Profil von JamesFirmFotosBlogListenMehr Extras Hilfe
    30 Januar

    I have moved

    Seeing as I'm paying a fair amount of money for a site I don't really use that much, I've decided to set up my blog at my Prosody page.
     
     
    That's
     
     
    See you there.
    29 Januar

    Mario Kart DS

    I have sampled its delights and dangers. I was involved in a brilliantly exciting match which was decided right on the finish line - I thought I'd just snatched it and punched the air and cheered, but it turned out I had just missed out. I must have been a split-second thing.
     
    I started out in a four-player race, which was down to three by the end of the first course, two by the end of the second and ended with the last player dropping out in the middle of course three. Therefore I won, but it wouldn't show up because people disconnected. Oh well.

    Last broadband moan

    I certainly hope so, anyway.
     
    BT rang us up today to tell us that we couldn't get broadband. This was something of a shock, and even more of a shock when I connected to the Internet. At home. Using broadband.
     
    "I'm currently talking to Ofcom."
    26 Januar

    Broadband get!

    Yes, we are finally online here in York.
     
    This makes life good.
    22 Januar

    Message from the past!

    I received this email today. It was sent one year ago.
     
    Hi James of the Future,

    This is good, isn't it? Here are my predictions for this day in a year's time -
    let's see how I do;

    1. You will be 22 years old. One-nil!
    2. You'll be living with Hannah and Kelly in York, studying hard to become a
    teacher.
    3. You'll own, or plan to own the new Nintendo console. Again, that's another
    given.
    4. Long Distance will be finished. Bit of a dodgy one, that.
    5. Hannah's probably reading this, and is laughing at how stupid you are,
    sending predictions to your future self.

    Okay, that's enough chicanery for one day. Hopefully you'll be happy and healthy
    and all that jazz when reading this. If not, then let me know what I can do
    about it.

    Lots of love,

    James
    I was spot-on, apart from the last one.
     
    Send yourself a message - www.futureme.org
    21 Januar

    BT Broadband

    We've had the stuff for a week now, and we still can't connect. They have messed us about for a long time, and Thursday is the deadline. If I don't make another blog post on Thursday, you can be certain that BT are full of shit. Well, it's a fairly safe bet anyway, but that would prove it.
     
    Fingers crossed.
    06 Januar

    Blog: OFF

    Wasn't that witty?
     
    I go home tomorrow, which means no more blogging for quite a while.
     
    Please, hold your tears. I will return at some point to write some more things about some topics.
     
    Planning is my strong point.
    05 Januar

    Note to all FaceParty and MySpace members

    This is important.
     
    Your favourite author CANNOT BE the EDITOR OF MORE MAGAZINE.
     
    The same goes for Heat, Star, Nuts, Zoo and anything else.
    04 Januar

    The squirrels

    I think the squirrels and the mouse have some kind of arrangement. The squirrels - one is bushy, the other scraggly - eat from the birdfeeder on the tree and knock as many nuts to the floor as possible, which the mouse eats, because it can't climb.
     
    I've been watching the bushy one burying its nuts, and it strikes me that it might forget where they are when it comes to eating them. I'm sure it's got a very good memory and can remember loads of places, but there are a few it might forget:
     
    Try looking by the front of the greenhouse and the garden pond at number four.
    Dig about four yards South from the archway in Val's garden.
     
    The bushy one hides on the fence by covering its body with its tail and lying very still.
     
    The squirrels, however, can't do a thing about the cat that perches on top of the shed, waiting to eat the mouse.
     
    Squirrels are still brilliant though.
    03 Januar

    This is a funny site

    No, not this one.
     
    This one.
     
     
    Please read it.
     
    My blog will be moving very soon. I will keep you all informed.

    This is the truth

    I found this on my hard drive. Goodness knows where it came from, but it's brilliant. I have (slightly) edited it to make it more Anglicised, but that's it. Enjoy.
     
    A woman has a close male friend. This means that he is probably interested in her, which is why he hangs around so much. She sees him strictly as a friend. This always starts out with, you're a great guy, but I don't like you in that way.
     
    This is roughly the equivalent for the guy of going to a job interview and the company saying:
     
    You have a great CV. You have all the qualifications we are looking for, but we're not going to hire you. We will, however, use your CV as the basis for comparison for all other applicants. But, we're going to hire somebody who is far less qualified than you, and is probably also an alcoholic. And if he doesn't work out, we're going to hire somebody else, but still not you. In fact, we will never hire you. But we will call you from time to time to complain about the person that we hired.

    Magical Sound Shower

    I wonder what a magical sound shower would actually feel like.
     
