1,000 Paper Cranes

A friend of mine is making 1,000 paper cranes.

If you followed that link, you’ll see a story about a young girl with leukemia who is told of a legend whereby if a person folds a thousand paper cranes their wish will come true. According to the story of the girl, she originally was going to wish to be well, but when she got to the end she wished for world peace instead. She was buries with a wreath of a thousand paper cranes.

In all of my searching, though, I cannot find reference of the original legend itself, only mentions of people being told the legend.

I suppose the point, as my friend says, is that if you see it through, making the thousand cranes, during which you really can’t think of anything other than the wish you will make, by the end you’ll really know what your heart desires. In the girl’s case, being a victim of the atomic bomb herself, she (I assume) realized that she wanted less to get better herself and wanted more that the world would have peace and never see another atomic bomb drop.

I’ve been wondering what I would wish for if I decided to undertake the folding of a thousand cranes. I have no idea…

My friend has been keeping track of his progress on his blog.

The Whole Wide World

If you have played any MMO, you have likely run into a quest that needed you to circumnavigate the world to finish it. Visit some guru in a far off place or take a note to an officer in some city’s army, whatever. You have also likely found a time when you wanted to group with someone who you grouped with yesterday, but today find them to be on another continent. If the game had no travel assistance, like run speed enhancements or teleports or griffin mounts, you probably got a bit annoyed at the twenty or thirty or sixty minutes all this running around was going to take you.

And, if you are like most people out there, you probably wanted them to fix the travel issue with instant travel teleports so that you only had to travel a couple minutes to a portal, port, then a couple minutes to your destination, at most.

In my opinion, though, the problem here has been misidentified and the solution is completely ass backward. The problem is not the travel time, the problem is that you have to travel.

Travel should, to me, be a non-trivial task, like it is in the real world. If you need to run errands in your life, don’t you try to get a few of them together and make one travel loop getting them all done and returning home at the end? I know I do, and that’s because I don’t want to go out and come back for each item, especially if those items are far away. To that end, I try to do things near home if I can, or if I find I’m always going far away for stuff to move my home closers to my interests.

This is the problem with most games: not enough content close to “home” for the player. There should be content for solo, groups, raids, PvE, PvP, every level, every class, whatever boundaries exist in the game within a reasonable distance from “home”. Now, what is a reasonable distance is another argument altogether, but for now we’ll just vaguely say that reasonable is “a travel time for which the majority of players feel no disappointment in making both there and back”.

A long while back, I started down the road in my design thought processes of what I refer to as a “town-centric” design. (If you are so inclided, you can go read the thread and my posts over at the MMO Round Table.) And I still hold that, in my opinion, this is the best way to design a game: start with the player’s home and radiate content out from there. At some point if a player tires of one town, they can move to another town, at which point they will have all the content they need around the new town, all within a reasonable distance from the new town.

I love travel in games, and sometimes just for travel’s sake, but I hate when travel becomes a barrier to fun.

Rescue Me

In recent weeks I’ve watched all of Rescue Me, a show that airs on FX. I have the first and second seasons on DVD, and the third season I downloaded from torrents (but I’ll pick up the DVDs when they come out). And, damn, this show is good.

If you have never heard of it, the simple premise is Denis Leary plays Tommy Gavin, a New York City firefighter. His house lost four guys on 9/11 and when the show begins its 3 years later but the tragedy still lingers.

As the show unfolds, it follows the lives of Tommy and his crew. Tommy in particular is interesting to me because he is a hero, really. His character is that when he’s on the job he is perfect, almost superhuman, in his duties. He saves lives. Meanwhile, his personal life is in the shitter. He is separated from his wife, he’s an angry beligerant asshole, and he begins seeing ghosts. Not really, this isn’t some Sci-Fi show, he’s obviously just halucinating, but it begins to make him unravel even further. Denis Leary plays the character superbly, from scene to scene he makes you love him, hate him, root for him, root against him… as Tommy fights his demons, you really want him to straighten out but at the same time when he knowingly takes the low road, you completely understand why he does it.

I can’t wait for season four.

If you haven’t seen the show, I seriously recommend picking it up.

