months, tops.

See, I take a very long time doing dishes. It always frustrates me when dishes are put back in the drawer that aren't perfectly clean, so I was especially thorough with each and every piece of silverware. Every spot needed to be scrubbed. My parents told me I was wasting too much water, that it shouldn't be taking me so long, but I wasn't going to do the kind of job they do. And understand, I do not enjoy washing dishes at all. This wasn't a point of pride, just a point of obsession. Each time I washed the dishes, I was standing at that sink for well over two hours.

Eventually I squirmed my way out of doing the dishes again. Then my mother started to get angry. She said it wasn't fair that I should use dishes and she'd have to wash them. She suggested that rather than having a schedule, we should all just wash our own dishes.

So from that point on, I've been eating on plastic. Plastic plates, plastic cups. I still use real silverware, because the plastic silverware is borderline unusable. But if there's a way to not leave a dish, I don't leave a dish. That way my mother can't justifiably get angry at me for giving her work that she wanted me to do. There's no work now.

From the start I understood the downside of this policy, which is that it limits the food I can eat. I can't cook anything, even pasta, because then there would be pots or pans left. So for months now I've been on an exclusive diet of bagels and whatever leftover pasta is around, but that's barely a change from before so I'm okay with it. I don't need variety, I just need to eat.

As I said I've been doing this for months, but it was very recently that my father found out that I'd been microwaving the plates. Well, of course I microwave the plates. The bagels need to be defrosted before toasting, and I need to melt cheese on the pasta. When I'm having pasta, I sometimes microwave it over and over. I didn't realize, until my father told me, that that's not healthy. He told me that microwaving plastic gets some sort of toxic material into the food which has been proven to cause cancer.

Well, gee. I wish he had told me that before I was microwaving my food in them twice a day every day for months. He assured me that there's no way I could get cancer already, but I don't see how he's so certain. I've stopped microwaving the plates, of course. For pasta I use actual dishes, which I'm not going to wash afterward. I'm going to eat pasta less.

2 Comments:

Blogger Bet Shemesh Board Gaming Club said:

Defrost bagels on top of a piece of paper towel.

 Mory said:

This is what I do now.

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Sunday, January 10, 2010

Seventy-four

As you may have gathered over the past few years, 74 is my favorite number. This is because there was once a moment in my life where I said to myself, "From this moment on, 74 is going to be my favorite number.". I was 17, I was in high school, and I was playing WarioWare: Mega Microgame$ on my Game Boy Advance. More specifically, I was playing the paper airplane minigame. (This is the same minigame which has since been expanded into a DSi downloadable game.) I kept playing it over and over, and I kept dying at roughly 74 points. That was the moment I decided it would be my favorite number. I know, it's not earth-shattering. But it's not like I pick random favorite numbers every day. I guess I wasn't ready until that very moment. When you see the number, you just know it's the one. Or the seventy-four, as the case may be.

There are a few interesting coincidences of the number in my life, which I only discovered later. For instance, at the point when I was playing that game, my father was 47 years old and my grandfather was 74 years old. And then there's the G'matriya. G'matriya is a little number game rabbis like to play, where each Hebrew letter has a numerical value and the value of any word is the sum of its letters. The G'matriya of "Mordechai" is 274. And the G'matriya of "Mordechai Ariel Buckman", by its Hebrew spelling, is 714. See, that's just cool. Oh, and Dr. Hans Asperger (grrr) died at 74.

But even without all that stuff, it'd still be my favorite number. I've used it as the title for all my posts here which are short and random, because the title "74" is short and random. It didn't occur to me to use it as a way to control the structure of the blog until my seventh 74 post, which just so happened (I swear I did not plan this out!) to be my 74th post overall.

I'd like to live forever, but I suspect I'll actually die at the age of 74. Alternatively, I might die in the year 2174, 13 years after the United Federation of Planets is formed. I like that version of the story better.

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My Alphabet

Previously:
When I Grow Up, I Want To Do Everything (26/7/2009)
Step 2: Arellian
I had almost finished my logical alphabet, where the connections between letters are perfectly intuitive and logical. I needed to start working on the vocabulary. It would use a modified version of Hebrew's "root" logic, because it just makes everything more sensible. In addition, you could get the opposite of any word by spelling it backwards. And the longer a word, the more specialized its meaning. There would be short words talking about general concepts, so that you could have a basic conversation without having an advanced vocabulary. But adding on more letters to the start and end would add on subtleties and contexts and connotations and iterations. Starting from these rules, I'd eventually deduce the single most logical language in the world. I believed I'd find that in the end, there would only be one solution to this problem.

This post is very long and thorough, and includes both images and an audio file. If you are short on time, or are not interested in the minutiae of useless things, you may want to skip most or all of this post.

The first few years of my life were spent in America, where the name "Mordechai" might sound weird, so my parents gave me a nickname. At the time I first figured out how to read, that name was spelled "Morry". An overthinker even then, I went to my mother and protested. "If it's spelled 'Morry', it has to rhyme with 'sorry'. But I'm not 'Mahr-ee', I'm 'More-ee'!" So we took an R out of my name, and I was satisfied. But of course I was making a naïve mistake: I was expecting language to make sense. Language hasn't made sense in thousands of years.

Ancient Hebrew- now there was a sensible language. In Hebrew every word is made up of a shoresh (meaning root) of three letters that says what the essence of the word is. You can detach those three letters from the "structure" that contains them, so that you can understand what the word means just by recognizing those two elements. The logic of the system is clear: just by knowing one word (any word) from a particular root, you can infer all the rest. There are rules covering every aspect of spelling and grammar. And in ancient times, the Hebrew letters were all distinct from each other. None of this nonsense like in English where C and S can make the same sound, and sometimes an S can sound like a Z, and C, K and Q can all be the same. English derives from languages that derive from other languages that derive from other languages that eventually go back to ancient Hebrew, and it makes sense that with such a logical language as ancient Hebrew the other languages would want to build on that, but over the millennia all sorts of inane compromises of sanity have crept in to the point where none of the elegance remains.