    Holly thinks it would be "like a golden shower, but with more sparkles."
     
    Lucy doesn't know.
     
    I think it would be like stepping in a real shower, but instead of water, having lots of noises warm you up. They'd be flying around and going into your ears and things, and you wouldn't feel anything on your skin, but some form of warm synthy music with steel drums in would be coming out of the showerhead, which would actually be a speaker.
     
    You wouldn't have to take your clothes off in a magical sound shower, but you could if you wanted to. I think I would.
    02 Januar

    The Greatest Games of All Time - part one

    NiGHTS into Dreams

     

    Part one - the score system

     

    First of all, I'm certainly guilty of not playing NiGHTS as much as I should. I have put a lot of time into it (at least £500's worth, I would've thought), but I keep telling myself I should play it more often, considering how often I bore everyone to death talking about how brilliant it is. The thing is that it's a game of such rare quality I feel in some danger of somehow spoiling it; it's an indulgence. If it were a cake it would be one of those massively fattening chocolate cakes with more sugar than most people can stomach (this isn't to say I'm better than anyone, by the way.) Something like that, anyway. NiGHTS is a treat in the true sense of the word and, although it has more play value than almost any other game it should still be reserved for special occasions. I've deliberately not called it replay value as that somewhat implies you're repeating things, but with NiGHTS you're moving ever forward, exploring and discovering with every play. That's down to some design ideas which still strike me as genius to this day.

     

    The most important aspect of the game is its drive towards improvement by way of score; this system is so well-balanced it lends itself to almost infinite possibilities (though not scores.) Every item is worth a certain amount of points until you release the Ideya - at this point you get a bonus relating to how many seconds you took, and from then on all points are worth double. Simple. When you collect two or more items in quick succession you get a Link bonus - the more items you connect, the higher the bonus. Even one or two extra Chips represents an achievement when added to a Link.

     

    For example, a course might feature two sections containing ten items each. If taken separately, the player will get two Links of nine - if she or she is able to connect them (through Paralooping or an extra item found somewhere) that can become twenty or more, which is much more valuable. This is an extremely simple example - more common in NiGHTS is the use of "teaser" items which promise massive coninuous Links "if only" they can be used as connectors. The first time the player successfully achieves that continuous Link forms the achievement/satisfaction stage - the player has proved his or her goal to be attainable, and often recognises the quality of the game design and the understanding of the player's mind.

     

    After this achievement has been repeated (even improved) a few times comes the "expectation" phase - the player has proved it can be done and now expects him or herself to achieve it the majority of times. Failure to do so often results in increased determination in the player, an incorporation of stage four. In other games such failure could easily lead to frustration and eventually rejection, but in NiGHTS the margin of success* (not error) is so slim that the player knows it would only take an incremental improvement to fulfil his or her expectations. Either way, the sense of satisfaction more than compensates for any frustration the player might feel at their incompetence; if it were so easy to achieve, the sense of pleasure would be considerably reduced.

     

    The stage of expectation is shared with that of altered objectives - the player has demonstrated his or her first target is attainable, and so begins to conjure up other ways in which their score could be improved: getting to the Ideya Capture a second earlier, executing a tighter Paraloop to save more time. Again, the margin of success for these targets is often extremely slim, but a brilliant consequence is that these skills are transferable across all courses; there are familiar item layouts and sequences in many courses, resulting in similar opportunities for continuous Links and so forth. This creates a cogent, ever-progressing score narrative* encapsulating the entire game - a high score in one dream is likely to enable you to improve in another and so on. In this manner, the levels are connected through the player's development, not the plot's; targets achieved influence the player's expectations and confidence as well as their abilities and awareness of what is possible within the game.

     

    I've tried to investigate and theorise the NiGHTS score system as best I can, but there have been inevitable omissions, particularly the boss multiplier system. What's here, however, is (pretty much) most of what I think is important to NiGHTS's score-improving ethos.

     

    Next time = A-Life and music in NiGHTS into Dreams

     

    Margin of success - the distance between fulfilling and failing the desired objective.

     

    Score narrative - the progression and improvements the player makes in his or her score over the game's lifetime.

    30 Dezember

    Oh Five

    Some good things about 2005:

     

    April Hazel Elizabeth Wills.

     

    November 20th 2005 was a good day. She made us wait, but it was worth it. She is my niece and future goddaughter, and I love her very much.

     

    Boktai: The Sun is in Your Hand.

     

    Brilliantly inventive vampiric action game from Konami which features a sunlight-sensor to detect how sunny it is in the real world. Has led to some of my most satisfying moments of the year; I really must buy the sequel whilst it’s still on offer (well, it is Winter).

