<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss'><id>tag:blogger.com,1999:blog-33799496</id><updated>2009-10-22T06:06:07.350-07:00</updated><title type='text'>Permanent Hiatus</title><subtitle type='html'>Comics, games, music and subculture collide with a Calgary boy's strange imaginings.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default?start-index=26&amp;max-results=25'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>143</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-33799496.post-2437378924476430436</id><published>2009-10-21T15:58:00.000-07:00</published><updated>2009-10-21T15:59:51.836-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='music reviews'/><title type='text'>Dead Man's Bones - s/t</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Dead Man’s Bones – s/t&lt;/span&gt;&lt;br /&gt;Oh October, how you charm with your ghostly gifts. Halloween’s a funny (non)holiday – it gives us a chance to both cringe and laugh at the things that go bump in the night. The collaboration of Ryan Gosling and Zach Shields., otherwise known as Dead Man’s Bones, gets this contradiction completely. Backed by an eerily high-pitched children’s choir, they sings songs about zombies, love, werewolves, love and drowning – and in that order. It’s a marvelous blend of old-school doo-wop crooning and darkly dreamt romanticism – in other words, a great soundtrack for a night of ghouls and giving out candy. &lt;span style="font-weight: bold; color: rgb(204, 0, 0);"&gt;Highlights include: My Body’s a Zombie for You, Pa Pa Power and Flowers Grow Out of My Grave.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-2437378924476430436?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/2437378924476430436/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=2437378924476430436' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2437378924476430436'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2437378924476430436'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/10/dead-mans-bones-st.html' title='Dead Man&apos;s Bones - s/t'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-3011911577175636743</id><published>2009-08-11T11:08:00.000-07:00</published><updated>2009-08-11T11:29:43.426-07:00</updated><title type='text'>Wii Don’t Play – Why Nobody’s Playing the Wii in 2009</title><content type='html'>Sure Nintendo has put a lot of Wii’s in a lot of homes over the past couple years, but if a recent report by &lt;a href="http://kotaku.com/5334413/people-buying-less-but-playing-more-wii-excepted"&gt;Nielsen Research&lt;/a&gt; is to be believed, nobody’s playing them. The report notes that only 6 percent of Wii users are playing the system actively, the other 94 percent aren’t using the system much at all.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;You Can’t Stay Casual Forever&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So what’s going on? I have one theory: when it comes to casual users, they either stay casual forever or eventually they become refined users.&lt;br /&gt;&lt;br /&gt;The drawback to Nintendo’s &lt;a href="http://blog.futurelab.net/2007/01/nintendos_blue_ocean_strategy.html"&gt;blue ocean strategy&lt;/a&gt; is that the casual market is inherently an entry market. To use a metaphor, Nintendo is selling a product to infant users. As infants, there’s only two ways for them to go. Users can stay infants or they can grow up.&lt;br /&gt;&lt;br /&gt;If they stay infants then they stay casual – for good. And as truly casual users, that means they aren’t going to play your system very often (likely at parties and social occasions), they aren’t going to buy very many games or non-brand games (non-Nintendo made games) and they are unlikely to buy system upgrades (the refinements to the Wiimote are going to be a hard sell).&lt;br /&gt;&lt;br /&gt;As I’ve &lt;a href="http://permanent-hiatus.blogspot.com/search?q=wii+fit"&gt;argued before&lt;/a&gt;, the original Wii sports was highly successful in getting these users to make a purchase based on its transformative experience. Unfortunately for Nintendo, for most of these users, Wii Sports is enough to satisfy their infrequent gaming needs – and things like &lt;span style="font-weight: bold;"&gt;Wii Sports Resort&lt;/span&gt; don’t appear different enough to be appealing.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Infant Gamers Grow Up&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;On the other side of the coin, some infants eventually grow up. That means users graduate from casual gaming to more refined gaming. Again, unfortunately for Nintendo, the needs of these users are not sufficiently met by the Wii. Ultimately, as these users become more accustomed to the norms of gaming, things like &lt;a href="http://permanent-hiatus.blogspot.com/search?q=wii+music"&gt;Wii Music&lt;/a&gt; appear too simplistic to say something like &lt;span style="font-weight: bold;"&gt;Guitar Hero&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;That’s not to say that Nintendo has no games for this audience – there’s &lt;span style="font-weight: bold;"&gt;Mario Galaxy, Punch Out&lt;/span&gt; and others – it’s just that there aren’t enough of these games. Another inherent risk with infants who grow up is that they will start trying other systems and other games. Users being siphoned to other systems is only half the problem for Nintendo – another large issue is that as these gamers try other systems, they become accustomed to these system’s play styles and controllers.&lt;br /&gt;&lt;br /&gt;By my own experience, what eventually happens, is that as a refined gamer, you begin to find Nintendo’s offering somewhat lackluster – both from a game level and a playability level. As a refined gamer, you start looking for bigger, longer games with more exceptional experiences – something the other consoles do quite well. And, as some of my friends would agree, you begin to say to yourself while playing a Wii game, &lt;span style="font-style: italic;"&gt;“this is alright, but I’d like to play it with a regular controller.”&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Even with the refined control of the Wiimote, I suspect it won’t be enough to convince refined gamers. Sure, the remote has some interesting input capabilities that mimic real-life interaction, but it also has its drawbacks. No one I know wants to be waving a controller around, all the time.&lt;br /&gt;&lt;br /&gt;If I were &lt;a href="http://www.destructoid.com/microsoft-sony-our-motion-controls-are-better-than-theirs-135203.phtml"&gt;Microsoft or Sony&lt;/a&gt;, that’s something I would be thinking about pretty hard before committing too much to their own waggle technology. Same goes for making casual games – it’s a huge market, sure – but it’s an unstable market that will possibly ignore your new games out of indifference, or worse, starting playing the competition’s games out of boredom.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-3011911577175636743?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/3011911577175636743/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=3011911577175636743' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/3011911577175636743'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/3011911577175636743'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/08/wii-dont-play-why-nobodys-playing-wii.html' title='Wii Don’t Play – Why Nobody’s Playing the Wii in 2009'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-5806767023281608830</id><published>2009-06-30T09:58:00.000-07:00</published><updated>2009-06-30T10:25:07.614-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PR'/><title type='text'>PR: Are you Busy or are you Indispensable?</title><content type='html'>One of the great failings of most public relations is measurability. First off, I'm not talking evaluation. There's plenty of collecting news clips and analyzing media impressions.&lt;br /&gt;&lt;br /&gt;&lt;p&gt;That, however, is not the same thing as &lt;span style="font-weight: bold;"&gt;being measurable&lt;/span&gt;.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Sure we PR people do all sorts of campaigns and activities - and yes we make sure to count all of these activities and their surface level results. But what does this show? Does it show that we're indispensable or does it just show that we're busy.&lt;/p&gt;&lt;p&gt;I came across a recent article by &lt;span style="font-weight: bold;"&gt;Diane Thieke&lt;/span&gt; that resonated pretty strongly with me. She argues that we, as PR professionals, need to demonstrate the value of our offering in clear, measurable terms. And by measurable, &lt;a href="http://www.marketingprofs.com/9/talk-to-me-translate-pr-results-into-business-language-thieke.asp?part=2"&gt;she means the bottom-line&lt;/a&gt;.