Voice Chat for Games

Okay, let us begin, as always, with a disclaimer… I hate Ventrilo and all the other software voice chat stuff people use for MMOs and whatnot. There is just something I feel is clunky about using a tool that is outside the game, and if there is one thing I am a big proponent of is putting tools in the game for the players (any game without an in-game notepad annoys me, I don’t want my desk covered in notes, let me put them in the game).

To that end, what I would really like to see is a move toward “realistic” voice chat in game. I wouldn’t do away with text chat entirely, because text works much better than voice for managing multiple rooms or private chats. And, to a degree, I don’t mind if interaction with NPCs for quests and stuff has to stay text based, that’ll come later if a game can manage what I want.

The first step is to build a sound engine and structures within the game engine to support distance with sounds. For a simplified system, lets just say there are 4 levels of sound: Whisper, Normal, Loud, Yell. Roughly equating these to distances: 5 feet, 15 feet, 30 feet, 100 feet (this might need some adjusting as this is just off the top of my head stuff). Every sound effect in the game has a sound level attached to it. When a sound plays, the appropriate distance from the sound emitter is calculated and the sound will be played for every listening object (mostly players) in that range, at the appropriate level. What that last clause means is that something said at “Normal” level doesn’t just travel 15 feet and stop, it travels 15 feet at Normal, and then another 7.5 at Whisper. A Yell would travel 100 feet at Yell, 50 feet at Loud, 25 feet at Normal, and 12.5 feet at Whisper. Then, you build “echo” objects that will repeat any sound they “hear”
modified by the properties of the echo object. If you have been in caves you’ll know that sometimes an echo can actually come back at you louder than the original sound, or distorted, not always just softer.

Okay, now that you have it so sound plays at distance and have echoes, the next step is to make NPCs react to sound. Imagine what games like EverQuest or World of Warcraft would be like if your footsteps made sound and the monsters could hear you. Pretty cool, eh? You can bet suddenly people would stop running and jumping to get everywhere.
Now, the final step of my plan… Voice Chat. The player logs in and sets levels in the options for Whisper, Normal, Loud and Yell by speaking into there microphone at the different levels. This way, when the player Yells into his mic, the game will play his sound back in the game as a Yell… 100 feet, then 50, then 25, then 12.5. Everyone in those ranges just heard him, good or bad.

After that, you can get real tricky by utiliting modified echo objects linked together to work like a walkie-talkie or cell phone. I whisper at my end, and even though you are 500 yards away my whisper comes out your end as a whisper (perhaps even with static or other sound modifications added to it).

I know this won’t be easy, as its not a simple sound stream, but I’d love to see it done. Anything that moves MMOs away from the feel of a graphical chat room and adds more spacial awareness is good to me.

The Illusion of Virtual Reality

Over at the MMO Round Table boards, we’ve got a lovely little thread going about what people hate about MMOs in general or one MMO in specific. One of the points brought up by Kendricke is the lack of NPCs on boats, which reminded me of the one and only time I ever got to speak with an MMO game developer (read the thread to see my post).

This has lead me down a train of thought about illusion is games. World of Warcraft has admitted to doing it, and spectacularly I might add. Ever flown the griffon? Some of what you see isn’t really… real. That’s why there will be no flying mounts available in the original game, only in the new expansion lands. Because if you could fly in the old world, you’d be able to fly right up to those matte paintings that make you think you are really seeing what you aren’t seeing.

Other games inexplicably, haven’t used it in places I would consider pretty obvious… like the boats. In just about every game I know that has boats, the boats have no crew. The reasons are simple enough, crew = NPCs, and NPCs can’t do things like zones, and boats, being objects themselves, can’t have pathing lines on them. Essentially, the boat itself is an NPC (usually just not targettable or fightable), and the game doesn’t support having NPCs ride other NPCs. But it doesn’t have to. The boat is a model. The model has moving parts (sails, rudders, oars, whatever). So why not fake the crew by making them part of the model. We are talking advanced stuff here, just tiny things like putting a captain at the wheel, a guy in the crow’s nest, a couple of guys in the rigging, maybe a cook down in the mess/hold area, perhaps a swab scrubbing the deck. Why not? Would it really be that hard?