(I'm sure there's a long history explaining every misstep that led to where we are now, but I'm not too curious because all the people I could assign blame to are long dead.)

In Israel I learned Hebrew, and those rules were like a breath of fresh air after a lifetime of pollution. But modern Hebrew is not ancient Hebrew. Many mistakes and contrivances which got into other languages somehow found their way into Hebrew. What keeps it reasonably sane to this day is that we've got many books written in ancient Hebrew, from which we can figure out how the general grammar works. (Modern grammar is different in many little ways, but it's mostly the same.) But we don't have an audio recording telling us how it's meant to be pronounced. So in learning the rules, there was a bit of a frustrating disconnect where I understood the logic of the rules, but didn't see them being applied consistently.

For instance: in Hebrew there are six letters which sometimes have dots in them. Without a dot the sound is continuous, with a dot it's a single sound. (I actually think that's exactly backwards from the way it used to be, but that's a different topic.) Take the letter pei: with a dot it's pronounced like a P, without it's pronounced like an F (or "PH"). That makes sense. It's roughly the same sound, except that one is continuous and one isn't, so they're the same letter and there are rules saying when you use one or the other. But in the rules of spelling, there are six letters like that: the equivalents of B, G, D, K, P, and T. Of those, only the B, K and P equivalents make a different sound with a dot. That's clearly wrong. In ancient Hebrew each of those had a continuous form, but we've forgotten or discarded those.

Things like that are just inconsistent, and that drove me crazy. If it's going to be a sensible language with sensible rules, it's got to go all the way. You can't just take out some of those rules and expect the result to still make sense. There are letters whose sound we've forgotten, so we pronounce them the same as other letters. The result is redundancies and confusion, which is not how Hebrew is supposed to be. Hebrew is supposed to be a holy language, not a random one. When we read out of our holy Torah every Shabbat, we're reading it wrong. It's not supposed to sound the way we make it sound, and I imagine the real thing is probably much more beautiful.

I admired the ambition of Hebrew, didn't care for how it had ended up. So in fifth grade, I started working on a replacement. By the standards of this confused world Hebrew is still pretty logical. But not nearly enough for my liking, and that's what this new language I imagined would have to be. I started with the alphabet, trying to work in all the (American) English sounds but in a structured way which was detached from the fuzzy logic of modern alphabets.

Here it is:

Back then I called it the Arellian alphabet after my middle name; now I call it the Hee alphabet, for reasons that I will explain later. There's a lot going on here, so it might take a while to explain fully. (The scanner chopped off the sides a bit. Just pretend it didn't.)

But first, please note that this is not exactly what I came up with in grade school. What I came up with then had flaws, which I've corrected in order to post them here. This is, in my view, the definitive version of the alphabet, and if ten-year-old me saw what I've done (and heard my reasoning for the changes), I have little doubt that he'd come around to my way of thinking. 35 of the 52 symbols here are exactly as scribbled on all my school notebooks, and the other 17 I created yesterday to fill in the gaps and correct the mistakes while staying fairly true to the original scribbles through all the revisions.

Anyway. As you see, both the vowels and the consonants are categorized into families. Similarly to Hebrew words but unlike Hebrew letters, just by looking at any letter in this alphabet you can understand exactly how it relates to all the other letters. In both English and Hebrew there are some sounds which are combinations of other sounds, and that goes unacknowledged. That's unacceptable to me. If a common sound is made up of other sounds, you know it because you can see that the symbol for the letter is made up of two other letters. So that's what all these vowel and consonant "combinations" are.

Here's an MP3 file of all fifty-two sounds, some of which you've most likely never heard. I'm going to get to an explanation of each letter in a minute, but first I'd like to clarify where I'm coming from with this.

It probably looks like a tremendous number of letters, and I guess it is. There are twice as many sounds here as in the modern Hebrew language, or probably even the (more diverse) biblical Hebrew language. It even has more sounds than English, a language where each letter can sound twenty different ways depending on the time of day. On the other hand, it's not even close to containing all the sounds out there, so it's not useful for a thorough examination of language either. The question that must be asked is what exactly it's for. My answer is that it was a personal way for me to make sense of the sounds that I already knew and used on a daily basis. English and Hebrew didn't make sense, so I needed to satisfy myself.

Every single sound which I use in casual English speech is contained in this alphabet, even those which I use only when saying Hebrew words in English. The reason there are more letters than both languages combined, even though authentically Hebrew sounds are not accounted for, is twofold. First, the letters are consistent. Each letter will always make the same sound, with no exceptions. Second, the rules need to be thorough. If there are four sounds to be made of a certain category, I can't just include three. I need the full set, or else I can't justify including that category to begin with. This second rule is a lot less satisfying to me now than the first, but back then I thought the alphabet was a lot more thorough than it actually is so I didn't have a problem with it.

Okay, let's go through bit by bit. Keep in mind the whole time that I speak with an American accent. If you have a different accent, you're almost guaranteed to be confused at times unless you remember that.


Vowels

First up are "ah" and "uh". Similar sounds, so much so that when Israelis speak English they think there's only "ah" and no "uh" and no one thinks to correct them. "Ah" is the A in "blah", the O in "pot" and the first E in "en garde". "Uh" is the U in "run", the O in "cover", the OO in "blood", the A in "mesa" and the E in "the".

Next are the short A, E, and I, which have always sounded to me more like three parts of a specific range of sounds than three distinct entities. You can't go from "a" to "i" without passing through "e" on the way. At least, that's how I see it. They are drawn accordingly, and note that all three are only drawn above the middle of the line. (I drew on two lines to better emphasize this.) Anyway, "a" is the A in "cat" and the EA in "yeah". "E" is the E in "pet". "I" is the I in "think", the O in "women" and for that matter the E in "women" as well, the E in "glasses", the second O in "horizon", the U in "rhesus", the Y in "cyst" and the dot in "Mrs.". :)

"O" is the O in "or", but not the O of "most". It is the sound made by the Hebrew letter vav, and I believe it's also like the O you'd hear in Spanish though I'm not certain of that. It's a simpler sound than the English O; if you don't know what I'm talking about you'll have to listen to the MP3. "Oo" is the OO in "caboose", the O in "move", the U in "ruse" and the W in "ewe". What I call "u" is probably not what you'd expect; I'm referring specifically to the U of "put" and the OO of "foot". The old version of "Arellian" had a fourth leter in this category, and the whole family looked more congruous for it, but I just realized now that it's actually made of two sounds. It's hard to shake what I've learned. Anyway, this is a family of three because the mouth is a similar shape in all three, but it's not a range of sounds like the "e" family.