&lt;/p&gt;&lt;p&gt;She provides &lt;span style="font-weight: bold;"&gt;10 different ways&lt;/span&gt; to accomplish this, and the ones that stick out with me are tying PR activities directly to company yearly objectves, assessing what the competition has done - and most importantly, objectively measuring the variety of relationships that PR manages.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;That means &lt;span style="font-weight: bold;"&gt;analyzing and qualifying your strategic and media relationships,&lt;/span&gt; because the nature of those relationships, is the difference between getting good or bad press, or potentially, between winning or losing on vital revenue-impacting opportunities.&lt;/p&gt;&lt;p&gt;Collecting clips is a great way to show effort, but the analysis needs to go one step deeper. By taking evaluation to the next step, being truly measurable, you will not only quantify your activities, but qualify them with the contextual value that ultimately contributes to the bottom line.&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-5806767023281608830?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/5806767023281608830/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=5806767023281608830' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5806767023281608830'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5806767023281608830'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/06/pr-are-you-busy-or-are-you.html' title='PR: Are you Busy or are you Indispensable?'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8574845714967527524</id><published>2009-06-19T11:30:00.000-07:00</published><updated>2009-06-19T11:52:42.984-07:00</updated><title type='text'>DLC Works for Me: Burnout Paradise</title><content type='html'>They made me an offer I couldn’t refuse. &lt;span style="font-weight: bold;"&gt;Criterion&lt;/span&gt; that is, and the offer was expanded content for &lt;span style="font-weight: bold;"&gt;Burnout Paradise&lt;/span&gt;. At some point, the amount of downloadable content (DLC) that came with the game spurred some critical mass in my buying subconscious. With so much content to try and explore, I could no longer justify not owning the game – which made me wonder – am I the only one, or has Criterion discovered special in its DLC strategy?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Hit and Miss and Hit&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_eygN_bhNr8A/Sjvcz_DlpSI/AAAAAAAAAPM/IOK1vtWJ2xM/s1600-h/2d02f_933706_20090528_790screen002.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 112px;" src="http://2.bp.blogspot.com/_eygN_bhNr8A/Sjvcz_DlpSI/AAAAAAAAAPM/IOK1vtWJ2xM/s200/2d02f_933706_20090528_790screen002.jpg" alt="" id="BLOGGER_PHOTO_ID_5349111768090518818" border="0" /&gt;&lt;/a&gt;When it first came out in January 2008, I tried the demo. I liked the game, but it I wasn’t convinced that I wanted it. So, I waited. And waited. The buzz for &lt;span style="font-weight: bold;"&gt;Burnout Paradise&lt;/span&gt; was strong at first, but then it diminished pretty quickly. Now, by &lt;a href="http://www.kotaku.com.au/2009/06/ea-re-thinking-how-you-spend-your-gaming-money/"&gt;EA’s own admission&lt;/a&gt;, part of the reason was that DLC support just wasn’t there. Blame it on a combination not offering a lot of content at the beginning, and overcharging for the content that was there.&lt;br /&gt;&lt;br /&gt;As a result, Burnout Paradise drew scorn from users who felt they were paying for content that either could be in the game (play modes) or content that didn’t seem to require much effort from Criterion (palette swaps on cars). Eventually, I stopped hearing about the game and forgot about it.&lt;br /&gt;&lt;br /&gt;Then a funny thing happened. Criterion released n&lt;span style="font-weight: bold;"&gt;ew game modes in July 2008&lt;/span&gt; – and along with it, new challenges, and a couple new vehicles. Then, in &lt;span style="font-weight: bold;"&gt;September 2008&lt;/span&gt;, Criterion went one step further, adding a whole new play type –&lt;span style="font-weight: bold;"&gt; bikes&lt;/span&gt; – plus, a day/night cycle, dynamic weather and more new challenges.&lt;br /&gt;&lt;br /&gt;Following up on free content, &lt;span style="font-weight: bold;"&gt;Burnout Paradise&lt;/span&gt; began offering &lt;span style="font-weight: bold;"&gt;paid DLC&lt;/span&gt;, starting with a local multiplayer party pack (February 2009), to new theme cars, to new game styles to most recently an entire new island filled with new cars, events, smashes, jumps and challenges (&lt;span style="font-weight: bold;"&gt;Big Surf Island&lt;/span&gt; - June 2009).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Content keeps them coming back&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;I couldn’t say no any longer. For me, the content was just too tantalizing now, and I picked up a copy. That’s my story. But the question is, what did &lt;span style="font-weight: bold;"&gt;EA&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Criterion&lt;/span&gt; learn? And more importantly, was it a success on a bigger scale?&lt;br /&gt;&lt;br /&gt;A quick survey of media coverage says yes. Between the Cops and Robbers release and the Big Surf Island release, Burnout Paradise is renewing media interest with a slew of &lt;a href="http://www.destructoid.com/review-burnout-paradise-big-surf-island-dlc-135863.phtml"&gt;reviews&lt;/a&gt; and &lt;a href="http://www.eurogamer.net/articles/tech-retrospective-burnout-paradise-article?page=1"&gt;discussions&lt;/a&gt; – and this is more than a year-and-a-half after the release date. That kind of coverage is unheard of for most games. As one senior producer at &lt;a href="http://www.joystiq.com/2009/02/06/joystiq-interview-downloading-criterions-thoughts-on-dlc/"&gt;Criterion noted&lt;/a&gt;, the response to DLC was a significant increase in people playing the game right after new content was made available.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_eygN_bhNr8A/SjvdR146xjI/AAAAAAAAAPU/GBneSC0CYEs/s1600-h/wawshinonumawall.jpg"&gt;&lt;img style="margin: 10pt 10pt 10px 10px; float: right; cursor: pointer; width: 217px; height: 161px;" src="http://3.bp.blogspot.com/_eygN_bhNr8A/SjvdR146xjI/AAAAAAAAAPU/GBneSC0CYEs/s200/wawshinonumawall.jpg" alt="" id="BLOGGER_PHOTO_ID_5349112281025922610" border="0" /&gt;&lt;/a&gt;Criterion’s approach is unique, but they aren’t the only company who’s made a commitment to supporting their games well after launch. Most recently, &lt;span style="font-weight: bold;"&gt;World at War (WA&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;W)&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; have offered extensive iterations of DLC post-release. The results have been significant, with WAW garnering over 2 million downloads of both &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=23536"&gt;map pack one and map pack two&lt;/a&gt;. Fallout 3 has experienced &lt;a href="http://www.videogamer.com/news/halo_wars_demo_exceeds_2_million_downloads.html"&gt;similar success&lt;/a&gt;, as Anchorage and Pitt have been some of the top downloads on Xbox Live.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;DLC makes cents&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If there’s one thing these games share, it’s the idea that the purchased disc is only the beginning. As a &lt;a href="http://www.kotaku.com.au/2009/06/ea-re-thinking-how-you-spend-your-gaming-money/"&gt;recent interview&lt;/a&gt; with &lt;span style="font-weight: bold;"&gt;EA’s John Riccitiello&lt;/span&gt; noted, the publisher is invested in the idea their offerings don’t have to end with the first purchase. With a mix of free and paid-for DLC, gamers now have the opportunity to expand their games, &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19552"&gt;prolonging value&lt;/a&gt;, &lt;a href="http://www.escapistmagazine.com/news/view/85505-Microsoft-Discusses-Value-Of-DLC"&gt;preventing trade-in&lt;/a&gt; and providing revenue through expanded content that doesn’t require a whole lot of new assets.&lt;br /&gt;&lt;br /&gt;And for the developers themselves, it’s the opportunity to keep the game fresh, going so far as updating the game in order to improve the physics or continually refine gameplay elements. In the case of Burnout Paradise, &lt;span style="font-weight: bold;"&gt;Criterion&lt;/span&gt; uses its DLC not only to offer content, but to refine the code, so that the gamer ultimately receives the best experience the game’s technology will allow.&lt;br /&gt;&lt;br /&gt;All this leads to positive &lt;a href="http://forum.beyond3d.com/showthread.php?t=54344"&gt;word-of-mouth&lt;/a&gt;, which builds momentum through the right media channels, and makes someone like me, reconsider a game I originally passed over for purchase. In my case, the DLC worked for me – and as the numbers attest I don’t think I’m the only one – so I fully expect to see more of this DLC strategy when we see a &lt;span style="font-weight: bold;"&gt;Burnout&lt;/span&gt; sequel.