Once you start down this road, it opens up so many new ideas… like, you know those buildings in town that are there just for effect? The ones you can’t go into? What if, instead of being just dark and lifeless, during much of the day and early night, have an NPC “spawn” in front of the window of another window, only this one with an animated texture that occasionally shows a person walk by, or flickering light… or if the normal window texture is a closed shuttered window, the new window NPC could be a matte painting of an open window that shows the interior of the room.

So many things, so many little touches, could be added to a game to make them feel more alive instead of the rigid merchant filled ghost towns they usually are.

Tagged for Five

It appears that I’ve been tagged with the latest of internet fads (some people like to call them memes, but whatever). So, I’m supposed to tell you five things that you might not know about me… damn, I’ve been putting crap on the internet since June of 1998, I think I might be out of stuff to tell… but here goes and forgive me if any of this is a repeat:

  1. After failing 5 out of 9 classes in three quarters at Southern Tech (now Southern Polytechnic), I was invited to leave. I could blame it on the girl. I could blame it on me leaving the girl after she broke my heart. I could blame it on my deciding to take a full time job. I could blame it on the lure of the student center in winter, the 25 cent cups of hot chocolate and the endless loops of Article 99 and other movies. But the truth is, despite having graduated High School with less than a 2.5 GPA, I actually took and passed 2 AP Exams which allowed me to skip several college classes and the ones I took (2 of the 4 classes I passed) first quarter where, for me, repeats of stuff I had to learn for the AP Exams. So I barely went to class and still got A’s. I thought to myself, “This college stuff is easy!” and I continued not going to class because… I didn’t want to go. So yes, my grades were actually 4 A’s (first quarter), 3 F’s (second quarter) and 2 F’s (third quarter). It was at this point my parents stopped paying for school, I was invited to transfer to another (easier) college and finally learned what my parents had known since I started pulling C’s in 8th grade: My grades weren’t bad because I was stupid, my grades were bad because I was lazy. I stopped being lazy and started making the A’s and B’s I should have been getting all along. Some lessons have a price, this one cost me 4 years of tuition out of my own pocket.
  2. I ask people to remind me of things so I will remember them without being reminded. Its really funny because if I try to remember important stuff on my own, I forget. But, if I tell someone, “Hey, remind me later to…” I never forget and don’t need the reminding. So, I’ve taken up the habit of asking people to remind me of anything I want to remember. It used to drive my wife insane until she learned to ignore anything I asked her to remind me of.
  3. My nose has not stopped bleeding since I was 11 years old. And I’m 32 now. I remember the first time it happened. We lived in Pennsylvania at the time, and we were outside clearing the snow off the drive way. I thought my nose was running, but the look on my mother’s face is something I’ll never forget. I actually thought she was looking at something behind me, and I turned around, slipped, and fell into the snow. When I got up, there was a big patch of red snow where I had fallen. There was blood down the front of my face and jacket. Most days it just bleeds a little and is held back with some light sniffling (over 21 years I’ve probably said the phrase “No, I don’t have a cold”, umm, eleventy billion times), other days I have to stuff my nose with a tissue or cotton to help it back up and clot and scab. I’ve had four different doctors look at the problem, which has resulted in two failed attempts to cauterize the inside of my sinuses and my complete and utter loss of faith in the phrase “Just relax, this will only hurt a little bit.” I have been told that I could have surgery, something similar to that which they do for people with a deviated septum or a small skin transplant, but not only do they not guarantee it would solve the problem, I have yet to have an insurance carrier willing to cover it either claiming it is a pre-existing condition or that its elective cosmetic surgery. All in all, the skin inside my nose is thin, and changes in humidity and/or temperature (you know, stuff like turning on the heater in my car or entering an air conditioned building) can cause it to crack and split. On the bright side, I have been instructed not to donate blood since if I were to have a serious nose bleed immediately after getting blood taken there could be serious problems (like passing out and death and stuff).
  4. I keep a list of all the people I’ve promised things to should I ever win the lottery. And before you start asking, I only make promises to people who ask for reasonable stuff that I think they could really benefit from.
  5. I wear both an engagement ring and a wedding ring. When I first met a girl I thought I might marry (see item 1 on this list), I came up with this wacky idea. That relationship didn’t work out. Neither did any of them for the next nine years, then I asked my then girlfriend (now wife) to marry me and explained the idea, which she loved, and we did it (sort of). Now, let me explain… Marriage, to me, has always been about two things, love and the relationship. The wedding ring, traditionally a gold ring, is a symbol of love. Gold doesn’t fade, it doesn’t tarnish, just like love. If you have ever loved someone, you will always love them, they may change and you may not love the person they become, but you will always love the person you fell in love with. Love doesn’t fade, it doesn’t tarnish. The engagement ring, to me, is a symbol of the relationship. This ring is silver. Silver, you see, if left alone, if not cared for, will tarnish, turn ugly. You have to tend to silver, polish it, work with it. Just like a relationship. You have to care for your marriage, you have to talk and work things out. The silver engagement ring is a symbol of our willingness to commit to that work. Commitment and Love, Silver and Gold. Only, it turns out the girl I asked to marry me is allergic to Nickel, which is used in about 99.99999% of gold alloys, so we went with Titanium instead, because it too does not tarnish with the added bonus that if I’m ever on a deep sea mining rig that is flooding, I can use the ring to stop a pressure door from closing. To that end, my wife and I have matching silver engagement bands (right ring finger) and matching titanium wedding rings (left ring finger).

