Ruminations


26
Dec 09

Comments in the cloud

From Iain Tait’s Trend Predictions For 2010. Spot on, I say, and a good thing, too.

Commentary is and should be disparate – to attempt to contain all relevant discussion in the tidy comments list below the original article is just pissing in the wind. And the good stuff is so often dislocated from the source, anyway – I rarely comment on posts, but often talk about them elsewhere.

Besides, the sooner good material is stopped from getting polluted by crappy comments the better. It breaks my heart to see another carefully written piece immediately followed by a thoughtless line of crap spat out in an instant.

All we need, then, are commentary aggregators, pulling stuff from Twitter, Facebook, blogs, and all that jazz. Separate yet inclusive, embracing plurality.

Death, therefore, to comments. Long live discussion.


17
Dec 09

Mag+ tablet magazine prototype

magplus

London design agency Berg has released a video presenting its fascinating proposal, made for magazine publisher Bonnier, for a tablet interface for magazines. Everyone’s doing it these days – Time Inc. released a video showing a prototype for Sports Illustrated, while a video of Conde Nast’s Wired tablet app appeared at Wired promotional event last month. All in preparation for the rumoured appearance of Apple’s 10-inch tablet in January.

It’s all at once fascinating, exciting and scary for paper magazine producers like me.

I think Berg’s design is the smartest of the lot, because it demonstrates the greatest knowledge of magazines’ strengths rather than attempt to simply bring video and connected information into a kind-of magazine layout. Designer Matt Webb knows them deeply, grasping in particular their quality of finality – that you have a finite amount of edited content to enjoy, a property which I think makes magazines more approachable and allows them to feel more complete, paradoxically, and therefore satisfying to consume than the ever-swelling nature of RSS readers and websites.

Sure, in a broad sense, the proposal takes iPhone interaction design and applies it to a larger screen. And it does rather emphasise the bounded nature of the screen – to see a spread you must turn the tablet to landscape and zoom out; to read a column it’s best to turn it to portrait and zoom in. And though swiping left and right quickly allows you to browse adjacent pages, and there’s a neat visual trick which gives a sense of how far through the publication you are, the concept needs work in leading and teasing readers through the pages in order to provide an analogue for your ability to flick though a magazine in order to read it.

I do, however, love the way the tablet senses the reader picking it up, switching from displaying the cover to the inside pages. And, crucially, the the project does point to an ‘e-magazine’ enabled future which absolutely takes the strengths of magazine design and editorial principles and builds on them. It rather emphasises the ‘excited’ bit of the feelings I have for the coming revolution to my trade.


27
Aug 09

Comic horror

comics

I’ve read a couple of wonderful comics lately, Christophe Blain’s Isaac The Pirate (thanks, Aaron), and Osamu Tezuka’s Buddha (thanks, Rich).

You’ll probably be aware of Tezuka already – he’s the man that helped to kickstart manga and anime in Japan in the 50s with Astro Boy and other such fusions of Disney and earlier Japanese visual arts, like kibyōshi. Blain‘s not so familiar to British shores, but he’s a stalwart of the French comic scene, having worked on the Dungeon series.

Obviously, then, these two creators are utterly different, and these comics are too. Buddha is an eight-volume epic that explores Buddha’s life, from his birth as a prince to his enlightenment and death, and as it does so, tells various stories about the people around him, from reformed bandits to clairvoyant babies. Isaac The Pirate, meanwhile, is a dark two-volume tale about an artist that takes to the seas, joining a band of pirates and meeting master thieves and thugs while he wends his way back into the arms of his beloved wife in Paris.

What they absolutely share, however, is irresistibly heady combinations of lightness of touch and unflinching gazes upon life’s cruelties. Both feature as a natural part of their courses death, torture and suffering, with characters mercilessly despatched while others act in ways that you really wish they wouldn’t.

For example, there’s a scene in Isaac The Pirate’s first volume, To Exotic Lands, in which the pirates encounter in the frozen seas of the Arctic a drifting ship with starving Swedes on-board. The events that follow are harrowing and shocking, coming as they do after a long sequence in which you develop a respect and affection for many of the crew. Isaac’s love, meanwhile, is in constant threat of being extinguished – through his death, hers, temptation or the distraction of the waves – a sombre kind of tension, given that it’s one of the only purely good things any characters have.

And for all Tezuka’s Disney doe-eyed animals, exaggerated expressions and the way he often inserts characters from his previous comics into the stories – and himself – he doesn’t hesitate to depict the other side of his world. Genocide, fathers persecuting their children, bloody revenge: his Buddha is a man forged by violence and horror. Other characters go on terrible journeys of discovery, the brutality behind the things they do only mitigated by Buddha’s teachings of forgiveness and that behind everything lies a reason.

In both comics, the humour and levity all this is contrasted against seems utterly casual. Their balance of light and dark gives them a sense of consequence and truth that so many books, films – and other comics – lack. It’s got to have something to do with their visual style, I think. Both are brilliantly expressive, Tezuka in particular spanning from beautiful and detailed panoramas to goggle-eyed cartoon exaggeration.