&lt;br /&gt;&lt;a href="http://digg.com/"&gt;&lt;br /&gt;&lt;img src="http://digg.com/img/badges/100x20-digg-button.gif" alt="Digg!" width="100" height="20" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8574845714967527524?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8574845714967527524/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8574845714967527524' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8574845714967527524'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8574845714967527524'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/06/dlc-works-for-me-burnout-paradise.html' title='DLC Works for Me: Burnout Paradise'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_eygN_bhNr8A/Sjvcz_DlpSI/AAAAAAAAAPM/IOK1vtWJ2xM/s72-c/2d02f_933706_20090528_790screen002.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-5346012234004437296</id><published>2009-06-18T09:48:00.000-07:00</published><updated>2009-06-18T09:55:21.060-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='music reviews'/><title type='text'>Music Review: Discovery – LP</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Discovery - &lt;span style="font-style: italic;"&gt;LP&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Summer is the best time for ridiculousness. Something about all that heat seems to loosen up our normally narrower&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_eygN_bhNr8A/SjpwSRRrw2I/AAAAAAAAAPE/DRhf5IaGZMg/s1600-h/discovery-lp.jpg"&gt;&lt;img style="margin: 10pt 10px 10px 0pt; float: left; cursor: pointer; width: 219px; height: 155px;" src="http://1.bp.blogspot.com/_eygN_bhNr8A/SjpwSRRrw2I/AAAAAAAAAPE/DRhf5IaGZMg/s320/discovery-lp.jpg" alt="" id="BLOGGER_PHOTO_ID_5348710966633415522" border="0" /&gt;&lt;/a&gt; critical faculties. Summer makes it okay to wear crocks and appreciate Transformers sequels un-ironically. With that in mind, &lt;span style="font-weight: bold;"&gt;&lt;span style="font-style: italic;"&gt;LP&lt;/span&gt; from Discovery&lt;/span&gt; is made for the sunshine season. Born out of a long-running side project from the lead singer of &lt;span style="font-weight: bold;"&gt;Ra Ra Riot&lt;/span&gt; (who released the solid Rhumb Line recently) and the keyboardist from &lt;span style="font-weight: bold;"&gt;Vampire Weekend&lt;/span&gt;, Discovery is all about throwaway pop songs and plenty of auto-tune. It shouldn’t work, and it wouldn’t usually, but the cheesy lyrics and ramshackle synths scream summertime good times. If a comparison can be made, it’s like &lt;span style="font-weight: bold;"&gt;Chromeo&lt;/span&gt;, but less lusty. Whether it’s the playfulness of &lt;span style="font-style: italic;"&gt;So Insane&lt;/span&gt; or the spot-on cover of &lt;span style="font-style: italic;"&gt;I Want You Back&lt;/span&gt;, &lt;span style="font-weight: bold;"&gt;Discovery&lt;/span&gt; are mining the right kind of shallow – and making the perfect soundtrack to baggy shorts and Hawaiian shirts.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-5346012234004437296?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/5346012234004437296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=5346012234004437296' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5346012234004437296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5346012234004437296'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/06/music-review-discovery-lp.html' title='Music Review: Discovery – LP'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_eygN_bhNr8A/SjpwSRRrw2I/AAAAAAAAAPE/DRhf5IaGZMg/s72-c/discovery-lp.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8057677233095614632</id><published>2009-06-16T08:26:00.000-07:00</published><updated>2009-06-16T08:29:12.163-07:00</updated><title type='text'>Calisthenics</title><content type='html'>swells moans thunderbolts&lt;br /&gt;&lt;br /&gt;chassis geysers rocket&lt;br /&gt;&lt;br /&gt;throttle honey hums&lt;br /&gt;&lt;br /&gt;plume dewy with&lt;br /&gt;&lt;br /&gt;hot dissonance joyous&lt;br /&gt;&lt;br /&gt;fricative ersatz throaty&lt;br /&gt;&lt;br /&gt;ribbons flailing red&lt;br /&gt;&lt;br /&gt;palaver exceeds levers&lt;br /&gt;&lt;br /&gt;feverishly furiously zeal&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8057677233095614632?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8057677233095614632/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8057677233095614632' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8057677233095614632'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8057677233095614632'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/06/calisthenics.html' title='Calisthenics'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-6968007966011955285</id><published>2009-04-02T19:15:00.000-07:00</published><updated>2009-04-02T19:37:24.560-07:00</updated><title type='text'>Oil Industry PR: Too little, too late?</title><content type='html'>I recently came across a commercial by the &lt;a href="http://www.capp.ca/Pages/default.aspx"&gt;Canadian Association of Petroleum Producers&lt;/a&gt;, in which the main message is that CAPP wants to listen to you, average joe, about your concerns about the oilsands development.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Sometimes people ask my why I haven't dived into oil industry communications and one response out of a variety of reasons, is that I feel that it's an industry dicated more by PR than actual action.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;While I realize this isn't always the case, the CAPP commercial certainly demonstrates an organization clearly attempting to communicate to concerned publics well after a slew of damaging media coverage directly (&lt;a href="http://ngm.nationalgeographic.com/2009/03/canadian-oil-sands/kunzig-text.html"&gt;National Geographic&lt;/a&gt;) and indirectly (&lt;a href="http://www.theglobeandmail.com/servlet/story/RTGAM.20090225.wPOLoilsands0225/BNStory/politics/home"&gt;other news agencies&lt;/a&gt; covering the fact that National Geographic covered the Alberta oilsands).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;In the realm of public perception, how can something like CAPP's efforts looking nothing but as a &lt;a href="http://www.dobmagazine.nickles.com/columns/column.asp?article=magazine/columns/090330/MAG_COL2009_MU0000.html"&gt;reactive PR policy&lt;/a&gt; supported by an industry who's concern for the environmental stewardship of northern Alberta only becomes apparent when the negative publicity makes it &lt;a href="http://www.cbc.ca/money/story/2009/02/27/f-oilsands-challenges.html"&gt;possibly expensive not to do so&lt;/a&gt;....&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;While I totally acknowledge that CAPP has long existed before this whole controversy, the organization's communications effort regarding what &lt;span class="Apple-style-span" style="font-weight: bold;"&gt;concrete action&lt;/span&gt;s the industry was taking, certainly needed to happen a lot sooner than now...maybe it's just my uninformed opionion, but the CAPP commercial leaves me with the impression that the industry wasn't doing enough, until its publics told it loudly that it needed to...and where there's smoke, there's fire: something smells like a major failure in action or public relations by the oil industry in all of this...&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-6968007966011955285?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/6968007966011955285/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=6968007966011955285' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/6968007966011955285'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/6968007966011955285'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/04/oil-industry-pr-too-little-too-late.html' title='Oil Industry PR: Too little, too late?'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8050369457846669753</id><published>2009-03-11T05:53:00.000-07:00</published><updated>2009-03-11T05:54:12.538-07:00</updated><title type='text'>ringtone</title><content type='html'>&lt;span style="font-family: georgia;"&gt;all along the watchtower&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: georgia;"&gt;weaponed breaths beat rust&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family: georgia;"&gt;waiting exhale wails bullets&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8050369457846669753?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8050369457846669753/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8050369457846669753' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8050369457846669753'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8050369457846669753'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/03/ringtone.html' title='ringtone'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-709958830099577937</id><published>2009-02-12T09:59:00.000-08:00</published><updated>2009-02-12T10:00:19.059-08:00</updated><title type='text'>Crosshatch</title><content type='html'>I will be your father figure&lt;br /&gt;linger in the leaves laced&lt;br /&gt;black gloves eyeing wallets&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-709958830099577937?