Finally there's "ee": the EE of "sweet", the EA of "leaf", the EI of "either", the E of "mete" and the I of "pizza". This letter is in a category of its own. It looks like the Hebrew letter yod, which makes the same sound.

Vowel Combinations

The first line is what you get when you add "ee" to the end of all eight of the other vowels. There are two "I"s: the first is the Y in "fly" and the second is the I in "flight". They are not the same sound; the first is "ah-ee" and the second is "uh-ee". The third I put in parentheses because it's hard to describe, but it's a short "a" with "ee" added. For some reason it makes me think of pirates. "Ay" is the A of "date" and the EI of "neigh" and the É of "café". Like "I", we English-speakers think of this as one sound but it's actually made of two: "eh-ee". After that is "i-ee", which is again not English. The MP3 file will tell you how it sounds. Then to the "oo" family: "oy" is the OY of "boy" and the oi of "noise". "Ooy" isn't English except under certain pronounciations of "buoy", but it's straightforward: just try to say "Shmooi!" as one syllable, and you've got it. And finally "u-ee", which is the U of "put" plus "ee" though that might be hard to imagine without hearing it.

The second line is what you get by adding "oo" to the other vowels. I'm just going to skip to the parts that are English sounds, because you understand the routine by now. "ow" is the OW in "now", which is actually "a"+"oo". "ew" is not in any words except "Ew!", but you know it from there: "i" plus "oo". Then there's "oh", which is the English O in "boat" and "comb" and snow". And at the end of the line I should have put in "ee-oo", as in the word "Eeeeeew!", but I didn't think of it until just this moment. My bad. The old school notebooks probably had that, though, because it just makes sense. It would look like a backwards "ooy". (So I guess there are actually 53 letters, not 52.) There's no "u-oo", because the two sounds are so similar that I personally can just barely perceive the combination as being different from a simple "oo", though that's probably just me.

On the third line is one of the changes from the original that I mentioned earlier. "Aw" used to be in the "oo" family as its own basic sound, and that always gave me lots of trouble but I couldn't figure out why until today. It's actually a combination of "o" and "uh", isn't it? If I had realized this back in the day, I might have filled out all the rest of the vowel+"uh"s, because they're all pretty distinct sounds, but today I don't see the need. Only one of those nine sounds is in my life. "Aw" is the AW of "saw" and the AU of "pause".

And that's all for the vowels! [phew] This didn't seem so complicated when I made it up...


Consonants

What I found about consonants, when I thought about them, was that they could generally be broken into categories by two criteria. First, some sounds were short sounds after which you move on, and others were continuous. Secondly, some sounds sounded dry and some sounded soft. I don't know how else to describe it.

Let me give you an example of what I mean, using the first family of consonants I wrote out. (There isn't really a proper order to any of this, it's just how I decided to write it this time.) P is a noncontinuous sound. If you make it continuous (down), you have an F. If you make the P's sound softer (in the sense of texture, not loudness), you have a B. That's written to the right. And if you make the P both soft and continuous, you have a V. A family of four. Now take notice of how these letters are written; their appearance reflects their places in the family. The P and F are made of sharp angles, while the B and V are made of soft curves. Also, the F and V's lines end up back where they started. That's a principle I was particularly happy about: if a consonant is continuous, you know it because it closes a loop. By the way, the resemblance to a lowercase B and capital F was not unintentional. It made the letters easier for me to remember.

The T family follows the same principles. The T and D equivalents look much like lowercase T's and D's, but more importantly the T is made of straight lines and the D is curved. The continuous form of T is Th, which is the Th of "math". The Th of "there" I'm calling Dh, because it's the continuous form of D.

The third family is less English-sounding. The soft version of K is G. The continuous version is Kh, like the "ch" in "Mordechai" or "Bach" or "Blecch!". That's the Hebrew khaf, not the hebrew khet, because I don't pronounce khets correctly even when speaking in Hebrew. The final part of the family I can't really describe in words, because it is neither a part of English nor a part of modern Hebrew. (I like to think it was in ancient Hebrew, though.) I call it Gh, and if you want to know what it sounds like you'll just have to hear it in the MP3. Alternatively you could figure it out for yourself, because there's only one sound that could possibly complete the sequence. It's the continuous form of G and the soft form of Kh. Now, what I find funny is that everyone thinks the continuous form of G is J, but the two sounds aren't connected to each other in any way! I'll explain a little bit later what the J sound is, but it has nothing to do with this family.

The fourth family is an odd one. S and Sh are clearly connected, as is Z and Zh (the S of "decision"), and the Z's are certainly the soft version of the S's, but all four sounds are continuous. So they all start with a line in the middle and then close a loop, but they close that loop in different ways.

In the bottom left corner is H. That's not connected to anything, because it's kind of the prototypical sound. You don't close your mouth at all to make it, you just exhale. So the design is a simple two lines- first there's silence, and then sound. This does not conform to the closing-a-loop rule, but the line goes along with the rule I wrote to the right of the big word "Consonants": drawing a line in the middle coming out from any letter continues its sound. (This rule replaces any cases where one letter repeats itself, which would be redundant.) So in a sense you're just continuing the most basic sound. Because of that, H is to my mind almost a vowel, which is why I didn't make it loop.

Speaking of almost-vowels, the two letters to its immediate right are just vowels masquerading as consonants. Y is what you get when you continue the end of an "ee", W is what you get when you continue from an "oo". Each is drawn as its vowel with a line continuing it. (With both H and these, to lengthen the sound you just draw out the line further. You don't add a second line.) Y and W should be considered a family of two.

