From the monthly archives:

June 2009

Do not multi-task! Just single-task?

by Jason Surguine on June 30, 2009

Blech, I dislike mornings. I’d like to like them. There’s something romantic about waking up and watching the sunrise, the birds whistling their morning calls, and Snow White singing outside my window. Alas, I’ve yet to see any of this in real life. But I digress…

All my fellow geeks are lifehackers are going to hate me for this :)

This is something I realized a long time ago and I think it applies to most humans out there. And I’ve just started utilizing it again because I just started work on the new game. I’ve found that if you multitask (that is, doing three or even two things at the same time): you’ll do everything at a worse level and take up more time than if you just did them separately.

I have no data, just personal experience. I’m sure if you googled it, you can find great arguments on both sides of the fence (oh, Tim Ferriss agrees with me, that’s neat). But I’m sure I’m right for most people out there. Try it.

Turn Outlook off (or Thunderbird, Mail.app, etc). Turn off your phone and any push-email/sms/texting device. Turn off your instant messenger. Stop browsing the internet, reading news articles and blogs (wait, finish this post first! otherwise you’ll—!….) (Okay, you’re back? Good. Finish reading this post, and then close the browser :) )

And do whatever it is you are supposed to do. I bet you’ll get it done 5-10x more quickly and have 5-10x better quality than if you were multitasking with all the other noise going on. Then stop doing that (close whatever program, if you were using one). Now open your email program and respond to your emails. You’ll be surprised how long it doesn’t take now. If you still have something to chat about, do it after everything else is finished. You’ll find that you actually enjoy the chat more, and you won’t be worried about interrupting what you should be doing ;)

The one exception to the rule I believe is background music, that’s okay, as long as it remains background (i.e. don’t sing along).

So give this new-fangled technology called ‘single-tasking‘ a shot ;) It may just help you be more productive. Enjoy!

Music Writing Tips for the Adventurous

by Jason Surguine on June 28, 2009

Because they really can’t teach this stuff in school. Well maybe they try to at Berklee College of Music or some trade schools. But you’re not going to go there because you are wise (or cheap, or too young/old, etc). This can’t be contained in one article, as it’s way too broad a subject, but here’s a crash course:

First, you need a canvas to paint on. Get some DAW (Digital Audio Workstation) software. I won’t even bother going into the DAW war and just state I use Digital Performer 6 for a multitude of reasons that fit me (I’ve traveled a long road from Midisoft Studio 4 for Windows 3.0*). Others of note on my list are Logic and Pro Tools (Yes I use a Mac for music, stop whining). The Cakewalk stuff for PC is great too. It really doesn’t matter which one you choose, as long as it works for you (and it cost you more than 5$ from a shady shareware site).

Next, you need some paint to put on the canvas with; that is, instruments. You used to need a sampler and then instruments, but it seems that every instrument company has rolled their own software samplers. I still use NI Kontakt2 and MOTU Mach5 (because I still have some ancient and custom samples I like using). Anything from East-West and VSL is top notch. MOTU makes some other great stuff too (Ethno). Looking pricey? You can pick up Mach5 for around $200 nowadays which will include all your basic sounds and it includes a set of VSL instruments.

Now to put the pain, err paint on the canvas! Writing… you’re really on your own. I could give you all sorts of BS and Theory that was shoved down my throat in university, but it seriously just comes down to creativity and trial and error, and… I hate the word, but, ‘talent’**. Write a LOT! Write at least one hundred songs before you can really get a feel for what it is you are doing. The key to good music writing is to write a lot of bad music on purpose (and on accident). Don’t write for money or fame, just write to make interesting sounds. Experiment. You’ll know you are getting better when someone asks, ‘What is that weird crap coming out of your speakers?’ or alternatively someone asks, ‘What is that lovely music coming from your sound system?’

As far as Production tips (the frame for the canvas): save all your money and just use the plugins  that came with your DAW software, they are surprisingly good. Then when you have enough dough, get some Waves plugins, at least the Renaissance set, they sound incredible and they are expensive for a reason. The rest…go to tweakheadz for all the technical stuff you need to know (and I don’t care to write). His articles are mostly well written and can emit a good laugh or two.