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/709958830099577937/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=709958830099577937' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/709958830099577937'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/709958830099577937'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2009/02/crosshatch.html' title='Crosshatch'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-1300146589297264229</id><published>2008-12-23T08:23:00.000-08:00</published><updated>2008-12-23T08:35:48.560-08:00</updated><title type='text'>The Best Overlooked Albums of 2008</title><content type='html'>I don't know what the &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;best albums of 2008&lt;/span&gt; are - that's hard to say without hearing &lt;span style="font-style: italic;"&gt;everything.&lt;/span&gt; However, here are some &lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;great albums I think got a bit overlooked&lt;/span&gt; this year.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Punk(ish) and Metal(ish) Albums&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Gaslight Anthem – The 59- Sound&lt;/span&gt;&lt;br /&gt;Bruce Springsteen and punk make for a remarkably potent mix – one of my favorites all year.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dance Gavin Dance – Downtown Battle Mountain&lt;/span&gt;&lt;br /&gt;This is a ridiculous screamo album – but it’s also pretty irresistible.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dillinger Four – CIVIL WAR&lt;/span&gt;&lt;br /&gt;It only took seven years for a follow up but this album was totally worth the wait.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Loved Ones – Build and Burn&lt;/span&gt;&lt;br /&gt;An honest blue-collar punk album that just delivers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Baroness – Red Album&lt;/span&gt;&lt;br /&gt;It was a strong year in metal and I think this release is a contender.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Zozobra – Bird of Prey&lt;/span&gt;&lt;br /&gt;Relentless and punishing, Zozobra steps up its efforts in a big way.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Krallice – Krallice&lt;/span&gt;&lt;br /&gt;Something this intense shouldn’t be so constantly listenable.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Veil of Maya – The Common Man’s Collapse&lt;/span&gt;&lt;br /&gt;One of my favorite bands last year continues its excellent streak.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Misery Signals – Controller&lt;/span&gt;&lt;br /&gt;Ditto for this great band and release.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rock(ish) Albums&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1990s – Cold and Kind&lt;/span&gt;&lt;br /&gt;Listen to “The Wool and the Lamb” and tell me that this isn’t a great record.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Acorn – Glory Hope Mountain&lt;/span&gt;&lt;br /&gt;This Ottawa band didn’t get any love, but they deserve it – this is an album album&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;American Princes – Other People&lt;/span&gt;&lt;br /&gt;A solid and toe-tapping record from a consistently good American band&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Born Ruffians – Red, Yellow and Blue&lt;/span&gt;&lt;br /&gt;The Ruffian’s sound is jagged, but spiked with great melodies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Bound Stems – The Family Afloat&lt;/span&gt;&lt;br /&gt;Everything is falling apart, but sounds so together on this album.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Cansecos – Juices!&lt;/span&gt;&lt;br /&gt;The Cansecos have a knack for delicious keyboard-flavored soul.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dennis Wilson – Pacific Ocean Blue&lt;/span&gt;&lt;br /&gt;Dennis proves that there was another talented Wilson in the Beach Boys.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Depreciation Guild – In Her Gentle Jaws&lt;/span&gt;&lt;br /&gt;Chiptune meets Slowdive in a gloriously great mashup.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Dodos – The Visitor&lt;/span&gt;&lt;br /&gt;This album just oozes the warmth and wandering of summer.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Evangelicals – The Evening Descends&lt;/span&gt;&lt;br /&gt;A bent testament to widescreen cinema and horror-movie storytelling.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Foals – Antidotes&lt;/span&gt;&lt;br /&gt;Battles meets British Rock in a furious blaze of songs.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;French Kicks – Swimming&lt;/span&gt;&lt;br /&gt;They dirty up their minimalist rock with epic results.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Headlights – Some Racing, Some Stopping&lt;/span&gt;&lt;br /&gt;Every song on this compact pop album is superb.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Helio Sequence – Keep your Eyes Ahead&lt;/span&gt;&lt;br /&gt;Despite some stumbles this record is full of mind-blowing moments.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hilotrons – Happymatic&lt;/span&gt;&lt;br /&gt;Wobbly-legged melodies with a bright falsetto for a singer.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mae Shi – Hillyh&lt;/span&gt;&lt;br /&gt;They lost their lead singer and they persevered – good thing too.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Okkervil River – The Stand Ins&lt;/span&gt;&lt;br /&gt;The last song on this album gives me goosebumps every time.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Passion Pit – Chunk of Change EP&lt;/span&gt;&lt;br /&gt;This was the singer’s engagement gift to his wife – great gift!&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sun Kill Moon – April&lt;/span&gt;&lt;br /&gt;Who needs the Red House Painters? Long live Sun Kil Moon&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Two Hours Traffic – Little Jabs&lt;/span&gt;&lt;br /&gt;The light on east coast can-rock hasn’t gone out yet.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The War on Drugs – Wagonwheel Blues&lt;/span&gt;&lt;br /&gt;Music that sounds better in feedback – great album.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wilderness – (K)now(W)here&lt;/span&gt;&lt;br /&gt;They are consistently awesome in what they do.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wye Oak – If Children&lt;/span&gt;&lt;br /&gt;Both beautiful and anarchic, this is a great almost post-rock record.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Electronic-ish Albums&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Autechre – Quaristice&lt;/span&gt;&lt;br /&gt;Autectrhe always find a way to challenge and delight.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Azeda Booth – In Flesh Tomes&lt;/span&gt;&lt;br /&gt;I would say that this was the best release from Calgary this year.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Belong – Colourless Record&lt;/span&gt;&lt;br /&gt;Brief, elegiac and haunting drone(ish) record.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clark – Turning Dragon&lt;/span&gt;&lt;br /&gt;A chaotic, complex listen – just trying sourcing the samples&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;HEALTH/DISCO&lt;/span&gt;&lt;br /&gt;A new movement in aggressive electro was born here.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Holy Fuck – LP&lt;/span&gt;&lt;br /&gt;I saw them live this year – they can turn any source into something to dance to.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Kleerup – s/t&lt;/span&gt;&lt;br /&gt;Not a lot of people can do heartsick with electronics – at least not this well.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Lykke Li – Youth Novels&lt;/span&gt;&lt;br /&gt;Lykke Li is one of the reasons the Kleerup release is so good.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Mahjongg – Kontpab&lt;/span&gt;&lt;br /&gt;Not quite rock, not quite electronic. All awesome.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sian Alice Group – 59:59&lt;/span&gt;&lt;br /&gt;Ditto.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rap(ish) Albums&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Black Spade – To Serve with Love&lt;/span&gt;&lt;br /&gt;Such an effortlessly solid album – I highly recommend&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;D-Sisive – The Book&lt;/span&gt;&lt;br /&gt;His story is heartbreaking, his return is incredible.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Del the Funky Homosapien – Eleventh Hour&lt;/span&gt;&lt;br /&gt;Del does his thing and it’s crazy, but a fun listen.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;eMC – The Show&lt;/span&gt;&lt;br /&gt;This supergroup delivers one of the best rap releases of the year.