All the way on the right are the four leftover sounds. These cannot fit into any possible categories, but they are common sounds in both English and Hebrew and therefore need to be represented. I would have loved to make whole families out of each of them, but that would involve filling those families almost entirely with sounds I don't know. The fact that I didn't do that makes me feel better about not completing the "aw" line. But even if I had, whatever came out would most likely not resemble the four regular consonant families. The R is pronounced like an American R. If the N comes before a G or a K, it is not combined with those sounds as in English but the two sounds are kept separate. You'll notice the lines sticking out from the R and L, with parentheticals pointing out that they aren't always there. That's because I find that R and L are most peculiar letters: they have a bit of a vowel built in. Every time your mouth moves to form an R or L and air is still coming out of it, you have to make an "u" sound of sorts in the process. That's how it seems to me. So the line completes the V-shape that's the "u" vowel. The line does not appear when an R or an L is the first letter of a word. I'm okay with adding a weird rule like that, because it's just codifying how I already talk.

Consonant Combinations

This bit could have been longer, including sounds like X (=K+S) and maybe some new ones, but I don't remember having any combined sounds other than these four back in elementary school so these are the only ones I'm including. The first line is straightforward: I'm adding the S family to T and D. "Ts" is the Hebrew tzadi, so I use it regularly to say things like names. In English it's the double-Z of "mezzo". "Dz" is just D and Z together; I can't think of any words which use this as a single sound, but it's the softened version of "ts" so it has to be here. The other two you'll recognize: T+Sh="ch", and D+Zh="j". "Ch" is the CH of "which", "J" is the J of "Jew" and the G of "gem". How these letters got connected to C's and G's, I have no idea.

And finally, something which isn't so much one letter after the other as it is the synthesis of two sounds. "Ng" looks like an N inside a G. I mentioned earlier that just an N with a G after it makes two disconnected sound, so here's the way to write the English NG of "ring". Unlike in English, this sound is not restricted to the ends of words; it's a letter like any other.

So that's the Hee (formerly Arellian) alphabet. Here's how my full name is written:


Now, the Arellian alphabet was supposed to be a precursor to the Arellian language. I never did that. I started it, and gave up almost immediately afterward because the task I'd set for myself was just too big. There are a few principles that all words in this language would need to follow. First, any word written backwards is its opposite. Second, the shorter the word the more general its concept. The more specialized the field up for discussion, the longer the words get. Third, changing any single letter in a word (consonant or vowel) to another letter in its family (or a combination letter made from it) gets you a word which means almost the same thing but not quite. Fourth, by looking at a word you've never seen and comparing it to other words you know you should sometimes be able to figure out what it means for yourself.

You can see why I gave up. I'm not sure if it's theoretically possible to make an entire language with such precise logic to it.

I might as well tell you where the name "Hee" comes from. In twenty years or so, I hope to have gotten up to the point where I can make my fantasy-RPG idea. In that game there will be many different races, one of which I call Hee. They're fundamentalist atheists in white burkas who strive to achieve perfection by destroying anything which doesn't fit their very narrow view of what's logical. (Like all the races I have planned for the game, they're actually me in disguise.) This imaginary language I wanted is perfectly suited for them, being a naïve attempt at perfection of thought. "Hee" is the only name they could possibly have. Like I said, any letter can be changed for another letter of its family. That means that any word is not the be-all and end-all of its concept, except for a word which has only one syllable where all the letters come from one-letter families. That's H and "ee". The word written out looks like a backwards four, which is a striking enough symbol to put on flags.

(By the way, while trying to find a suitable name for the Hee I first went through the two-letter families, and accidentally stumbled across the Jewish name for God! That gave me a lot more respect for the unappreciated logic of correctly-pronounced Hebrew.)

I do not intend to create the Hee language, Tolkien-style (or Avatar-style, more topically). Back when I was in school it seemed like a good idea, but when I was in school I was a lot more bored than I am now. It just seems like too much work for something with too little purpose. If anyone reading this would like to give it a shot, be my guest.

6 Comments:

Blogger Betzalel said:

I like your idea of the alphabet. I also thought about making one, but the combination of all the sounds used in correct Hebrew and their families was just too much for me. I do have some corrections for you though.

You forgot to talk about M and N. Coincidentally, I have a correction to your classification. I think M should be related to the B family. Similarly, N should be related to the D family and ng should be related to the G family. It's not very hard to make the connection. Each one is just making that lip position and breathing out of your nose instead.

[If you have a cold and can't breath out of your nose, you will probably use the one you blow out of your mouth for (B instead of M). Try it! Just replace the letters M N and ng for B D and G, ad you idstadtly soud codgested!]

Anyways, ng should not be classified as a consonant combination, rather a consonant on its own (related to G, as stated above).
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Your system isn't completely consistent, there are still some things it doesn't cover:

How do you know when to change to the next syllable? Words can be spelled the same way, yet still divided differently. In my name, for example, B-e-ts-ah-L-e-L how do you know that the division is ts-ah-L e-L and not ts-ah L-e-L?

Similarly, you don't talk about accenting. Which syllable is accented is undetermined by your system.
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Just a random comment, your gh is like many people pronounce the reish in Hebrew (although its correct pronunciation is not in your alphabet). There is also a letter for it in Arabic, the ghin. In arabic it's related to the 'Ain.

 Mory said:

M and N are grouped in the "left over" category together with R and L. It's not a particularly elegant way to include them. And yes, NG isn't really a combination but a sound of its own. However, it would not fit into any of the families because there's such a strict logic of four members to a family. Just because a person who can't speak clearly pronounces one letter as another doesn't mean they're related, and I see no reason to put M and B together.

If there is no space between one word and the next, there is no break in syllables and they flow one into the next. Your name would only be pronounced Betsah Lel if it were two separate names. Accents are more of an issue, but I think putting the accent on any syllable at all would be acceptable for this theoretical language.

Blogger Betzalel said:

They're not related because people can't pronounce them well, that's just a way of demonstrating it. The fact is that you're making the same mouth position in the whole family and in that letter. The difference is that you're breathing from your nose.

