Unpopular tastes

I’ve said before that I tend not to like things that are popular (e.g. movies, music, TV shows, topics of interest, etc.). I reflect a lot on the minor disadvantages associated with such unpopular tastes.

To give an example, the popularly preferred social network is Facebook. What if you happen to hate Facebook, and instead prefer Google+? Either you join a network that’s missing most of your friends, or you just put up with a network you dislike. Many people think this problem could be solved if either Facebook changes or people leave. While this might help, the problem could never be eliminated, since there will always be someone dissatisfied with the most popular social network.

When it comes to social networks, many people want one that has their friends on it. But what about books? Do you particularly care whether you can find friends who like the same books? If you really like Ulysses, does it matter to you that few other people understand?
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Review: Obduction

[cn: This review is spoiler-free. I can’t speak for the comments.]

Obduction is a new game by the team that brought us Myst. Having played all the Myst games when I was younger,* I ended up buying Obduction, and almost immediately regretted it.

Hear me out, it’s not that it’s a bad game. It just reminded me of why I think retro pixelated games are so popular these days. Game creators can advertise high-quality graphics all they want, but ultimately the hardware required to render these graphics is sold separately. In many ways, this game had uglier graphics than Myst IV. I had to put the graphics on the lowest settings, deal with terrible frame rates, and sit through lots of long loading screens. My advice: bring a book.

That aside (and also putting aside numerous other technical issues), Obduction is an okay game. The main attraction is the story. Just sharing a bit of the game’s introduction: you find yourself teleported to a strange world, a deserted mining town surrounded by an alien landscape. You have to use environmental clues to figure out both the mechanics of the sci-fi world, as well as the events leading up to the desertion. But it’s not all mystery and sci-fi, it’s also about the human angle.

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Image credit: Cyan

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Life lessons from board games: Hanabi

Just as we can analyze fiction for its meaning and implication on our lives, we can also analyze board games. In some cases, the analogy is direct, if the board game is heavy on narrative and flavor (“You are investigating strange occurrences in Arkham, closing portals to other realms while the Ancient Ones stir in their slumber”). However, a lot of meaningful content could be extracted from the underlying mechanics and rules. Hanabi is a card game with virtually no narrative at all (it’s about making a fireworks show), and yet it says something deep about the nature of communication.

A Hanabi box stands in front of some tokens, and cards with colored numbers on them. The box says 'Race the clock... Build the fireworks... Launch your rockets!'

Hanabi is a cooperative card game, where players, as a team, seek to play cards in the right order. The problem is that players hold their cards backwards, and thus each player can only see other players’ cards, not their own cards. You can’t just tell other players what they are holding, you have to provide them with a limited number of clues, each clue obeying certain constraints. The game is thus all about efficient communication.

Hanabi is easy to carry around and teach to new players, so I’ve played a lot of games with beginners. I will discuss a common beginner’s mistake, and what it says about communication.
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Review: Hits and Mrs.

Content note: this is a spoiler free review. The book depicts rape, which is briefly discussed here.

PZ Myers brought to my attention to Hits and Mrs., a new novel by Karen Stollznow. The book is about Claudia Cox, and her efforts to expose her ex-fiance Gil Godsend, a famous psychic medium. This book was of particular interest to me, because of its topical nature, and because PZ mentioned its negative view of organized skepticism. Although, as it turns out, the negative view of organized skepticism plays only a very minor role.

The first thing that struck me about the book was its similarity to TV series Jessica Jones. Jessica Jones is a former superhero, currently working as a private detective specializing in cheating husbands. In the series, she faces off against an abusive ex slash supervillain with the power to control people. In Hits and Mrs. Claudia Cox is a former skeptical activist, currently working as a private detective specializing in cheating husbands. In the book, she faces off against a manipulative ex slash villain with the power to read people.

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Five awful things about “God’s not Dead”

This is a repost of an article I wrote in 2014.  I thought it might be relevant, given that God’s Not Dead now has a sequel.

I saw God’s Not Dead, a Christian film that appears to be based on that absurd chain e-mail about the brave Christian student who faces down an atheist professor.  This movie got a 16/100 on metacritic, but still ended up a big box office success.  If you want to know what happens in it without watching it, I recommend this synopsis.

In the world of God’s Not Dead, atheists are horrible people who mock their girlfriends in public, abandon people close to them when they’re dying, and secretly hate god.  The movie joyously depicts atheists dying by cancer or car accidents, and gloats over their last minute conversions.  Also, all atheist arguments are arguments from authority or assertion (oddly, so are the Christian arguments).

But a lot of that has already been said.  So here I present five things that were awful or bizarre about God’s Not Dead that had nothing to do with atheism.

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A puzzle snob reviews The Witness

(Content note: this is a spoiler-free review, though I can’t speak for commenters.)

The Witness is a puzzle game created by Jonathan Blow, famed creator of Braid. The central mechanic of this game is a path-drawing puzzle, which looks like this:

Several grid-shaped puzzles in a row

When I first saw this mechanic, my reaction was, “So adventure game designers finally discovered Nikoli-style puzzles, eh?” Nikoli is a Japanese publication that popularized a certain genre of puzzles using numbers or symbols on a grid. The best known puzzle of this genre is Sudoku, but there are many others, like Fillomino, Heyawake, Numberlink, Masyu, Slitherlink, and Nurikabe (almost all of which I think are better than Sudoku).

Outside of Nikoli, you can find many more created by Grandmaster Puzzles, and you can try the annual US Puzzle Championship. I should mention that I am fairly competitive in the USPC.

The advantage to Nikoli-style puzzles is that they’re scalable. Contrast with the Myst series, where most puzzles revolve around poorly-designed user interfaces for fantastic mechanisms. Could you really pack hundreds of such puzzles in a game? It would be too hard to write all those puzzles, much less make the graphics to support them. And since there are so few of those puzzles in the game, you have to make sure each one counts for every player, without being so challenging that players start looking for solutions online.

On the other hand, as far as Nikoli-style puzzles go, dedicated puzzle-crafters will have video game designers beat. Sorry, Professor Layton! What I want to see in a video game are puzzles that could only be done in a video game. Luckily, The Witness passes this test, being a lot less like a Nikoli puzzle than it first appears, and not just because solutions are non-unique.
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Everything is my football

This was originally posted on The Asexual Agenda last week, and is thus written explicitly for ace audiences.  If you want to see ace responses, you might find the comment thread over there enlightening.

Sometimes in college, I would persuade people to play a game. Name a movie. I probably didn’t see it. If I saw it, I probably didn’t like it. It would usually take over a dozen tries before anyone could name a movie I cared for.

It’s not just movies. I don’t like most television shows, books, or music. Or at least, I probably won’t like any particular example. I’m not snobby about it, and I am not embarrassed about the things I like. I’m just not a fan of pop culture. Or most other culture for that matter, but pop culture tends to be most relevant.

Put it this way: every year, geeks have a competition to see who can be most loudly uninterested in football. I don’t participate, because everything is my football. If you like most of pop culture except for a few things, you can afford to be a jerk about it. I cannot afford to be a jerk about absolutely everything, so I try not to be a jerk about any of it.

There is no identity label for this experience (I don’t consider myself “indie”), but I still feel there are thematic resonances with asexuality, outlined below. After all, asexuality is also about not liking something that is popular.
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