Hope that gets you started in some direction.

*The picture at the beginning of the article is actually some old Atari sequencer. Midisoft Studio isn’t quite that bad. It actually works all the way up into XP (maybe Vista), but looks something like this when you do it (actual music from Flux Challenge).
**Talent I can only say is an innate skill-set that you didn’t have to build up through practice. Any talent you don’t have can always be replaced by lots and lots of practice in that area of skill. Practice enough of that skill, and you will eventually surpass a talented person who is too lazy to improve his innate skill set.

Japanese Language Learning for the rest of us.

by Jason Surguine on June 26, 2009

I receive a few of random visitors looking for help on Japanese Language Studies. And it’s no wonder. Doing a quick Google search on Japanese Language Learning or instruction will turn up a bunch of crap from ‘Learn Japanese Fluently in 2 weeks!’ to ‘Come learn in Japan in 6 months with your pre-college student visa!’. Apparently, learning Japanese for English speakers is limited to marketing nonsense of instant fluency and kids in Highschool/University who want to travel. Anything outside of that and you must be too dumb or too old?

I didn’t start studying Japanese until I was about 29. I’m well out of university. And while it didn’t take me 2 weeks, I’ve studied for 6-9 months and I’ve become pretty proficient. I can recognize and write over 2100 Kanji characters and I can understand most of what I read (Yes, including the elusive ‘newspapers’ which everyone says are more difficult). My conversational skills are still lacking, but that’s on my to-do list. I never said I was fluent, yet. I am by no means a super-smart person, but I’ve obliterated the common BS about it taking 10 years to learn the kanji and read, which is utter nonsense.

The top picture is a box of over 2000 Kanji Flash cards (of all different shapes and sizes*) I’ve written myself.

Hmm, that box doesn’t look as impressive, so I’ll make a mess for you to make some point.

If you’re really interested in learning Japanese, and want to do it in the shortest amount of time, get Remembering the Kanji by James Heisig (just the first one, and later, the kana one). And spend about 30-60 minutes a day with it. That’s it. Some smart person said ‘Determination is simply remembering what you want,’ That’s so true. Some other smart person said, ‘People overestimate what they can accomplish in 2 days, and underestimate what they can accomplish in two years.’

Here’s a picture of what all of those cards contain (and a small glimpse of my awesome Japanese calendar on the wall next to it.)

The rest is getting an SRS (I use Anki) and following the advice on All Japanese All the TimeKhatzumoto is the man, listen to him. The rest will come naturally.

Once again, the mess I made for you: :)

* Finding Index cards in Hungary is really, really hard. The only decent ones I could find were at a stationary shop in a shopping mall, which were imported from Germany. The rest is an assortment of normal index cards from the US and wacky index cards from Japan.

Game Design, Main Characters, and the Monomyth

by Jason Surguine on June 24, 2009

Arvale: Journey of Illusion sold a bunch of copies on Windows Mobile, a bunch more copies on iPhone, and a disgusting amount of copies were bundled on a bunch of GPS devices. But that has nothing to do with this article. Arvale is a great game and it was successful for many factors. It’s still relatively successful today because it is still an enjoyable experience (unlike Nintendo’s Smurfs game for Atari 2600). A large part of that is due to Duncan and his story.

Here is a brief explanation of why Duncan’s character worked so well: He’s a gardener, and kind of an idiot. Which makes him unfamiliar with the rest of the world. So when forced into a position where he is a Hero who is supposed to go on a Journey to save the world, he is completely unaware of what he is supposed to do, just like the Player who is playing the game. So the Player and Duncan have to figure out what to do together.

Guybrush Threepwood from Monkey Island 1 worked much in the same way, but without all the exposition and backstory needed in an RPG. Basically, Guybrush arrives on some unknown island (I think he washed up there?) and announces, ‘I wanna be a pirate!‘* ‘How do I do that?’ and that’s it. The player doesn’t need to know why he wants to be a pirate, he just knows that Guybrush wants to become one, and they both have to figure out how.

