Agents of Shield

So I have been totally engrossed in this show since it was announced. I love the Marvel universe, and this is bridging the gap between Avengers I and II. I love how it is tying together the movies that come out in the episodes. For example, when Thor 2 came out, the next episode alluded to what happened in the movie. In the same episode, the plot revolved around what happened in Avengers. Now, the next couple episodes are going to be about what had happened in Captain America. Since I don’t want to spoil either for you, I’ll only tell you that it is totally worth watching the movie first before the episode, because watching the latter first will ruin the movie. 

 

Even while they pay homage to all the movies that are happening, the series has a cohesive plot that flows from episode to episode. Even though right now it feels a bit jumbled, things ramped up smoothly up to the release of Captain America 2. The characters are all either lovable or easy to dislike, and there is so much hinting towards Marvel characters and situations you never really know what is going to happen next. 

 

Oh, and guess what- Coleson liiiives. 

CATS

We have two cats, Turbo and Angel.

 

This is Angel. She is super soft and a sweety pie. She likes climbing on us in bed and snuggling up. 

This is Turbo. He’s bristly, and loves to be played rough with. He also yells from the other room, but when you go to give him attention he runs away. When you leave, he starts yelling again. 

We adopted them from one of Vincent’s friends. She rescued them when she found them abandoned. They had another little brother but he was adopted out early. The two were very attached so she wanted them to be adopted together. They are quite a pain in the butt sometimes, but we love them. 

Ch. 7 Bringing Ideas to Life

The part that I enjoyed most about this chapter were the two parts about Halo 3 and Gears of War. It was really interesting to look into how they made those campaigns and I was especially impressed at T.A.G.’s efforts for the Gears of War campaign. It really would have been easy for them to show cuts of the gameplay because it is really violent and adrenaline packed. The direction they took was fantastic and made me way more interested in the game.

 

I bought Gears of War for Christmas and because of that commercial I downloaded the artist’s song as well for my iPod. Since I am more interested in the stories behind the video game, that advertising campaign truly hit home with me and obviously with many other people.

 

For Halo 3, the commercial that tied into the panorama was great. I had played the other two games as well, so I was familiar with the lore and was going to buy the game anyway, but this really hyped me up further.

 

I think it’s a great idea to look past what is cliché and obvious and find the small things that will really grab people’s attention. They really wanted something that was impactful but also spoke to more than what the game was, which drew people in. Even though it’s easy for people to make video game ads (just lots of shooting and gameplay clips), the Big Idea behind the games is really what mattered.

 

That was what really struck me, going against convention to produce something that was risky, but had such a good base for what was needed that it worked. 

DC Deck Builder

For playing with cards, this is really fun, especially for DC fans. You start off with picking one of the seven founding super heroes of the Justice League. They each have their own special effects based on what you do during your turn. For example, you get more power when you play a super power card if you’re playing Super Man. 

You buy more cards using power, the currency you get based on how much you have in your hand. Every card has a different cost and can have different power. Every card you buy builds your deck, which you draw from to buy more cards. This can cause some crazy chaining if you buy lots of cards with effects that synergize with your super hero and other cards.

 

The main goal is to defeat (or buy) the super villains. They are very powerful and are worth a lot of points. Every card is worth a different number of points. When the last super villain is defeated, everyone totals their points and the one with the most points wins. There was one game where we were equal in points so it came down to how many super villains we had… And we had equal. That was the only time we ever heard of a tie, which was hilarious. 

 

Writing Stories

Thinking back to my first post about roleplaying being a story that multiple people write, I want to talk about actually writing a story.

It. Is. Hard.

Whoever says that writing a book or short story or poem is really easy, they are terrible, no good, dirty liars. Even some of the best writers say that it’s hard. Some lock themselves in their room, avoid human contact, and write until their fingers bleed (exaggeration). Others sit down for exactly one hour a day and do nothing but write. I choose to write when I should be paying attention in class (you can tell where I’m writing this).

But the point is, writing is work. Real, hard work. Sometimes it can be fun, other times you want to pull your hair out. It takes research, time, effort, concentration, research, sweat, blood, tears, and research. Writing for kids is easy because everything is generalized and nothing has to make complete sense. For adults, they nitpick every aspect of a story. I’m guilty of it as well. If something wasn’t planned out, if there is one loose thread, the story unravels.