     

    Moving to York.

     

    I had my doubts, but it’s gorgeous. The house – although cold, damp and with holes in places there shouldn’t be holes – is beautiful. It is home. The course and people are also brilliant, and I’m having the time of my life teaching. I’ve said this to a number of people, but I can’t see myself being happy doing anything other than teaching. I don’t want to work with anyone other than these fascinating and exciting young people who do amazing things every day. One of my Year 7s used a word in his homework that I had to look up. Things like that make your year.

     

    Beyond Good and Evil.

     

    This is an absolute gem of a game. Artistic, cinematic, moving and above all enjoyable, it is a true modern classic and the perfect example of what videogames can do. The fact it did very poorly sales-wise makes me sad (though not surprised), and it’s becoming something of a collector’s piece on Xbox – Amazon have it for £70 – so snap it up if you see it.

     

    "What the bloody Hell are you doing here?" - coming back from York and surprising Jim.

     

    Finishing my album.

     

    Production and performance-wise it isn’t as polished as it could have been, and maybe I’m not as proud of it as I should be, but the fact is that I wrote, performed and recorded my own album, and quite a few people actually liked it. Prosody is on-hold for the time being – I created a new folder on my computer called “Alight”, which I hope will be the follow-up someday, but it might not be for a while, depending on how this next thing turns out…

     

    My mp3 player.

     

    I haven’t actually got it yet, but Argos let me steal (pretty much) a 40GB mp3 player for £99.99. I thought it was some form of mistake, but no – it actually was that price. Considering I was investigating a 5GB player, which wouldn’t fit all my music on, for £160, I think this was possibly the best deal ever. Granted, it’s not the most slimline of models – Phil says it looks like a cassette player, which is brilliant, because those things were cool – but it does have a nice blue backlight and mic inputs (I’m hoping to record stuff on it in the future.) 40GB + £99.99 = happy.

     

    Back to the Future.

     

    Four discs. £14. Nuff said.

     

    Hannah getting the phonecall to tell her she’d be filming A Glorious Day on the 28th of May. Meeting some genuinely nice people there.

     

    The Revolution controller

     

    It did exactly what Nintendo said it would do – change the way games are played. Of course, there’s the inevitable year’s worth of “Nintendo’s new Revolution console looks interesting, but our money’s on PlayStation 3” and similar stuff, but as long as there’s a four-player Wario Ware Inc. out, I will be salivating like a dog to get my hands on one.

     

    The most gorgeous Summer in years.

     

    Going to London in July. Also: seeing Snoop Dogg; shouting “Fiddy!” and being laughed-at; getting to the hotel room afterwards. I don't think I've been that grateful for a bed in ages.

     

    Seeing Steve Davis, holding a snooker cue, outside the UK Snooker Championships. “What are the chances?”, asked Hannah.

     

    The Ultimate Collection.

     

    Other games.

     

    Sonic Rush – the best Sonic game since Sonic Adventure, and the best 2D Sonic game for over a decade. It is quite phenomenal.

     

    Skies of Arcadia: Legends – absorbing and expansive pirate-themed RPG which I haven’t given enough time.

     

    Buying Hannah a Saturn and NiGHTS. Also, this text:

     

    Hannah, 20th July 2005

     

    Cool! I bet that's good! I have Nights on now! Love Hannah x

     

    Christmas

     

    It was very good.

     

    More games coming later, probably. I might do my top ten list of all time. That would be interesting, wouldn't it?

    29 Dezember

    The cost of addiction

    When Simon Adcock told me about Harvest Moon on the GameBoy Colour years ago, I remember laughing at him and telling him a farming game sounded boring. Clearly I was a very, very foolish youth, but I believe I've made up for lost time. However, exactly how much time has been lost to one of the largest timesinks ever? Let's see.

    Harvest Moon: A Wonderful Life

    This is the first Gamecube version of Harvest Moon - HM: Magical Melody is due in March 2006, which is brilliant - and happens to be phenomenally addictive. It's so addictive, in fact, that I'm on my second copy as my first one decided to get itself a new owner. Anyway, let's take a look at the figures...

    Each day in HM:AWL takes about half an hour or so, and there are 40 days in a year. Therefore, each year is about 20 hours of gameplay time; quite a considerable amount. I am currently about to finish my fifth full year on the farm (I've done a whole year in the past week or so), which means I've put about 100 hours into it. That is officially "a lot."