(And in both situations, the main character is forced into unfamiliar territories (Outside the Castle/Melee Island), so you don’t have to answer Player questions like: ‘Why doesn’t my character know where the toilet in his own house is?’)

These types of parallels in Game Design are not uncommon at all. When a bunch of things in the same field become common (usually from stealing borrowing inspiration), some expert will make up a term to tell everyone else what they already know. Like Game Design.

In fact, this type of thing is so common in story telling, that it’s not even called stealing anymore, a scholar sat around (Joseph Cambpell) and dubbed it the monomyth. Also known as the Hero’s Journey. He even wrote a really boring book called the The Hero with a Thousand Faces. I already read it for you, so don’t bother.

While the book looks short in comparison with a 1000 page Stephen King novel; it takes longer to read than the entire Lord of the Rings books, twice, and then watch the un-cut director’s edition of the movies. It’s boring and overly verbose. We should pay senators to read this kind of stuff. And it ruined my vacation in Croatia… but that’s another story.

The point is that the Hero’s Journey is something most good stories follow, not because of a road-map was laid out for them, but because that’s the pattern that emerged after studying hundreds of *good* myths and stories. Just like music theory or language grammar. Both are great examples, but I’ll do grammar this time.

Language grammar rules are created after the fact to try and explain how it works (which is why there are so many damn exceptions to the ‘rules’). You can’t learn a language by studying grammar rules and exceptions (kids don’t), but you can appreciate a languages grammar rules after you have learned it. If you apply those rules before learning the language, you’ll just suck and get confused all the time (highschool and university french/spanish/german students can feel me here).

Where am I going with this? Hollywood, of course! When you can’t be bothered to write good stories, just follow the monomyth and you will get a great story, right? Ah, but you can’t bother to read that boring book I mentioned, I know. Just get a Cliffs Notes version of it, like this diagram here.  Then you can follow it literally and everything will be awesome!

Like at step, uh, 4: Crossing the Threshold (also called Belly of the Beast)- Upon reaching the threshold of adventure, the hero must undergo some sort of ordeal in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave (*cough* Star Wars) or as violent as being swallowed up by a whale (Pinocchio).

Not to say I don’t love Star Wars, I do. Lucas used the Hero’s Journey sparingly and it only sticks out to people like me who are familiar with the formula.

But the entirety of Pirates of the Caribbean 2 through 3** was just too literal for me. You can precisely plot each node of the journey on the diagram I randomly found above without much thought. I mean, literally having Jack eaten by the Kraken? (I’ll forgive Pinocchio, it’s really old, Italian and involves a stupid puppet). It’s not a coincidence that no one else digs those two as much as the first one.

All of the above can be applied to videogames. I didn’t even know what the Hero’s Journey was when I wrote Arvale 1. I don’t think I can even find the  threshold, or crossing thereof, if I tried. But I’m sure a scholar could.

So stick to what you know, and just write a story that is interesting. Class dismissed. :)

*Or firefighter, and a few other things, which is still one of best joke conversation choices of all time.
**Pirates of the Caribbean 1 was a great film, and not formulaic at all. When the film did well and a trilogy was granted, they then had to write two screenplays in a minimum amount of time to cash-in, hence the suckage. This applies to lots of trilogies (I won’t mention the Matrix).

Some site changes, nothing big… yet!

by Jason Surguine on June 22, 2009

Been making a lot of modifcations to the site, mostly on the back-end; so if you notice anything weird, missing,  or not working, don’t freak out… yet! :)

The classic Jaybot7 recipe is being slightly modified so its ingredients are more healthy, tasty, and with less preservatives, all to serve you better! ;)

I’ll leave the game ideas post at the top for a month or two (as many of my readers only stop by once a month or so, and are too shy to actually make comments), while I continue to give my thoughts, ideas, what I ate for breakfast, and great cookie receipes underneath.