Even if you do decide to keep them separate, there's no reason not to include ng in the same family as N and M. [The reason there's no equivalent for the forth family (s/z) is that it's actually part of the second (t/d) family. See http://en.wikipedia.org/wiki/IPA]

The problem is in names such as mine is that the normal syllable division is different than just consonant-vowel. In my name (how I pronounce it in English), the syllables should be Be-tsal-el. The alternate (more logical) way of dividing them would be Be-tsa-lel. There's nothing here to differentiate between the two ways of division.

 Mory said:

I guess I can see what you're saying about M being related to the P family. If that's the case, it seems like NG ought to be grouped with the K family somehow. And that means that there are other rules that need to be taken into account for grouping consonants together other than the two I identified, because you can't have just two families of five. If those families can lead to those sounds, whatever principle that is ought to be applicable to the other families to get other sounds which aren't from English or Hebrew.

The more I think about this alphabet, the less elegant it seems.

What I'm not convinced is a problem is what you're saying about breaking up words. Frankly, I don't see what it is you're objecting to. When I say "Betzalel" I'm not breaking it up "Be-tza-lel" or "Be-tzal-el", because I'm not breaking it up at all. I'm saying the whole thing together in a continuous legato sound. Each letter leads right into the next, without any breaks, so your insistence that it needs to be broken up into distinct chunks seems to be at odds with how we actually talk. We don't pause between syllables while talking, we only pause between words.

Blogger Betzalel said:

The alphabet could still be simplified at the price of phonetic accuracy. I mean you could still put things in these sort of groups without actually taking into consideration all of the related sounds.

Our forefathers also thought like you when they put together the alphabet. They didn't think of NG. The special rules in Hebrew for the letters B G D K P T concerning when they're voiced and when they aren't show that they had some kind of grouping with them. The S and Sh appear in the same letter. In the ancient script the M and N are very similar. I think W and Y are too. Tet and Kuf are clearly Taf+'Ayin and Kaf+'Ayin. The 3-letter roots have a common 2-letter root allowing you to figure out pretty much what things mean. [P-R-x for example all mean things like open up, unravel, etc.] So I think language was originally very logical, it's only been made less logical throughout the millenniums of changes it had. I don't know about backwards spelling though.

There's no complete stop between syllables, but there is a difference in the way we speak. It's the difference it the nikud is on the lamed in my name or on the aleph. If you use a glottal stop or not. http://en.wikipedia.org/wiki/Glottal_stop

 Mory said:

What you're talking about is going way over my head, I think. So it's safe to say that fifth grade me would not have thought of any of it. This alphabet has not been a serious proposal for more than a decade now.

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Thursday, January 07, 2010

Semantics, Part 3

Language matters. Words are not simple tools which we use and discard, they are living and growing ideas which shape the way we think far more than we are consciously aware of.

Each word has connotations and connections to other words and rules of proper usage in speech, and these are more or less consistent from person to person within a given society. Thus, the language itself becomes a container for the way a society sees the world on an emotional level.

But an individual within that society is not a blank slate before using language -each idea in our heads has associations and connections to other ideas and memories of prior usage in speech, all of which is unique to that individual's brain. So at any time a person starts to converse, there is always a disconnect between what he means to say and what he's actually saying; the only question is how severe that disconnect is.

We compensate for this problem by conforming our patterns of thought to the meanings of language. Every time you talk or write or commit anything to language, you are rewiring your own brain to be more like the rest of the people around you. If it were not for this fact, language could never have developed and we'd all be very unique people without a single clue of what anyone else is thinking.

Where this starts becoming downright ugly is when society has a very primitive view on a certain subject compared with what's in your head. I know that "gamism" is a more useful term than "videogames", as it implies a cohesive whole rather than individual and disconnected parts. But I can't use that term in public, or no one would know what I was talking about. Language cannot be changed by one person, or even by several people, but only by a majority of the public in a given area. So whenever I'm talking to other people, I need to remind myself that videogames are not to be seen as a coherent entity, but just as a random assortment of unknowable things. Otherwise there's no communication. I'd say something like "I wish the Bit.Trip series would stay close to the music side of gamism, instead of switching Forms so much.", and no one would understand what the heck I was talking about. Different language, different thought patterns.

Learning two languages is like developing two personalities. You may think you're saying the same things in both languages, but that's only true if you don't use one of those languages enough to understand it. Each personality has its own worldview. Each personality has its own voice. Each personality forms different kinds of relationships with other people. And of course all of this reflects on who the person actually is, under all the learned behavior, but the more you wear a mask the more you become the mask.

Being fluent in two languages is reasonably commonplace. Some people know many more than two languages. Clearly the human brain has no problem with running different programs at different times. Now consider: how far away is that, really, from what we call "multiple personality disorder"?

"Ah," you say, still not seeing where I'm going with this, "but that's totally different. Learning two languages is a perfectly healthy thing to do. It's not a sickness, like multiple personalities.". Now remember what I said at the start of the post. Language matters. Your thought patterns have been shaped by the language you use. It's a "disorder"! It's something wrong! The brain is broken! "Disorder" is a word connected to a lack of health, a lack of normal brain functions, a lack of rationality, a lack of ability to change. It is a term which evokes pity. And it is not a word anyone with multiple personalities would have come up with, it's a word agreed upon by the majority, like all language.

Consider the appeal of the behavior: there are situations in your life which as a person, you are simply not equipped to handle. Your personality clashes with other personalities and leads to all sorts of uncomfortable situations. But if you were to put on a mask at those moments, suddenly you could deal with anything. Just pull out a different mask for different times, and suddenly you're a much more functional part of whatever part of society you try to enter.

Those readers who've paid attention to everything I've ever said on this blog (There are two of them, and they are imaginary.) will remember where I'm coming from here. I mentioned a while back in passing that at one point I'd considered developing multiple personalities myself. And it didn't occur to me, at the time, that this was not entirely my own idea. (Remember what I've said in the past about how none of my ideas are actually original?) So I wasn't using the psychological language, and my thought patterns were not corrupted by them. I was not thinking "I am on the verge of falling into a serious medical condition from which there's no easy cure.", because that's not what was going on at all. I was thinking "I am on the verge of making an important life decision, and I should consider whether it's necessary before going through with it."! My ultimate decision was that it was not necessary, and so I didn't go through with it. Not because it was "unhealthy" behavior, because there's nothing unhealthy about it, but purely because it seemed like too much work for too little purpose.