Before I even started writing I sat down and wrote ten pages of research. I described every character, I made a summary of the story, and then I made a summary of every chapter. I planned out what was going to happen from point A to point B to point Z. I completely explained my universe that I was working in, because it’s somewhere that no other story has explored. Not only that, but because of the religious aspects, I HAD to research. You can’t just make things up about people’s religion. I consulted and read articles. While yes, this is a fiction story, there are so many real parts to it, there has to be a suspension of disbelief that isn’t there if you give wrong facts about what is true.

After all the research and after you know what you’re writing comes the actual writing part. Even with an outline, you get stuck. I’m stuck now. I know exactly what I want, I can picture the story in my head, but to get from that point A to B takes writing and you can get stuck in those parts where there is nothing going on but you have to push the story along to the exciting parts.

So here I am complaining about how writing stories is hard. Because it is. But one thing I do know about writing is… Don’t keep stopping and looking back. Just sit and write and write until it’s done, and THEN go back and re-read though everything. After you’re done, give it to close friends and family and ask for it to be reviewed. Have them point out things that don’t make sense. They’re looking at it through different eyes, but you don’t know what’s good or bad if you keep going back every paragraph and changing things.

But in the end, you have a story that might be a best seller, or at least be popular, and you’ll be happy that you wrote something that everyone can read. I just want something out there, even if it takes me forever to write. 

Betrayed at House on the Hill

The other day I went over to a friend’s house to play this new board game called Betrayed. For those of you who like the movie Cabin in the Woods, this is like playing the movie. It starts with all the players exploring the house. Every time you go into a new room, you place a tile down. Events can happen in each room and if you find an omen, you have to roll to see if the ‘haunt’ begins. We stumbled upon a blob that transformed you into a blob human if you touched it. In the end, two of the players were cornered and we had one last player to use his turn to kill it. It has to be one of the most nerve-wracking games I have ever played.

http://boardgamegeek.com/boardgame/10547/betrayal-at-house-on-the-hill

As you explore, more of the house is revealed. There is an upstairs and a basement.

There are three types of cards: Events, which have something random happen, Items which you can use, and Omens, which have an event and correspond to the ‘haunt’ if it is summoned.

Here are some example of omen cards. Like the items in the Cabin in the Woods, these summon different ‘haunts’ when found in different rooms.

When the ‘haunt’ is summoned, that person may be the traitor, who now has a different win scenario from the rest of the group. Everything they do is secret and they control the monster. The rest of the survivors read from the survivor’s book and learn how to defeat the haunt, which the traitor doesn’t know about.

This is a really fun game, though starts to get stressful if you’re competitive. It’s common for you to die a lot too, and you really have to rely on your fellow survivors, so make sure they aren’t trolls…

League of Legends EU LCS 2014

Currently in full swing is the League of Legends European Union League Championship Series, full of amazing takedowns, clutch hooks, and lucky jukes. For those of you who do not know what League of Legends is, it is one of the most popular online MMO PvP games out there, made by Riot.

I play League casually and in no way consider myself a good player. I don’t play ranked and find my fun on the Howling Abyss map. I have 35 wins on Summoner’s Rift. However, people of all skill levels should admire the plays going down in this LCS, either for entertainment or to pick up a few tricks and tips. The teamwork and synergy required to accomplish some of the things in these games is amazing and one has to wonder how many hours were put into this game for these teams.

Warding, teamwork, communication. If there are three things that are necessary in League, it is those three things, as shown by these teams.

An example of excellent teamwork here, along with a hilarious moment of Mordekaiser melting a Morgana to soup in three hits.

https://www.youtube.com/watch?v=zWtYk74HxOQ

The depth in which these players know the champs they play with and against is staggering. They know how much damage they can take, how much they can dish out, and how to effectively use their abilities by chaining them with others’ to grab kills or escape effectively. They do this for a living, for money. How lucky is that? This is a game that actually takes skill. Champs might be good, but it takes a player to push them to their full potential, and combined with teamwork, these teams are battling against the best of the best. 