And there you have it… now I’m supposed to tag five people, and I’m going to be mean and introduce this fad (meme) to MySpace. Kevin, Kelly, A.J., T.D., and Jason… Suck it!

The Shopping Season

Now that the holiday shopping season is pretty much over, I wanted to take a moment and share what it is that I like and don’t like about it.

One thing is fairly consistant among people I talk to is that noone seems to like going to the mall, or near the mall, or even getting on the roads at all from Thanksgiving to January 2nd. Most of this, I find kind of funny. First off, the traffic… yeah, people are stupid, but with some good Christmas tunes (or other music if you are one of those sicko people who hates Christmas songs), a watchful eye, and a zen “I’ll get there when I get there” attitude, traffic is nothing to worry about. Just always give yourself plenty of time, and know that if you are late the simple excuse of “Traffic!” is enough for just about anybody. Then there is parking… my legs ain’t broke, ’nuff said. Well, almost. Look, seriously, most of us out there are perfectly capable of walking, just don’t go shopping on rainy days and you’ll be fine. Nothing tickles me more than watching people drive around the mall looking for the perfect parking spot for an hour when they could have parked at the end, and be halfway done with shopping by now! I am literally filled with glee when I see the vultures circling the aisles. The next thing is the crowds. Now, I completely get why most people don’t like crowds… mainly it is because crowds are pushy and they get in the way. The solution here is just to not be in a rush youself.

That whole not being in a rush thing is at the center of enjoying the holiday shopping season. Number one, don’t wait until the last minute to buy high demand gifts. If you were one of those people clammoring to buy a Wii or PS3 on December 24th… you are an idiot. You should either have bought it sooner, or come up with another plan. If I ever have kids, they are going to love me or hate me, because I simply will not put up with that crazy shopper crap. If I can’t lay my hands on a high demand gift early, they’ll be getting a letter from Santa, an IOU and a substitute gift. Christmas in February! There is just no point in killing yourself for a gift. That said, this season, I had a chance to lay hands on both a Wii and a PS3, but not dying for either, I passed them on to the next person in line. I can wait (for a better bundle deal). I’m not perfect though. I mentioned previously that I was pretty sure I hit a home run in the gift giving department this year (and I did), and part of that was an in demand gift… a Nintendo DS Lite, the pink one. I didn’t act soon enough and so the pink one slid through my fingers. I had a choice to make… get another gift, or get a non-pink one. I went with the non-pink one, because the DS itself was really the gift, the pink color was just a bonus. But that was only half the home run.