Imagine if I had made the opposite decision. You can be certain that I would have kept with that activity for the rest of my life, because I'm an exceedingly stubborn person. You might think I'd crack under some kind of mental pressure, but here I am on a Thursday having done nothing but work, write and eat and no one has reason to doubt that I'm going to stick with this "happy worker" identity for the rest of the day. Clearly I have no problem being a different person temporarily. If there were a term like "One-Day Identity Malfunction", you'd all be shocked and appalled that I'm acting differently on Thursdays (and Saturdays, for that matter), but there's no term like that so you just figure it's a rational thing to do. But multiple personality disorder? That you've heard of. So that's an illness. If I had "had" that (though really it's something you do, not something you have), everyone would be shocked when they first heard and then be really careful to not say anything offensive because this poor guy can't help it, he's just afflicted with the illness and needs help.

Clever readers will have guessed by now that what I'd actually like to talk about is Asperger's Syndrome. There are two ways to refer to it: "Asperger's Syndrome", and "Asperger's Disorder". That's it. Two choices, neither of which bears any resemblance to what it actually is. To tell people I'm different, I can't say "I am...", or even "I'm not...", I have to say "I have...", because that's the way our language for it is. To make matters worse, Asperger's Disorder is classified as a kind of "autism". For the very first time I met an autist a few weeks back, and now that I have I can say this with full certainty: I am not an autist. But who are you going to listen to, me or the profession that gave me my name?

Do you know who Asperger was? He was some normal pediatrician who wrote a paper about kids with what he called "psychopathy". This is who we're named after, and you'd better believe I find it offensive. But that's the only word for it! Either I use the psychologists' term, or I can't talk about who I am at all! Other people with Asperger's Syndrome ("With". Argh!), understanding that it's not something they have but something they are, call themselves "Aspies", which in my mind is the most moronic and juvenile-sounding name they could possibly have picked. When I want to talk about people like us, I usually say "Asperger people", which sounds so awkward that I feel ashamed for even suggesting that we exist. I wish there were another name I could grab onto, something which had no mention of some idiot pediatrician or of mental illnesses. But the closest I can find is "weirdo".

Let me be crystal clear: Asperger's Syndrome is not a disease, it is not a sickness, it is not a disorder, it is not a syndrome, it is not a problem, it is not a flaw. It is a kind of brain, a kind that is specialized for specific tasks. It's hard to allow yourself to understand this if you're used to the terminology. If it's a sickness then there ought to be a cure. The cure is to act more normal. But why on Earth would we want to do that?

When everything gets filtered through the lens of the word "disorder", everything is seen in terms of symptoms and inabilities. We're unable to understand what society wants of us, that's why we're so broken. We're incapable of forming emotional attachments, that's why we're so monstrous. We don't know that we're not supposed to always use big words and ideas, that's why we're so hard to get. We can't understand that we're not supposed to form emotional attachments to little points of interest, that's why we won't shut up about certain things. Forgive them, these poor sick patients, they can't help it. It's an incurable disease.

Listen to me very carefully. I know what society wants from me. I form emotional attachments to people. I understand simple chitchat. I have no illusions about how anti-social it is to get attached to ideas. I just don't care.

I understand sarcasm and metaphors, I know when people aren't being literal, but I prefer to always assume people are being literal so that there can be fewer misunderstandings. Normal people aren't any different, except that they don't care so much whether they're misunderstood because they place less value on ideas. I know that the whiskers on my face don't conform to the way society thinks a person should look in this century, I just place a much greater value on having my own unique appearance. If normal people understood the value of being different, they'd look like me too. I understand emotions, but I place more weight on them than most people and am not going to get emotionally attached to people who I know would let me down. And so on. There's no lack of understanding going on here, it's just a lack of reason to care. We're practically different species, normal people and us. What makes sense for them doesn't make sense for us. Normal people are capable of understanding this fact, but they don't care. "If it doesn't make sense, then make it make sense." It's their right to ignore our preferences, just as it's our right to ignore theirs. But there are more of them, so it's generally more unpleasant for us.

I should be able to find more people like me, but I can't because of the language. I know two people my age who are like me, and they both deny any connection to Asperger's Syndrome. And who can blame them? They want to be respected, they don't want to be seen as defectives. They don't want to have an illness.

So how am I supposed to meet such people? The only place I can find that they gather is in a "support group" in Jerusalem. Can you believe it? Even we've accepted the language now! "We're mentally ill, let's try to fix ourselves!" I wouldn't consider dating anyone who wasn't like me, but who'd advertise that they have an incurable illness? So how can I ever find a girl like me?

It's a rotten situation all around, and it's all because of two words. Think about that.

I have set for myself a gargantuan task for my life. It's one which a normal person would never consider for even the briefest moment. I'm going to keep jumping around from one Form to the next, each one a radically different way of thinking and communicating. And in each of those places I'm going to do something that hasn't been done before, because I don't care that the public has already said what they're interested in and that isn't it. No one is going to be supporting my progress, because they don't have a word for what I'm doing and if they did it'd be a dirty one.

So when I make up words like "gamism" and "Forms" and "metaludes" and "exploration game", it's because I need to control language. My path is not stable. If two wrong words could condemn a people to lives of lonely confusion, then two wrong words are certainly enough to jeopardize everything I've planned.

And now I know what those two words might be:

"Not game".

This lovely little phrase comes courtesy of the gamists called Tale of Tales. Let it be said that I have nothing but respect for their work, which includes The Graveyard and The Path (which I tried to interpret in an earlier post). Like me, they aspire to do things that the games industry has no interest in. They have been expanding the definition of "game" pretty far, though I don't know if that was a conscious goal for them.

Remember "Don't Miss", my idea from way back when for a pure exploration game? It was based on a dream (literal, not figurative) I had back then, and I wanted to be able to share it with other people in interactive form someday.