Civilization V

I’m not really a big Real Time Strategy person. Sure, I watched friends play Star Craft and was mildly interested, but I was never good at them. I don’t play chess or checkers. I don’t look five steps ahead of other players. I don’t try to outwit them. I play games to have fun. That was why even novice AIs could outsmart me.

The first time that I ever played an RTS religiously was when I got Halo Wars. Most people agree that it was not a top tier RTS, but it was good for a console game. It was a well-made game, good visuals, good story, and the multiplayer wasn’t too heavily swayed for one player over the other. I was actually decent with it. Not as good as human players over multiplayer, but I could beat the AI on hard difficulty and that was good enough for me. Getting supplies, building things, that was all interesting, and there was not one part that I was bored with.

So a few weeks ago, after a long span of time of not playing any more RTS games, I branched out to Civilization V. I’ve heard raving reviews of it being a good game, so why not try it out? After all, it was on sale for five dollars. I went through the settings, put the difficulty on the easiest (for those who were learning the game) and wiped everything out. It took a bit longer as I had to learn the game, but that was the first time that I thought, “Maybe the difficulty should be set higher…”

Of course I didn’t. Wiping the floor with easy AIs was a very self-gratifying experience that I wouldn’t be able to accomplish with the more difficult settings. Maybe in a year when I completely learned the ins and outs of the game I might set it on Hard. However, after doing whatever you want and knowing that you couldn’t possibly lose, it started to get boring.

I just finished a match before writing it. Well, finished wasn’t the word. I knew I was going to win, but I knew it was going to be a pain having to build up units and trample over Napoleon’s entire continent. So I just quit. I didn’t feel bad about quitting because I knew that I was going to win. I even bumped the setting up to easy instead of the most basic beginner difficulty that there was. And in this time since I got the game to now, I noticed all the little flaws in it.

I guess after knowing all the options, you start wishing things were a little bit different and the stupid little quirks wouldn’t happen. Like workers optimizing roads instead of building them in the straightest line possible from where you clicked. If they wouldn’t build the road where I wanted it, every other turn I had to specifically move them and order them to build one section of road on that hex. More than a little infuriating. I want my units to move quickly, and that means road shortcuts, and many roads besides, between my cities. I’m glad they had an option to remove unit movements and attacks. Sitting there watching as the game struggled to keep up with all my quick actions made me want to get something to eat while I waited.

The biggest thing that annoyed me, however, was the fact that I didn’t and still don’t know how diplomacy works. Dealing with city-states is the simplest thing in the world. Dealing with the other actual civilizations… That’s an entirely different story. They don’t tell you the formula how to trade properly and every time I do I feel like I was just played. I don’t know how to further build a relationship with civilizations and make them like me. There’s no way to discuss what I could POSSIBLY do to make them happier with me. Is it too much to ask for a little hint about how their funds were drying out or that their people were unhappy with them, signaling me that trading luxury goods with them would be a smart plan on my part?

Other civilizations either like you or don’t. There’s no way to tell what their personality will be. In a game called Civilization V, you would think that diplomacy would be a bigger deal instead of simply staying out of all conflict and going for the science or culture wins or simply bulldozing over everyone with a million units. There’s even a diplomacy win. How do you obtain it? I don’t know, the other civilizations are probably too bipolar to deal with anyway. Good relationship going? Have a bunch of reasons why you two are friendly? Kill one city-state unit and they thing you’re a war-mongering lunatic.

I really, really love Civ V. I’ve wasted too many hours on it, but sometimes I wish there was more to the actual civilization part. Making those alliances should have been a big focus, but it’s so muddled that I would be surprised if anyone actually uses diplomacy.

Or maybe I’m just bitter that no one accepts my declarations of friendships no matter how good our relationship is. 

A Short Blurb About Role Playing

Role playing is and always will be my favorite form of creative process. I love writing, I love story telling, and I’m sure that most people who RP also do, or else why would they do it? It is one thing to write a story by yourself, to craft your own characters, to mold your own plot, to watch things progress from page to page. It is a completely different experience to thrust your character into a set environment where you do not control all the variables. The goal is still the same, to create a story, but for once, you and your imagination is not at the center of it. No one is in the center of a RP, yet everyone is at once.