See, the DS was one of those “only if” items. I had a budget, and the DS was only on the purchase list if I could manage the other gifts with enough room in the budget left for the DS. This leads to the other side of shopping, the best side: deals.

The wife, for whom the DS was for, also wanted some power tools. Now, under normal circumstances I could have only gotten two, maybe three, tools for the budget, but it was Christmas which meant package deals. ACE Hardware happened to be running one, it was a really nice 6 piece cordless toolset for about $50-60 off the regular package price. I shopped around for other deals, but ACE was the best deal, and decent quality stuff (not top of the line, because top of the line does not go on sale, ever, because it doesn’t need to, its top of the line). None of the ACEs I went to had it, and I tried to order it online, but they weren’t giving the same deal as the in-store, so I kept searching. Finally, I found one, just one, the last one. Yay! But the box was all damaged, so I asked to talk to the manager and asked him if the item had been returned. Yep, it had been. Well, I didn’t want to buy something that was broken, so I wanted to know why it had been returned. He went to pull the customer service report to see the reason stated for return, but couldn’t find it, and I didn’t want to buy it if it was potentially broken, and he didn’t want to sell it to me if there was a possibility of return since he didn’t have any more and wasn’t going to get any more… so, he gave it to me for another $40 off, a total of about $100 off the normal list price. I bought it, took it home and tested all the parts and they all worked! Yay! That left enough room in the budget for the DS and a game.

The wife managed a similar kind of deal when she got for me the Complete Calvin and Hobbes. I know the suggested retail is $150, and Amazon sells it usually for $99… but I know she got it for $68. You can’t always get these kinds of deals just filling virtual carts online.

But back to the rush… see, the most important reason to not be in a rush, is that when you do go out to the stores and malls, you are filled with the warm feeling knowing that you are not one of those crazy people who are surrounding you. I actually like to hit the mall once or twice when my shopping is done (or nearly done) just so I can sit back and watch the people. I’ve always been a people watcher, and the holidays brings out the best and worst in people. It makes for fantastic people watching.

Removing Barriers

The wife and I have been discussing the future of our gaming. First and foremost has been the question of where to continue our gaming. Do we want to move to console gaming or stick with PCs? It is not an easy question, and of course we can not afford to do both.

The main pro on our pros and cons list for sticking with PCs is MMOs. As I mentioned in yesterday’s post, my interest in the existing games is waning. While talking things over with the wife, I came to the realization that the biggest hurdle for us in most games is the fact that we have to play together if we want to play together. Did that make sense?

See, sometimes I have to work and the wife wants to play, but if she plays with her main character and this happens too many days in a row, she will out-level me (unless we are at max level) and now I will need to play catch up in order for us to play together and both of us have fun. The key being both of us having fun… being too low is never fun, swinging weapons and casting and not affecting much, neither is being too high, swatting away monsters without fear of losing. City of Heroes solved that; halfway at first with side kicking, and then the rest of the way later with Mentoring. It’s not a perfect system, but it worked well enough that when we were playing CoH, the wife and I never had to worry much about who leveled when. Of course, as I have said a few times in this blog, we stopped playing CoH when the graphics engine upgrade for CoV was just enough to force us to turn the details down just enough to make the game unappealing.

The alternative in most games is for us to play a secondary character when we can not play together, but personally, I think this causes more problems than it solves. What happens when I have been having a blast with my secondary for five days and now when the wife wants to play I still would rather play my second? It also serves to hinder a player/character relationship. If my best friend is on, I would rather see him and him see me than for me to have to look for one of his seven characters and him to keep an eye out for my five. It is a further disconnect from how real life works. Not that I am saying I want to emulate life 100%… holding a job and paying a mortgage in game as well as real life would be frustrating.

What is the solution?