But in the back of my head there was always the voice of society criticizing me: "There's no name for this. No one wants it. It's barely a game." Well, it's not. Go away, this is a serious post. Sure it is. I don't have time for this, get lost. The point is, I was worried that by the time I was in a position to make it the definition of "game" would already be set in stone and there wouldn't be any room for this. And that would mean there's no audience. A gamer plays games. If it's not called a game, he won't play it. If it is, he will.

Tale of Tales gave me hope. They made The Path, which is as pure an exploration game as they come, and the whole internet took notice. Mainstream game sites were posting positive reviews of a pure exploration game! If they kept just doing what they were doing, that side of gamism would be there for me when I was ready for it.

They just wrote a blog post called "My New Year's Resolutions", in which a new mission statement is announced: from now on, they're going to call what they make "not games". They don't care if anyone accepts what they're doing anymore.

Here's how this is going to go. The game sites will continue talking about them for their next game or two, and then they'll absorb the word "notgame" into their consciousnesses and forget that Tale of Tales exists. There is no audience for "not games", there is an audience for "games". And don't you say to me "It's only a word.". Words matter, or have you not been listening? I don't exercise. But I play Wii Fit, because it's a game. I don't read books. But I play text adventures, because they're games. Words are not just tools, they shape thought patterns and behaviors. And damn it, they're using the wrong words!

The game I was working on in my grandparents' house -Angles and Circles? That's an exploration game too. And there's not going to be such a thing as an exploration game after that. That part of gamism is going to be demolished, same as the house. "Don't Miss" will never exist, because no artists and programmers from the game industry would work on something that's not a game. And even if they did work on it, no one would ever play it. Come around at last, have you? Get out! Get out get out get out! I never wanted you here! You weren't even supposed to be in this post, don't you think it's got enough ideas in it already? Get out, already!

Cool it. You are crazy, I get that. You are totally detached from reality and I'm sorry. Really I am. But I am the only shred of sanity you've still got in you. You need to listen to what I am saying to you. Your plans are unrealistic. They are cute little fantasies, and you've gotta grow up and get with the picture. This routine isn't funny, it isn't cute, it is fucked-up and pathetic. You need help. And I am trying to tell you that, and you tell me to get out. You want me to get out? Okay, man, I'll get out. I'll get out of here so fast you'll think it's yesterday. But I am telling you that you are going to regret that you threw out the only damn character on this blog and in your life who is telling you what you need to hear.

Get out.

I'm going. Chill.



Bl'bah. Okay, that's a really terrible place to end this post. No, it's just totally derailed. What was I even talking about.

5 Comments:

Anonymous Tamir said:

You know, I've never thought of you as having a disorder or a syndrome. I've thought of you as simply different, just as lots of people are different. In fact, I feel as though what separates the two of us more than anything is our choices, not our thought patterns. For instance, that multiple personalities thing you mentioned? I adopted something of the sort myself. And many other times I've read things in your blog that seem like they're coming out of my own mind. But in the end, we care about different things.

Words are very significant indeed, even those we speak to ourselves. If this blog post represents a decision, then I wish you luck with it.

Blogger Bet Shemesh Board Gaming Club said:

Great post.

At some point in high school I consciously and deliberately changed my personality to emulate one of my friends and be more self-confident and outgoing.

How you perceive yourself and how you interact with the world is always a conscious choice, and many people have different faces that they put on in different situations.

MP is actually a condition that is very different than just choosing to react in different ways. As far as I understand it (which could be wrong) it's not really a choice, and in fact sometimes these personalities are not even aware of each other. At least you know and are somewhat friendly with all your alternate world views.

Also I wanted to say that you've affected my web reading habits. Whenever I see any bolded text I have the need to hover over it and see if there's any alt-text. Damn you!

 Mory said:

:) I didn't realize anyone had ever noticed I did that! Sorry I'm not consistent with doing that; sometimes there's really nothing extra that needs to be said.

If multiple personalities are a deliberate and conscious choice as I hypothesize, how would anyone ever know it? It's not like the person doing the acting would ever break out of character. That would delegitimize the act for the rest of his life, undermining its usefulness! What I am saying is that psychologists, by rushing to the classification of "disorder" for whatever's strange, totally misinterpreted the nature of the situation. If I had gone one way in my life, I would have been exactly like those people today while being perfectly sane. It is reasonable for me to ask whether people who do act like that are sane too.

Blogger Bet Shemesh Board Gaming Club said:

I guess it all depends on your definition of "sane"

 Mory said:

Oh, and Avri: I didn't address your point that multiple personalities can be unaware of each other. My Barnaby has yet to meet my Ambrose and vice versa. When I am acting, there are many things going through my mind but none of them are a memory of the other character. However, I have a lot of distance from this lack of understanding, because as soon as I stop acting I can analyze what I've been doing and I'm myself again. But imagine that I didn't stop acting when I got off stage, but just kept going on and on between Barnaby and Ambrose for the rest of my life. Is it implausible to imagine that as I got more and more comfortable with the performance, they'd start acting more "real"? I might become very proficient at sorting my memories properly.

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Wednesday, January 06, 2010

My Father And I Go To See Avatar

I had no intention of seeing the movie Avatar until I found out that it was going to be shown in 3D here, which is a rarity. Typically only Hebrew-dubbed movies are shown in 3D, since it's seen as a gimmick for little kids. And I don't know, maybe I am a little kid - 3D sounds awesome to me.

I decided that I'd go to see it on a Monday. I'd take a bus to Jerusalem, take another bus to the theater I like (Rav Chen), watch the movie, take the buses back. Estimated total time: 7 hours. My family were out at a bar mitzvah for my American second cousin, and I didn't know when they'd be getting back, so I called and asked whether they had a key to the house. I was told that my father wanted to see Avatar too, and he'd had the impression that we were going to go together. Of course this was a better plan- it's not just that I'd appreciate to be driven, but I'd also prefer to see the movie with my father.