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Invincible – Shapeshifters&lt;/span&gt;&lt;br /&gt;Great female emcee with a decidedly political bent.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jake One – White Van Music&lt;/span&gt;&lt;br /&gt;This is an awesome mixtape with a great variety of guests.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jean Grae – Jeanius&lt;/span&gt;&lt;br /&gt;Some of the best wordplay I’ve heard all year.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Madlib – King of the Wigflip&lt;/span&gt;&lt;br /&gt;Madlib has a way of creating the most oddly memorable beats.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-1300146589297264229?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/1300146589297264229/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=1300146589297264229' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/1300146589297264229'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/1300146589297264229'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/12/best-overlooked-albums-of-2008.html' title='The Best Overlooked Albums of 2008'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-488721794898162913</id><published>2008-12-22T12:53:00.000-08:00</published><updated>2008-12-22T13:14:31.090-08:00</updated><title type='text'>Everybody is not an Expert: Leave PR to the Pros</title><content type='html'>As communications enters a variety of new mediums enabled by technology, we must continue to assert our expertise and ensure that what is communicated through these channels is managed, planned and developed by PR pros.  Although traditional forms of communications &lt;a href="http://permanent-hiatus.blogspot.com/2008_07_01_archive.html"&gt;continue to decline&lt;/a&gt;, there are plenty of opportunities rising up through the Internet’s ability to connect people quickly. Whether that’s simply making sure your organization is found online (&lt;span style="font-weight: bold;"&gt;Search Engine Optimization&lt;/span&gt;) or diving into the world of real-time communications (&lt;span style="font-weight: bold;"&gt;Twitter&lt;/span&gt;), it’s got to be managed by the specialists.&lt;br /&gt;&lt;br /&gt;Particularly when it comes to communications mediums that are enabled by the newest of technology, there’s an ongoing debate about whose responsibility it is to dictate how to work within those mediums. Social technology with its empowering aspect brings a certain pressure on communications experts – that because as &lt;a href="http://blog.holtz.com/index.php/weblog/orchestrating_social_media_in_business_somebody_needs_to_do_it/"&gt;Shel Holtz points out&lt;/a&gt; – the argument is that social media is so widespread that it becomes the work of everyone. Similarly, communications via technology tools such as &lt;span style="font-weight: bold;"&gt;Content Management Systems&lt;/span&gt;, or other technology-enabled tools like &lt;span style="font-weight: bold;"&gt;Video Feeds&lt;/span&gt; or &lt;span style="font-weight: bold;"&gt;Podcasts&lt;/span&gt; come with a certain pressure from the technology experts who control them, whether that’s your internal Information Technology Specialist or an outside contractor.&lt;br /&gt;&lt;br /&gt;Fundamentally though, what gets communicated should remain under the direct control of the PR pro; because while the technology behind the mediums might change, from newspaper to real-time chat, the strategy and the execution of communications stays the same. You might be talking through a different channel, but how you talk and persuade is static.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Why isn’t everyone an expert?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;While everybody can use social media, that doesn’t mean everybody is an expert. Holtz points out that everybody can make eggs, but that doesn’t qualify them to be a chef at a high end restaurant. Additionally, letting technicians control the messaging is like letting your printer control the content of your print publications – as Holtz notes, the technician’s job is to make sure it looks the way it’s supposed to, and the PR pros job is to determine the content.&lt;br /&gt;&lt;br /&gt;In a recent post by &lt;a href="http://www.adliterate.com/archives/2008/11/great_ideas_can.html"&gt;Kristy Scott at adliterate&lt;/a&gt;, she furthers the idea by arguing that just because everyone has feedback, doesn’t mean it’s valuable. Ideas can’t come from anywhere, and they shouldn’t. For the sake of focused and coherent communications, it’s best if the messages come from the people whose job is to craft them every day.&lt;br /&gt;&lt;br /&gt;From my own personal experience working with a large marketing group and a larger group of technology experts above them, the most effective campaigns were the ones where public relations and marketing used the source information they received from the technology professionals and crafted it the best way they could to elicit the desired response from the key audience.&lt;br /&gt;&lt;br /&gt;When this hand-off wasn’t so clean and feedback continued to be received from all parties, the results were often muddled, compromise-ridden messes – neither effective in communicating the right technical details nor emotionally resonant enough to reach people effectively. Sometimes a good communications idea can come out of a non-traditional source, but I would agree with Scott that the majority of time, the best communications are those crafted by the people whose career depends on them.&lt;br /&gt;&lt;br /&gt;The key is to understand that a PR pro’s job is not limited to a few simple activities. To say that specializing in social media or any other technology-enabled forum (&lt;span style="font-weight: bold;"&gt;SEO&lt;/span&gt; or &lt;span style="font-weight: bold;"&gt;Online Community Management&lt;/span&gt;) is the role of people outside of PR is looking at things with &lt;a href="http://www.ignitesocialmedia.com/why-social-media-leadership-wont-come-from-public-relations-teams/"&gt;too narrow a focus&lt;/a&gt;; in my opinion, PR as a skill set is not a concrete checklist, but a larger set of meta-skills. Whether it’s social media, investor relations, community management or technology PR - these are areas where PR pros can and should be responsible.&lt;br /&gt;&lt;br /&gt;The true responsibilities of a good communicator are wide-spanning; that means we as communications experts need to learn and become experienced with these tools so that they become a part of our broad range of communications skills. When and if new mediums open up where communications can be established, it is the responsibility of the PR pro to manage and (directly or indirectly as often is the case in social media) guide them – because public relations is about managing relationships no matter where or how they take place.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-488721794898162913?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/488721794898162913/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=488721794898162913' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/488721794898162913'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/488721794898162913'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/12/everybody-is-not-expert-leave-pr-to.html' title='Everybody is not an Expert: Leave PR to the Pros'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-2669556745135506707</id><published>2008-12-11T15:52:00.000-08:00</published><updated>2008-12-11T16:06:50.342-08:00</updated><title type='text'>3 Reasons Why Far Cry 2 Sucks - The Trouble with Realism</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; 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&lt;!--  /* Font Definitions */  @font-face 	{font-family:Tahoma; 	panose-1:2 11 6 4 3 5 4 4 2 4; 	mso-font-charset:0; 	mso-generic-font-family:swiss; 	mso-font-pitch:variable; 	mso-font-signature:1627421319 -2147483648 8 0 66047 0;}  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} span.EmailStyle15 	{mso-style-type:personal; 	mso-style-noshow:yes; 	mso-ansi-font-size:10.0pt; 	mso-bidi-font-size:10.0pt; 	font-family:Arial; 	mso-ascii-font-family:Arial; 	mso-hansi-font-family:Arial; 	mso-bidi-font-family:Arial; 	color:windowtext; 	mso-text-animation:none; 	font-weight:normal; 	font-style:normal; 	text-decoration:none; 	text-underline:none; 	text-decoration:none; 	text-line-through:none;} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;}  /* List Definitions */  @list l0 	{mso-list-id:1017774261; 	mso-list-type:hybrid; 	mso-list-template-ids:-301288416 67698703 67698713 67698715 67698703 67698713 67698715 67698703 67698713 67698715;} @list l0:level1 	{mso-level-tab-stop:.5in; 	mso-level-number-position:left; 	text-indent:-.25in;} @list l1 	{mso-list-id:1634821504; 	mso-list-type:hybrid; 	mso-list-template-ids:1567922660 67698703 67698713 67698715 67698703 67698713 67698715 67698703 67698713 67698715;} @list l1:level1 	{mso-level-tab-stop:.5in; 	mso-level-number-position:left; 	text-indent:-.25in;} ol 	{margin-bottom:0in;} ul 	{margin-bottom:0in;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p  class="MsoNormal" style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p  class="MsoNormal" style="font-family:georgia;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;span style="font-family: georgia;font-size:100%;" &gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;Far Cry 2&lt;/span&gt; is not a bad game. But, it’s not a good game either.