My thoughts would be to begin designing any system with either a sidekick/mentor construct in mind, or with an eye on removing or reducing playability gaps between players. I am going to try to focus on the playability gaps…

First step, remove the direct link between player level and player power. Still have experience points in a game, earned when fighting or questing or crafting or anywhere the game can determine you have completed some defined task and reward you for it. Have levels with some mathematical formula for determining experience needed to level. 100 exp for level 1 (because everyone starts at level 0), 300 for 2, 600 for 3, 1200 for 4… until you reach some point where you just say “every level beyond X takes Y experience” where X could be 50 and Y could be 10,000,000 or something. No level cap. If someone wants to grind to level 999,999,999 so be it, if that is what they enjoy. But, you do not want to entirely remove player level’s ability to affect player power, because then people who like grinding will complain that grinding is pointless, so with every level you earn a “skill point”. And since experience is rewarded for more than combat, it would be possible for a crafting minded player to still be able to grind out those 999,999,999 levels by making swords instead of using, if they were so inclined. Once this link is severed, there is no reason not to allow players of any level to play together in groups.

Skill points are the second step. You can earn them with leveling. We will also allow people to earn them with training, similar to the way EVE Online skill training works, you select a skill to train the “next point” in and the point takes time, both in and out of game, with two major changes. One, allow people to train more than one skill at a time. The way that would work is, say a skill takes 1 hour to train, and you have 5 of those types of skills, so, in EVE Online world, you would have to log in (or still be logged in) each hour to switch skills. We would let someone select all 5 skills and in five hours they would all go up one point. Time of training times number of skills in training equals length of time for point. Oh, and training stops if your account expires, but will start again the moment the account is made active again picking up right where it left off. Now, if you are training a skill and then level and buy the skill you have been training, the time you have spent training will be applied to the next point. So, say you have that 1 hour skill training for 30 minutes, and then buy the point. The next point of the skill, which normally would have taken 2 hours to train, will now show only 1 and a half hours remaining. Two, unlike EVE, if training completes and there is no change made by the user, training will continue into the next point of the skill(s) selected. So, yes, conceivably, someone could start a character, set all skills to train and then not log in for a year and return with a fairly well decked out level 0 character. If they really want to pay for a game for a year and not play, more power to them.

So, what are the skills? Well, skills would allow you to use items or perform tasks, there can and will be huge hierarchy trees of skills, special and advanced skills that must be quested or learned from a master (maybe even allow that master to be another player). But how important will they be? This will vary… some skills would have to be proprietary, meaning you have to have the skill (and possibly even of a certain level) to use or do something. Other skills would be “untrained” skills, for example, in a fantasy setting wielding a sword could be an untrained skill, meaning that everyone can swing a sword, but gaining levels in swordplay and other advance skills will make your character “better” at sword use by affecting calculations (perhaps each level of skill gives you a +1 bonus to some section of the “to hit” formula that allows you to be more accurate) or by opening special moves (the use and timing of which can translate into “player skill” allowing players who practice with their combat to become more effective so that they might be able to trump the numerical calculated predictability of standard “auto-attack” combat). Of course, skills are not all combat related… there can and would be crafting, social, and other skill trees.

Back to the leveling… with the multitude of ways to gain experience, do we need to worry about power leveling? No, because, honestly, who cares? If a player wishes to become the “apprentice” to a local tailor and grind out eleventy billion hats so that he can gain a bunch of skill points, why not? If someone wants to “squire” for a powerful knight assisting him in combat while the knight does most of the real fighting work, why not? You could even encourage power leveling through an apprentice/master (or sidekick/mentor) system! While the squire is fighting with the knight, any skills he has set for training (you know, the timed training, not level based earning) that the knight uses he will get a training bonus, very small at first but growing larger the more a skill is used. So, while the knight and squire are out grinding experience killing monsters, eventually the squire would ratchet up to a double (or even triple) training rate, and he would be cranking out the combat skills at twice (or thrice) the normal rate, as long as they remained grouped (so yes, the bonus would be lost between gaming sessions, but we would give it like a 15 or 30 minute cool down window to account for temporary loss of connection).

But what about classes, you might be asking… especially since I wrote a post a while back about staying with classes, and another on my version of a class system. I still think players should have to pick starting attributes, and I think they should still have to pick a class, for lack of a better term, and award them with a bonus to certain skills when it comes to training. And I would even still do that by grouping the skills into sets and having the players rank the sets. And yes, I would still allow players to change their set rankings later in game (through quest or something). Would this allow players to game the system? Sure. They could rank combat the highest and train combat, then change ranks to merchant skills and train crafting. But, to me, it would not matter… no matter what system you come up with, some players will learn how to game it, how to maximize the systems to minimize risk and time and effort, because it is what they like to do. It’s on the shoulders of the designer to make game play and the world a compelling enough distraction that it keeps the player’s focus off the mechanics and off the desire to game it.