So, yeah, I can’t recommend these two comics enough.

I’ve read a couple of wonderful comics lately, Christophe Blain’s Isaac The Pirate (thanks, Aaron), and Osamu Tezuka’s Buddha (thanks, Rich).

You’ll probably be aware of Tezuka already – he’s the man that helped to kickstart manga and anime in Japan in the 50s with Astro Boy and other such fusions of Disney and earlier Japanese visual arts, like kibyōshi. Blain’s not so familiar to British shores, but he’s a stalwart of the French comic scene, having worked on the Dungeon series.

Obviously, then, these two creators are utterly different, and these comics are too. Buddha is an eight-volume epic that explores Buddha’s life, from his birth as a prince to his enlightenment and death, and as it does so, tells various stories about the people around him, from reformed bandits to clairvoyant babies. Isaac The Pirate, meanwhile, is a dark two-volume tale about an artist that takes to the seas, joining a band of pirates and meeting master thieves and thugs while he wends his way back into the arms of his beloved wife in Paris.

What they absolutely share, however, is irresistibly heady combinations of lightness of touch and unflinching gazes upon life’s cruelties. Both feature as a natural part of their courses death, torture and suffering, with characters mercilessly despatched while others act in ways that you really wish they wouldn’t.

For example, there’s a scene in Isaac The Pirate’s first volume, To Exotic Lands, in which the pirates encounter in the frozen seas of the Arctic a drifting ship of starving Swedes. The events that follow are harrowing and shocking, coming as they do after a long sequence in which you develop a respect and affection for many of the crew. Isaac’s love is in constant threat of being extinguished – through his death, hers, temptation or distraction of the waves – a sombre kind of tension, given that it’s one of the only purely good things going.

And for all Tezuka’s Disney touches of doe-eyed animals, exaggerated expressions and the way he often inserts himself and characters from his previous comics into the stories, he doesn’t hesitate to depict the other side of the times he depicts. Casual genocide, fathers persecuting their children, bloody revenge: his Buddha is forged in violence and horror. Other characters go on terrible journeys of discovery, the brutality behind the things they do only mitigated by Buddha’s teachings of forgiveness and that behind everything lies a reason.

All this is contrasted with humour and levity that seems utterly casual. These comics’ balance of light and dark gives them a heady sense of consequence and truth that so many books, films – and other comics – lack. It’s got to have something to do with their visual style, I think. Both are brilliantly expressive, Tezuka in particular spanning from beautiful and detailed panoramas to goggle-eyed cartoon exaggeration.

As such, I can’t recommend these two comics enough.


22
Jul 09

On boredom

This is a post from my old blog, circa early 2006. It was probably its most successful in terms of readers (a modest claim, to be honest) and how pleased I was with it, and it also generated some angry responses, accusing me of petty, bourgeois narrow mindedness. That wasn’t my intention at all, of course – I just kinda thought that there was a a new generation of people that had forgotten, or had never experienced, true boredom in a world  increasingly tuned to providing continuous partial attention. Self-indulgent it may be, but here it is again – now with footnotes!

We took our son to our book club yesterday evening. We all met at a bar restaurant place under the Royal Festival Hall on the South Bank, and we spent a glorious three hours talking about Rodinsky’s Room and uproariously deciding what book to read next1.

And all the time, little eight month old Jack2 was there, playing with bits of paper, being bounced about, smiling at people and (eventually) sleeping in his pushchair, but, naturally, marginalised from the main activity. And I got to thinking about how bored I used to get as a child, how I remember the hours of being dragged to places by my parents, made to wait as they had mystifyingly entertaining conversations with friends, or watched stuff on telly or went round National Trust properties3. In fact, an abiding memory of being a kid with my parents is of boredom4.

And I realised that I can’t really remember the last time I was truly bored. Whenever people tell me that they’re bored, I often find myself telling them that I love being bored. I’m wrong, of course. I mean that I love being aimless – fiddling about with whatever’s at hand. I don’t really know what it is to be bored any more. There’s so much to do – play a videogame, watch one of our backed up Lovefilm DVDs, read a one of my many backed up books, flick through one of my many backed up Edges5, read my backed up Bloglines feeds, write a review for Pixelsurgeon6, write a post, like now, for Rotational…

And these are just the things I like doing. Then there’s cleaning the flat7, sorting through all that paperwork that I keep putting into great, horrifying untidy piles, wash some clothes, get some bloody milk we can’t keep spooning baby milk powder into coffee8.

And before all that there’s looking after the boy.

Even on long journeys I don’t get bored – there’s DS and reading and watching Sin City on PSP and listening to music…9 Bored just doesn’t come into it any more.

I guess that’s good, but I’m not sure. Could I cope without being endlessly stimulated by something or other? What if the electricity runs out?