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;So, it’s no surprise that the game didn’t sell the way &lt;span style="font-weight: bold;"&gt;Ubisoft&lt;/span&gt; projected – &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=21475"&gt;&lt;u&gt;and despite a positive outlook from the company&lt;/u&gt;&lt;/a&gt; – I don’t think it will end up being a major success.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Despite spectacular environments, excellent persistent graphics (almost no loading) and a game that paints a realistic portrait of war-torn &lt;st1:place st="on"&gt;Africa&lt;/st1:place&gt;, there’s one major flaw haunting the whole affair: realism.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The trouble with realism in games is simple: games are not real. They might be built on physics systems that operate like the real world, they might include real weapons, real environments and advanced AI – but in the end, they are not real – they are games.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;So why doesn’t realism work? I’ve got three reasons:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;Immersive versus Enjoyable&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;While many games strive for immersion, whether through environments &lt;span style="font-weight: bold;"&gt;(GTA 4)&lt;/span&gt; or narrative &lt;span style="font-weight: bold;"&gt;(Portal)&lt;/span&gt;, the ultimate question that decides if players come back to a game constantly happens to be: is it enjoyable?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The immersion tactics of GTA 4 serve the gameplay – they are not the sole focus of it. All the sights and sounds of &lt;st1:place st="on"&gt;&lt;st1:placename st="on"&gt;Liberty&lt;/st1:placename&gt; &lt;st1:placetype st="on"&gt;City&lt;/st1:placetype&gt;&lt;/st1:place&gt; are impressive, but it’s how you navigate that landscape in often unrealistic ways that makes the game fun.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Same goes for Portal with its strong sense of narrative that draws you in through a subtlety delivered story. The game makes you feel like you are part of the environment, but ultimately, its window-dressing to the gameplay mechanics.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Certainly, these games are successful at using immersion to portray reality – but the key is that the reality is the game’s own. It’s not real-world logic that the games are holding players to, but the internal logic of the game itself. The “reality” of the game works in harmony to how the game is played, further enhancing a player’s experience.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Far Cry 2 stumbles because the game’s dedication to creating a “real” environment goes against the internal logic of the game. To name a few, here are some of the “realistic” things the game does to create immersion:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ol  style="margin-top: 0in; font-family: georgia;font-family:georgia;" start="1" type="1"&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Weapons      can jam and break over time&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Warring      militias will attack you frequently&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Outposts      that you’ve cleared will have people in them again&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Traveling      to different places can take a long time&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;All of these things adhere to the logic of the real world. If you were to attack an outpost, it’s likely that if you came back later there could be people in it – and they wouldn’t be friendly. Same goes for weapons – they can break and jam.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The problem is, these mechanics don’t jive with the logic of the gameplay. Consider the premise of Far Cry 2 – you are a solider whose mission is to kill the Jackal. To accomplish your mission you must:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;ol  style="margin-top: 0in; font-family: georgia;font-family:georgia;" start="1" type="1"&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Kills      hundreds of men who stand in your way over various missions&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Trek      endless miles either in a jeep, boat or by foot across the African      Savannah&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Negotiate      between two dangerous militias&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li class="MsoNormal" style=""&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;Find      a way to constantly battle malaria during the whole affair&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;No matter what kind of elements that are added to make it realistic, such as giving the player malaria attacks, the fact is – the goal of the game could not be realistically achieved by one person in real life.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;That said, these real-world elements make playing Far Cry 2 often excruciatingly frustrating. The game wants you to kill dozens of men to complete a mission (unrealistic), but then it hinders you by making your weapon jam (reality), and making you travel a long distance (reality) through countless hostile, respawning outposts (reality). &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;Games as escape from reality&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;So what could Far Cry 2 have done differently? That’s simple, remove weapons jamming and make it easier to teleport to the start of mission objectives. Is this realistic in the real world? No, it isn’t. But at the same time, it’s not unrealistic to the logic of Far Cry 2, which asks you to complete missions using a lot of weapons and traveling to lots of different locations.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The key is that games are an escape from reality – so while they might reflect elements of reality – they should not operate exactly like reality. The point of the game is to challenge and empower a player to do something they couldn’t do in real life. The trouble with Far Cry 2 is that it attempts to give you “real-life” challenges in a game that couldn’t possibly be replicated in real life. The result is that the realistic elements frustrate and limit a players’ enjoyment of the main mechanic of the game – planning and completing objectives using a variety of weapons, tactics and vehicles.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;The sore thumb theory&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;As &lt;a href="http://www.variety.com/review/VE1117938786.html?categoryid=1079&amp;amp;cs=1"&gt;some reviews attest&lt;/a&gt;, another problem with trying to make a game reflect the real world is that when the game to do this with some component, it sticks out like a sore thumb.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;With Far Cry 2, all of these pieces attempt to create a vivid picture of a real war-torn African landscape – except the day and night cycle happens faster than in real life, enemies don’t act like humans and sometimes when they are shooting at you, they are not even facing you.&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The trouble with realism is that it demands complete loyalty. You can’t make some elements realistic and then shirk other things because they just stand out even more, doubly reversing the immersion you’ve attempted to create. Sure, my weapon jams just like a real gun, but why do the guards not see me when I’m standing right next to them? Why does it take five shots to knock down an enemy? The problem is, you can’t go for reality half-way because every element that’s not realistic takes game players out of the game, and gets them asking these types of questions.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;The trouble with realism is that it’s not always fun – especially when it doesn’t serve the gameplay. Just look at the &lt;a href="http://www.giantbomb.com/mirrors-edge/61-21213/reviews/"&gt;equally mixed-reviews of Mirror’s Edge,&lt;/a&gt; which attempts to portray parkour in a realistic way, but then makes design decisions that conflict with the internal logic of the gameplay.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;With Far Cry 2, it suffers from the same problem – the balance between creating an immersible reality and delivering an enjoyable game experience is offset for the former.