Welcome to 2007

So, how did you ring in the New Year?

Me? I went to my brother’s house because he and his wife were having a party. I was introduced to Dead Rising, which, honestly, was just plain mean since I don’t own an Xbox 360… now I’m going to have to go buy one. And I got to witness the Wii in person… now I’m going to have to go buy one of those too. There was food and drink, and there was karaoke. All I have to say is… I rock. We watched Dick Clark count in the last seconds of 2006, and mostly we were, as always, amazed by his recovery and saddened by the fact that he’s now a huge buzzkill for festivities.

Now that it is 2007, what does that mean?

Well, it used to mean putting the wrong date on my checks for a couple months, but I’ve switched over to electronic billing for everything but my garbage collection, and I only have to pay them every three months. As with every year, despite my loathing for New Year’s Resolutions, I’m still making a couple… mostly the same ones I always make. But I figure, if I have almost a dozen friends and family who have decided to quit smoking, I think I can manage working out three times a week and eating a little less crap.

Also in 2007… I think I’m almost done with PC games. Frankly, the alure of MMOs is finally wearing off. New games just don’t appeal to me much. WoW has been fun, and I still might pick up the expansion to play around, but most games on the horizon my computer can’t play (I’m in the Vanguard beta, or rather, I got accepted but I haven’t been able to log in and actually create a character), and rather than paying two thousand plus dollars to upgrade my and my wife’s machines, I think I’ll just invest that same money into a Wii, a 360 and an HD projection TV. And hey, bonus, the new TV makes watching movies and television shows better too. The list of non-MMO PC exclusive games has practically vanished, and with the consoles you never have to worry about compatibility issues.

I’m still interested in MMOs as a theory and design, but nothing out there for the next year is really gripping me. Largely it looks like the same old grind, and if I’m going to play in a fantasy world, I’d rather be sitting around a table with a half dozen friends these days instead of staring at my monitor pushing buttons for rewards.

It looks like 2007 is also going to bring a flood of superhero books to the market. I’m guessing the successes of Hollywood and both Marvel and DC’s initial forays into paperback books have paid off enough that it seems like a new book is coming out from somebody each week. Though, the landscape is still lacking in original material. Its all book adaptations of existing characters from the comic books. Perhaps in 2007 I’ll work toward changing that and actually finish a writing project or two.

And on the business front… lets just say that aught seven is looking pretty good.

Finally, we come to the end of my ramblings and musing, and I welcome you, heartily, to two thousand seven.

Enjoy!

Another Year Over

2006 draws to an end tonight, and I’ll be celebrating with family and friends, as I hope you all are.

So, looking back, what did this year bring me?

The best thing of the year for me is easy… I bought a house. Sure, I saddled myself with a mortgage that I’ll likely be paying for 30 years, but owning a home is just… cool. I have a big back yard and I really look forward to working in it and on it in the coming years. The dog likes the yard too. The house is big… really big. I used to live in a 2 bedroom, 3 floor townhome apartment, and this place puts that thing to shame. Oddly enough, its also cheaper to maintain. My electric, gas and water bills have gone down despite the fact that I have more stuff, a larger place to cool and heat, and a yard to water. Its weird and awesome.

The worst thing of the year… that’s alot tougher. Overall, this has been a pretty good year, but in the end I’d say the worst thing has been having to watch my wife choose between leaving a job that was almost literally killing her and her best friend. Its a huge horrible mess that I won’t go into detail on, but lets just say it was bad. Hopefully next year will bring some healing here.

That’s me… what about you folks? You, if you are reading this, let me know… what was your best and/or worst thing about 2006?

I could go into a long post about events in the world, but mostly the year was pretty sad… this, however, I find disgusting. Please, don’t buy those.