 

Role playing, at its most basic form on a forum, is a group of people coming together to craft a story. They can use characters, some that they might be very attached to, but in the end, what is best for the story is what should avail. Characters don’t always get what they want. Characters sometimes lose things that are important to them. Characters die. It is a sacrifice that you and they have to make in order to mold a beautiful story. Your character may never be in the spot light, but if they were not there, there simply would be a gaping hole in the plot, one that changes its course in other directions. Characters are added and subtracted, like music that never ends, but changes and evolves.

 

Death is never the end, however, because your characters’ stories live on in the words typed by the writers and the words spoken by the characters. An evil character’s name might still be whispered, for it still holds fear in other’s hearts. A good character may be praised for the rest of the story for their heroic sacrifices. Some might die in vain, die a hero, or die forgotten. Your character may not die, but be someone who is merely supporting the main at the moment. Each character has their time to shine, and their time to let others take the helm.

 

My favorite example of this is in a short role play with a group of random strangers. It was a fantasy setting, and I picked two characters that are always paired with each other, Scorpio and Corbin (who at the time was named Raven, damn unoriginal name). Another character joined as a special species of centaur (half dear instead of horse) with a golden pelt and horns. Obviously, this might get a very large purse of gold if Scorpio were to perhaps sell her off to a tanner or something. He was a bit evil in this one. Corbin wanted to protect her, as did two other characters.

 

In the finale, Scorpio was killed by another character with three arrows to the chest. I let him die. Why? Because the story demanded it. Corbin’s grief was something that at the time (I was young) shocked even myself. I realized that I just killed off Corbin’s father figure, and now I was describing him with such a confused and muddled mind it was hard for me to find the words. After all, he knew it was the right thing to do, maybe not kill, but Scorpio had to be stopped, or did he? He was after all just trying to get the money so he and Corbin could live well. Everything Scorpio did was for Corbin, after all.

 

It was a short RP, but perhaps if it would have lasted longer, maybe a few days, things would have turned out differently. Maybe we would have decided that Scorpio should have captured the girl and it was up to the others to save her. Maybe the strained relationship between Scorpio and Corbin would have persuaded Scorpio to turn a new leaf. Putting characters in uncomfortable positions is the best way to challenge them. Some people call this torturing characters, but while that’s a fun thing to say, I believe it’s simply challenging them and myself to evolve and adapt.

 

How would your character react in a situation even you may not like? Would they make it out alive? Would they grow spiritually? Physically? Emotionally? I was barely a teen at the time of this RP, and yet this is probably one of the defining moments of my RPing career. Letting your first character die in a communal story hits hard, but it makes you better at everything.

 

You don’t challenge yourself as much when you’re just by yourself, coming up with an outline and following through with it. You love your characters, but it’s them interacting with themselves, not other minds which comprehend things in vastly different ways. You may know what another person’s character will do, but they pull things in another direction. This is one of my favorite parts of RPing, getting to see what the reaction will be with the rest of the group, and seeing how they will respond. Sometimes stories go in places completely different than what you thought it would be. Sometimes you realize you need to be in a subjugate role for someone else’s character. Sometimes you can be plotting behind another’s back. The person you’re going to backstab might see this and think it’s a great idea, but is it time for that character to die? If yes, what a rush it is to have a plan succeed, and the exciting possibilities for the rest of the story. If no, then your gut clenches when you race to think how the character would get themselves out of the situation, or would they even?

 

There are so many variables to writing a story with other people that there is at no point that you become bored, or don’t care anymore. The healthiest RP is one that could last for years because everyone is deeply involved with the end result. I admit that evil or bad characters are the hardest to play because we know that they probably won’t win at the end, as it was with Scorpio. However, at the end of this past month (April 2013) , I look at his character now from when he was stomping around with dragons and getting shot with arrows and become amazed at how much he has grown through all his variations, and how many stories he had left a mark in. I look at all the roles, from good guy to neutral to bad, from young to old. I look at how layered his character became the more I played with him, tweaked him, let him experience different characters and situations. 

 

And then I realized, it wasn’t him, it was me- And that is what you should take away from role playing.