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;So when you ask, is this game realistic: you can say “mostly, yes” but when you ask is this game fun:&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;font-family:georgia;"  class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: georgia;" class="MsoNormal"&gt;&lt;span style="font-size:100%;"&gt;&lt;span style=""&gt;&lt;span style="font-family: georgia;font-size:100%;" &gt;I have to say “mostly, no.”&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;br /&gt;&lt;a href="http://digg.com/"&gt;&lt;br /&gt;&lt;img src="http://digg.com/img/badges/100x20-digg-button.gif" alt="Digg!" width="100" height="20" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-2669556745135506707?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/2669556745135506707/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=2669556745135506707' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2669556745135506707'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2669556745135506707'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/12/3-reasons-why-far-cry-2-sucks-trouble.html' title='3 Reasons Why Far Cry 2 Sucks - The Trouble with Realism'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-5255688027114023233</id><published>2008-12-07T13:18:00.000-08:00</published><updated>2008-12-07T14:28:50.960-08:00</updated><title type='text'>Calgary Flea Markets</title><content type='html'>&lt;span style="font-weight: bold; color: rgb(0, 0, 102);font-size:130%;" &gt;The Rule of Flea Markets&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If there's one rule I go by in judging a flea/farmer's market value, it's how many uni-brow-sporting Ukrainians can be found there. The general guideline is, the more Ukrainians the better the flea market. The logic for this is simple: the spirit of the flea market is the antithesis of formality. A flea market is like a big family gathering, where everybody brings something to the table - it's this simple spirit of the community that makes them unique to a grocery store or mall.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 102);font-size:130%;" &gt;Calgary Flea Markets&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Crossroads Market&lt;/span&gt;&lt;br /&gt;Crossroads market started in NE Calgary, but it has truly found its home at the crux of Inglewood and Ogden. Based on my rule, this is the &lt;a href="http://crossroadsmarket.ca/"&gt;quintessential Calgary flea market&lt;/a&gt; - it's filled with Ukrainians who sell a variety of products including cheese, farm eggs, cabbage rolls, ham hocks and honey - not to mention, the retail section where you can purchase handmade clothes, wax candles, salvaged antiques, ancient electronics and giant plaster wizards. To be honest, Crossroads is a total mess - but that's what makes it enthralling - the place is totally human and it hums with the creative energy of people coming together to share their work and interests. The farmer's market is the best Calgary has to offer, the restaurants inside are totally family-run and the retail section is an attic-digger's dream of new and used items.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Calgary Flea Market&lt;/span&gt;&lt;br /&gt;The first thing you'll notice about the &lt;a href="http://www.calgaryfarmersmarket.ca/"&gt;Calgary Flea Market &lt;/a&gt;(located on Currie Barracks in SW Calgary), is a distinct lack of Ukrainians - never a good sign. My experience with the Calgary Flea Market is this: it feels like a flea market for people who don't like flea markets. It's way too clean, well-lit and while the stores do offer handmade crafts or food, it's not in any way similar to the kinds of things you'll find at Crossroads. The vendors do offer some great products, but they are of the commercial variety, and honestly, fairly expensive. At the Calgary Flea Market you can get gourmet chicken sausage from a company that has it's own website. Same goes for any of the retail products - everything is of the high-end variety - and considering the clientele are coming from Lakeview and Mount Royal - that's fine. Just don't expect the same kind of family-knit ambiance that glows in Crossroads.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hillhurst-Sunnyside Farmer's Market&lt;/span&gt;&lt;br /&gt;While smaller in scale than the prominent flea markets in Calgary, the &lt;a href="http://www.calgaryarea.com/bulletin/%28S%28bzzdar553haowm22v41m22i4%29%29/page19675.aspx"&gt;Hillhurts-Sunnyside Farmer's Market&lt;/a&gt; (located at the Hillhurst community center) is filled with a wonderful variety of homemade products or antique items. The offerings are more focused on crafts than food, but the vendors are no less enthusiastic to talk to people about their handicrafts. The only real drawback (other than smaller size and less&lt;br /&gt;Ukrainians) is that it's not open for very long (Wednesday evenings when it's warm out). Still, it's a great community-inspired market to check out.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Calgary flea markets&lt;/span&gt;&lt;br /&gt;There are a few other smaller community-focused flea markets that I haven't been to, so I can't pass judgement. But, here's a bit more about them:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.calgaryarea.com/bulletin/%28S%28bzzdar553haowm22v41m22i4%29%29/page18498.aspx"&gt;McKenzie Towne Farmers' Market&lt;/a&gt; (Open Thursdays in Calgary's SE)&lt;br /&gt;&lt;a href="http://www.calgaryarea.com/bulletin/%28S%28bzzdar553haowm22v41m22i4%29%29/page19006.aspx"&gt;ThornCliffe Greenview Farmers' Flea Market&lt;/a&gt; (Open Saturdays along Centre Street N)&lt;br /&gt;&lt;a href="http://www.calgaryarea.com/bulletin/%28S%28bzzdar553haowm22v41m22i4%29%29/page19211.aspx"&gt;Sweetgrass Market&lt;/a&gt; (Open weekdays and weekends in the deep SW of Calgary)&lt;br /&gt;&lt;br /&gt;Just remember, If you come across one of these markets and there seems to be a high number of people with eyebrows that touch, you know you've struck flea market gold.&lt;br /&gt;&lt;a href="http://digg.com/"&gt;&lt;br /&gt;&lt;img src="http://digg.com/img/badges/100x20-digg-button.gif" alt="Digg!" width="100" height="20" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-5255688027114023233?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/5255688027114023233/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=5255688027114023233' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5255688027114023233'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5255688027114023233'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/12/calgary-flea-markets.html' title='Calgary Flea Markets'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8534023087309092313</id><published>2008-11-23T09:55:00.000-08:00</published><updated>2008-11-23T12:40:15.263-08:00</updated><title type='text'>The lowdown on DLC: Where's our downloadable content? Part Two</title><content type='html'>&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Team Fortress of Brand Loyalty&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Unlike the example of GTA4 with its one-shot downloadable content, Valve seems to take the &lt;a href="http://kotaku.com/5065447/no-more-team-fortress-2-updates-until-2009"&gt;never-ending beta approach&lt;/a&gt;. Like Google, nothing Valve does ever seems to be final, and that certainly goes for Team Fortress. There's no real update schedule, just a series of changes and upgrades as Valve sees fit - whether it's new maps or new character abilities - &lt;a href="http://kotaku.com/5096479/dawn-of-the-dead-mall-coming-to-left-4-dead"&gt;and of course, it's all free&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;For Valve it seems, downloadable content is a way to continually cultivate a community, and more importantly, &lt;a href="http://kotaku.com/5089572/play-left-4-dead-on-team-fortress-2-maps"&gt;a loyal community&lt;/a&gt;. By constantly providing rewarding content for the players of its games, Valve is building strong brand loyalty. As such, the expectations and excitement for the company's next release, Left 4 Dead, are high precisely because the community has come to expect a strong multiplayer component with DLC - and for it, the community will reward Valve with its purchasing dollars.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;The Far Crying game&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;In a similar vein, Ubisoft also makes games that continually provide new experiences. Although in the case of Far Cry 2, it's the community itself who's making the DLC. With a r&lt;a href="http://www.joystiq.com/2008/08/21/check-out-far-cry-2s-map-editor/"&gt;obust map editor&lt;/a&gt;, gamers can continually invent new playing experiences for Far Cry 2 and share them online. So while the game might not come with the same polish as COD4, it does offer endless innovation - and like Valve - this cultivates some pretty strong game loyalty.