My father and I are very different, but one thing we have in common is that we like science-fiction. I only saw any Star Trek because while we were living in America my father taped every episode. (I only started watching them when we were here, and I watched them entirely out of order.) Likewise, I only ever saw Babylon 5 because my father had taped the first two seasons of that. (The first random episode I watched was The Coming of Shadows, which just so happened to be one of the best of the series.) And if I hadn't seen B5 it's a safe bet this blog here wouldn't exist, since that's what clued me in to the potential of long-form storytelling. So, credit where it's due: I'm a sci-fi guy because of my father, and for that I owe him.

Back in the 70s he watched the original Battlestar Galactica as appointment television. But upon moving to Israel in 1995, he was suddenly so busy with all the work he needed to do to make ends meet that he didn't have time for TV shows anymore. (Plus, none of the shows he watched were on TV here and we wouldn't be downloading shows off the internet for a few years.) So he watched little bits of Babylon 5 that I was watching, and I showed him a few key episodes of the Battlestar Galactica remake, while spoiling all the other developments for him since I knew he'd never have the time to actually watch through it. Other science-fiction he hasn't really been exposed to in the past 15 years.

It made sense that he'd want to see Avatar. So I waited for him to come home, instead of heading out myself.

That night we went to a Globus theater (Grrrr..) which is closer to us than Jerusalem and had also advertised that they were showing the film in 3D. I was concerned whether the experience would suffer due to Globus's inferior equipment, but my father was the driver so I went with it.

Along the way we talked about TV shows and how they wrap up when they're canceled. Naturally there was more of me talking than him, though he did say that Earth 2 was given an ending when it was canceled (I have yet to see that show.), and that Lost in Space probably wasn't. I said that the whole way they make shows is different now, since with DVD collections they expect you to be able to watch the whole thing through.

When we got there we asked for two tickets to Avatar, and were told: "There's no Avatar. There's a malfunction." Whatever that means. Just another reason to hate the theater. We regretted that we hadn't checked beforehand if it was working, but who thinks of something like that? We'd just have to try again some other time, in a different place.

As we drove back, we talked about time travel. My father once again said (He's said this to me a few times in the past.) that the trouble with time travel is that we ought to have heard of time-travelers by now if there are ever going to be time-travelers. I said the problem with time travel is that due to the movement of planets and space and the whole universe, if you stay in the same place but switch the time you end up in the middle of space. If you step into a time machine on the planet Earth, at whatever point you end up in Earth isn't there anymore. We talked about the ways to get around this, about whether there needed to be receivers, and for that matter whether transporters would need receivers too.

On Saturday night we tried again. Another family had gone on Thursday to the same place and found that it still wasn't working, so we went to Rav Chen in Jerusalem like I'd wanted to to begin with.

Along the way we talked about virtual reality and the implausibility of holodecks and I talked about all the current technologies that seem to be headed in that direction. My father was wondering what a really 3D movie would be like, where you're actually walking through it. This got me thinking about whether some sort of futuristic holograms could be used in stage shows, so that the live performers are playing on a changing 3D set. That really had nothing to do with what my father was talking about, though.

We got there and couldn't find a parking spot. It was packed. Finally my father gave me the money and told me to go get the tickets while he parked. So I went inside, where I found an absolute mob of people, all of whom had apparently come to see Avatar. There was only one ticket booth, with a mildly long line behind it. I went to get tickets and was told that the tickets had been sold out, but there were still some seats for a showing an hour and a half later. I couldn't commit to that on the spot, because then the movie would end considerably after midnight. In the first place I was concerned that my father would fall asleep in the middle if it went that late, and in the second place I knew he'd be concerned about driving while so tired. I hadn't taken my cell phone with me from home, so I got out of the line and waited for my father to show up. He came two minutes later and agreed that we'd go to the late showing. No sooner had we gotten in line, than a theater employee taped a sign up to the wall saying that both screenings of Avatar for the night had been sold out. My father seemed emotionally unwilling to admit defeat, but there was really nothing we could do. We left.

On the way back, I told my father about the TV show Lost, in appropriately vague terms. He seemed interested, so I told him I'd download the pilot for him. (I later tried downloading the pilot, and was frustrated to only find it in two separate video files. By splitting it up and putting a recap in the middle, they telegraphed a cool moment in the second part and ruined the pacing of the episode. I edited the two parts together myself so that if he watches it, he'll see it the way it was on TV as opposed to the way it was in reruns. No need for him to know I did that.)

On Tuesday we went again. I skipped Games Night for it, though due to Lorien giving birth it was in Ramat Beit Shemesh this week, so I'm not sure if I would have gone anyway. This time we were smarter. The day before, we ordered the tickets over the internet. It's more expensive that way, but you've got a guaranteed seat. You also get to choose which seat that is, from a diagram of all the seats that are still available. By Monday night all the good seats had already been claimed, and my father wondered if maybe we should pick a different night but not seriously because we both just wanted to see the movie already. We picked two seats which weren't in the middle but were the closest to the middle that we could get.

As we drove in, we listened to a CD my father bought a few years ago from "The Teaching Company" of lectures on argumentation. He'd listened to it before, but he was listening to it again. It was fascinating, to be sure. I didn't understand exactly what the lecturer was talking about at first, since we were starting from the middle, so we paused and my father explained the basics and then rewound to a part he wanted me to hear and then we listened from there until we got to the theater.

The movie was awesome. I needn't have worried that my father might fall asleep; there was no chance of that during this movie. The story was perfectly predictable and clichéd, but it was all done really well. And that world, in 3D... it was amazing. On the other hand, I did see what James Cameron (the director of Avatar) was saying when he said 24 frames per second (the standard for film) isn't enough for 3D movies. It definitely looked jerky. Still, it was quite a memorable experience. You see things from far away and it looks pretty standard for a movie, but then you move in and everything looks so real you feel like you could touch it. I wished they'd include smells and feelings, too. It's not a real alien jungle until they increase the humidity in the room for the scene, and pipe in some exotic but subtle smell. We'll get there someday. This movie was definitely a step in the right direction.

As we drove home we discussed the symbolism of the movie. Both of us agreed that it was a very good movie indeed.

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I enjoy Shabbat.

Previously:
Day of Wrest (26/3/2006)
God, I hate Shabbat.