  1. It was Flowers For Algernon – lovely stuff, too. The book club days remain treasured memories.
  2. Now four and about to start at school. Jeepers.
  3. Here’s the rub: making our final descent into middle age, last year we became members.
  4. Though the kids often get frustrated that things don’t always revolve around them, they haven’t yet experienced the drawn-out horror of a long afternoon with nothing to do. Aside from the evergreen delights of Lego and felt-tip pens, now there’s the modern impositions of all-day Cbeebies and YouTube.
  5. Oh, the irony.
  6. Now up on blocks, it was a good illustrator/web design community.
  7. Now a house and with one extra kid, so even more cleaning.
  8. Yup. Still do that.
  9. I love going on trains because they impose on you time you can’t do anything other than the things you have with you. With the advent of iPhone (or iPod Touch, in my case), though, continual distraction invades even the sanctity of First Great Western.

1
Jul 09

Final fantasies

Fallout 3

Videogames give players choices. That’s because they’re interactive. Some people say a good game is a series of interesting choices. And games are beginning to give players a lot of choices to choose from.

Over the last few months, in my winding, amateur sort of way, I’ve been playing through Fallout 3. A role-playing videogame set in an alternative, post-apocalyptic future US, imagined as if the 1950s never quite went away, one of its big features is a great number of scenarios designed to allow players to decide how they tackle them. An often discussed, and probably the most interesting, is the Tenpenny Tower quest. For those wishing to avoid spoilers, you’d probably best not read on.

Tenpenny Tower is a luxury hotel left standing alone in the wasteland just outside what remains of Washington DC. Its rich occupants have gated it and posted guards to ensure no one undesirable can get in. And when you arrive, there’s a ghoul, called Roy, outside, demanding to be let in. Irradiated and mutated humans, ghouls are Fallout 3’s underclass, and the inhabitants of Tenpenny Tower definitely don’t want to let him in. In fact, the chief of the guards asks you to kill him.

On travelling to the dingy, underground home that Roy shares with his partner and friend, you realise how militant he is against those in society that have turned him and his kind aside, and he asks you to help him invade Tenpenny Tower with a pack of feral ghouls, mutated humans that have gone homicidally mad. But in your conversation with Roy, you realise that you also have a chance of convincing him that there might be a way of negotiating with Tenpenny Tower’s inhabitants so that he and his gang can move in peacefully.

So there are three possible and far-reaching outcomes: you can choose to kill Roy, you can choose to help him kill the occupants of Tenpenny Tower, or you can try to negotiate a non-violent solution. And, by God, you’ll find yourself wanting to try it all. You can save and reload at any time in Fallout 3, and I often find myself saving at a point where I can make a choice in order to experience each outcome and choose the most beneficial. And, in the case of Tenpenny Towers, the outcomes, particularly the peaceful one, are fascinating. If Roy moves in, you can go away and revisit to find that both sides are getting along well. But if you come back once again, you’ll find all the humans dead and stripped of their clothes and possessions in the basement because of a ‘disagreement’. Though much of Fallout 3 is pretty simple and morally predictable, sometimes it likes to give you a big surprise.

So I’m playing all this with multiple saves, Fallout 3’s carefully engineered storylines and choices fractured and displaced as I zip between them, sampling and testing to find the one I like, and profit from, best. I’m essentially thumbing my nose at an artificial world that’s designed to be naturalistic, with its sunsets and sunrises, its flora and fauna, its crumbing tarmac and crackling swing music, its attempts to provide believable reactions to my pluralistic actions. And I feel slightly cheap for it.

That’s why I respect and love Shiren The Wanderer. Gleefully anachronistic, this game is a Japanese take on the Rogue-like RPG. Don’t worry about what that means – all you need to know is that it’s extremely complex, with a great number of different items and monsters that have a vast array of different effects. To understand how they all work, and how you can survive, takes a long time, and in Shiren The Wanderer, death means your adventure is over. With the game’s world randomly generated each time you play, every attempt you make is different, and filled with serendipity and chance – and you can’t save. You’ll slowly learn tactics and techniques – choices – that will help you survive longer and longer, but you’ll die crushing deaths over and over again.

But as frustrating as each death fleetingly is, it’d be meaningless without its finality. In Shiren The Wanderer you can’t erase your choices. But just the chance to have had a really stupid death (for funnies), a really tense and exciting death (for kicks), or, most importantly, a really instructive death (for experience), can make a death a means in itself.

That’s not really true for Fallout 3. Though its creators have attempted to make sure there’s something of value – and something negative – in every outcome, there’s always a niggling sense that you’re missing something, that you’ve failed in some way, that there’s something better if you do things another way, and you can always rewind through your saves to try and fix things. And as you do so, you’re splintering its story and diluting the clarity of the choices it offers.

My question, then, goes back to that moment I’m standing before Roy as I try to decide whether to kill him, help him kill others or try to make everyone get along. Would it be more interesting and meaningful if whatever I choose is final? Or does Fallout 3 gain something from allowing me freedom to hop around it, spatially and temporally, as if it’s some sort of 4D hypertext?

I’m going to have a good think about that, and write about it in another post very soon.