    Now let's take a look at the handheld version, Harvest Moon: Friends of Mineral Town. Again, I'm on my second copy of this as my US version (brought across from America - best. Birthday present. Ever.) wouldn't connect with my European HM:AWL. The days are much shorter in FoMT - about ten minutes, if that - but there are 120 of them in a year. So that's about 20 hours a year again (funny how that works out!). I seem to think I was on my fifth year in my first version, and now I'm in the Summer of my third year, so that's about two and a half years. Seven-and-a-half times twenty is about one hundred and fifty hours - that's a lot of bus and train journeys, not to mention entire days laid waste to its inescapably addictive charms.

    So, as a very rough estimate, about 250 hours of my life have been sacrificed to the deities of Harvest Moon. In that time, I could have:

    Finished one novel and started a sequel;
    Tested the limits of human endurance by going without sleep for over ten consecutive days;
    Earned over £1,000 working a crappy minimum-wage job;
    Probably cracked PSO Ultimate mode;
    Improved as a musician by an inconceivable amount;
    Thought at great length about how to improve the world, and come up with several clever ideas for implementation;
    Actually done something.

    The third point is quite a pertinent one, really. I'm not one for jobs, as you know, but to think that I could have actually earnt some real money instead of in-game gold is quite funny, really. Doing any of these things, however, wouldn't have earnt me any genuine insight into the world of farming, which I value above (most of) these.

    If that's what I could have done in the time I spent playing just TWO games - about FARMING, for fuck's sakes! - how much more could I have got done if I hadn't played ANY games? Well, to calculate that I'd need to work out how many hours I've spent playing games in total, which isn't really possible. Here are some fairly general figures, though:

    About 250 - 300 hours on Phantasy Star Online;
    About 300 - 400 hours on the Shining Force III trilogy (I think - this one is hard to work out, really);
    About 50 - 100 hours on Transport Tycoon Deluxe and Locomotion (just a guess, really; probably much higher);
    Somewhere in the region of 100 hours on various Sonic games (probably much more, but about 50+ on Sonic Adventure and Sonic Adventure 2);
    70 or so hours on Paper Mario and Skies of Arcadia Legends (combined).
    Pokémon Ruby, FireRed and Colosseum have sapped about 200 hours or so.
    SNK vs. Capcom: Card Fighter's Clash! (Best. Game. EVER.) - 52 hours.

    I can't imagine the amount spent on all the other games combined - NiGHTS, Burning Rangers, Mario Party, Fire ProWrestling, WarioWare Inc., Shining Soul, SNK vs. Capcom: Match of the Millennium, Neo TurfMasters (LOTS of hours in those two) have all sucked a lot too.

    By now I think I should be beginning to realise exactly what my gaming addiction has cost me in terms of money, friends, skills and tangible achievements, but in truth, I can't help think about how truly awesome these games are, and how happy I am to have spent so much time with them. I know, it's super-geeky, but it's the truth. Pretty much all the games I've mentioned here are masterpieces or very close to them, and are all brilliant experiences I'm more than happy to have enjoyed. For the purposes of closure, however, let's try and put a figure on it.

    Total hours spent gaming (taking a median value where I've made vague guesses):

    About 2,500 or so.

    I originally said about 2,000, but that's pathetic. It's probably even above 3,000, but I'll go for 2,750.

    2,750 hours @ £5.50/h = £15,125.

    That's shit. I'm glad I stuck with my games.

    26 November

    Happy birthday Dreamcast

    I know it's a few hours early, but I just couldn't contain myself.
     
    Keep those emails and messages flooding in, friends.
    14 September

    I'm off

    Yep, I leave tomorrow. In twelve hours I'll be in my new house, which means no broadband for me. I'll try and update the blog when something interesting happens, but in case you wonder where I am, that should explain it.
     
    I actually enjoyed keeping this thing a lot more than I thought I would. Probably because I like writing and stuff.
    13 September

    Nintendogs

    I will be able to play this in under a month. Or rather, I'll be able to buy it then - I might not have the necessary funds.
     
    I would probably blog about it, but that's not really possible as I move out tomorrow and won't have 'net access at home. So, in the meantime, read this blog -http://nintendogs.nintendo-europe.com/blog/index.asp?lang=en
     
    It's written almost exactly how I would write it, so that makes it good.

    Happy! Mario 20th

    It's Mario's birthday today. I'm not even remotely excited about it when compared to my reaction to Sonic's birthday, but I thought I should post something about him anyway.
     

     

    The proper version looks much better, but Javascript won't work. Never mind.

     

    Happy! Mario 20th

     
     
    09 September

    Sonic Riders

    This is the new multiplatform Sonic the Hedgehog title. It's a racing game. On airboards.
     
     
    My brother told me about this yesterday and I passed out on his floor. I really did.