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Souless Caliber&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;On the opposite end of the spectrum, Namco has managed to irk its community with its use of DLC. In the case of Soul Caliber 4, it was made pretty obvious from the beginning that all the downloadable content was already available on the disc. However, Namco had much of it locked, and chose to make gamers continually pay through microtransactions to access the content, such as &lt;a href="http://www.1up.com/do/newsStory?cId=3170725"&gt;getting Darth Vader or Yoda&lt;/a&gt; (if your version didn't have one of them). The result is some pretty &lt;a href="http://www.ps3informer.com/playstation-3/games/is-soul-calibur-iv-dlc-a-rip-off-009391.php"&gt;negative press&lt;/a&gt; and &lt;a href="http://boards.ign.com/ps3_lobby/b8269/172346211/r172370074/"&gt;word-of-mouth&lt;/a&gt;. Rather than cultivate the community by rewarding them for being loyal gamers, Namco intends on profiting off of their enthusiasm for the game - I think one strategy builds loyalty and the other eats at it until there's nothing left.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;What does it, what does it all mean?&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;So what is the monetary value of downloadable content? If the above examples are a guide, DLC does offer some benefits:&lt;br /&gt;&lt;br /&gt;-New content means continual interest&lt;br /&gt;&lt;br /&gt;-DLC makes the cost-of-entry high for competitors&lt;br /&gt;&lt;br /&gt;-DLC can be rewarding from an exclusivity-deal agreement perspective&lt;br /&gt;&lt;br /&gt;-DLC can foster strong brand loyalty (and disloyalty if handled incorrectly)&lt;br /&gt;&lt;br /&gt;From my perspective, &lt;span style="font-weight: bold;"&gt;DLC works best&lt;/span&gt; when it's &lt;span style="font-weight: bold;"&gt;used like social media&lt;/span&gt; ala Facebook or Myspace - that means it's gotta be free.&lt;br /&gt;&lt;br /&gt;It &lt;span style="font-weight: bold;"&gt;works best when it's free&lt;/span&gt; because it adds value to the game that the gameplayer didn't initially expect. In marketing we call this an unexpected bonus. It's something that I would not expect or miss if it wasn't in my game, but it adds a bonus if it is present, like updates to Team Fortress 2, or adding zombies in Grand Theft Auto 4 or the ability to constantly create new maps with no added cost in Far Cry 2.&lt;br /&gt;&lt;br /&gt;When you do &lt;span style="font-weight: bold;"&gt;try to charge for it&lt;/span&gt; or monetize it in some capacity, you &lt;span style="font-weight: bold;"&gt;change the dynamic of the relationship&lt;/span&gt;. As Chris Anderson pointed out in an epic Wired Article, how your market treats free things is vastly different than how it treats things that have been assigned a value ("zero is one market and any other price is another").&lt;br /&gt;&lt;br /&gt;When there is some direct remuneration for my DLC, whether that's paying for it straight-up or getting it free on some condition (ads, future subscription etc.), it &lt;span style="font-weight: bold;"&gt;makes me evaluate what I'm giving up in return&lt;/span&gt; and whether it's worth the effort or the dollars. For everyone who was excited about new maps in COD 4, there were an &lt;a href="http://www.xbox360achievements.org/news/news.php?id=904"&gt;equal number dissatisfied&lt;/a&gt; at a perceived over-valued cost.&lt;br /&gt;&lt;br /&gt;When the &lt;span style="font-weight: bold;"&gt;DLC is free&lt;/span&gt;, it's the &lt;span style="font-weight: bold;"&gt;developer/publisher taking the first step&lt;/span&gt; in the relationship - they are saying, we want to talk to you and we walk to entertain you. While the content is free, the developer/publisher gets something valuable in return, they &lt;span style="font-weight: bold;"&gt;get the game players' continued interest&lt;/span&gt; (versus other games out right now) and they get the game players' brand loyalty for when new games come out.&lt;br /&gt;&lt;br /&gt;Free means that the developer is interested in the player for more than just their money, they show a genuine interest in &lt;span style="font-weight: bold;"&gt;investing in the players' fun&lt;/span&gt;. Just ask Valve and the buzz for its next release whether this kind of positive reinforcement via free DLC has a definitive, demonstrative financial value.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Where do we go from here?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Who knows? Will consoles be &lt;a href="http://vgchartz.com/forum/thread.php?id=29491"&gt;completely digital in the future&lt;/a&gt;? Some rumours say yes.&lt;br /&gt;&lt;br /&gt;If this is the case, how will DLC be addressed, let alone piracy.&lt;br /&gt;&lt;br /&gt;If all consoles go digital - how does that change the relationship between game player and developer/publisher?&lt;br /&gt;&lt;br /&gt;When the content no longer comes in a box that I have to go pick up at the store, will it change how much I value it?&lt;br /&gt;&lt;br /&gt;And bigger still, will it change my perception of what it means to call something a full game versus DLC - when all of it essentially becomes downloadable content.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://digg.com/"&gt;&lt;br /&gt;&lt;img src="http://digg.com/img/badges/100x20-digg-button.gif" width="100" height="20" alt="Digg!" /&gt;&lt;br /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8534023087309092313?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8534023087309092313/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8534023087309092313' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8534023087309092313'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8534023087309092313'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/11/lowdown-on-dlc-wheres-our-downloadable_23.html' title='The lowdown on DLC: Where&apos;s our downloadable content? Part Two'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-4989289706686553847</id><published>2008-11-10T08:33:00.000-08:00</published><updated>2008-11-10T08:52:00.295-08:00</updated><title type='text'>The lowdown on DLC: Where’s our downloadable content?</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CDHETHE%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; 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	mso-level-number-position:left; 	text-indent:-.25in;} @list l0:level8 	{mso-level-tab-stop:4.0in; 	mso-level-number-position:left; 	text-indent:-.25in;} @list l0:level9 	{mso-level-tab-stop:4.5in; 	mso-level-number-position:left; 	text-indent:-.25in;} ol 	{margin-bottom:0in;} ul 	{margin-bottom:0in;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-style: italic;"&gt;Part one&lt;/span&gt;&lt;br /&gt;&lt;b style=""&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-weight: bold;font-size:10;" &gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;With Call of Duty 5: World at War &lt;a href="http://permanent-hiatus.blogspot.com/2008/10/call-of-duty-5-beta-impressions.html"&gt;&lt;u&gt;on the horizon&lt;/u&gt;&lt;/a&gt;, the sun is slowly setting on &lt;span style="font-weight: bold;"&gt;Call of Duty 4&lt;/span&gt;. You wouldn’t know it though judging by its &lt;a href="http://majornelson.com/"&gt;&lt;u&gt;Xbox Live numbers&lt;/u&gt;&lt;/a&gt;. Call of Duty 4 continues to be successful, particularly on the Xbox where it still draws large crowds almost a year after it came out.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The funny thing is – the popularity of COD4 is surprising given the lack of support it got from Infinity Ward via Activision:&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Three      new maps and some minor playlist updates.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;span style=";font-family:verdana;font-size:85%;"  &gt;&lt;br /&gt;&lt;/span&gt; &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;This lack of support got me thinking – &lt;span style="font-weight: bold;"&gt;what is the value of DLC or downloadable content?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;And what does it mean either financially or competitively to developers and publishers, and of course ultimately, gamers?&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;Call of Duty like clockwork&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;In the case of COD4, there’s an obvious answer why there are no more maps or playlists, despite the game’s popularity: &lt;span style="font-weight: bold;"&gt;Call of Duty 5.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Since Activision sticks to a yearly release schedule, gamers aren’t likely to see a lot of post-release support for these games. Simply, &lt;span style="font-weight: bold;"&gt;Activision&lt;/span&gt; isn’t going to release downloadable content that’s going to cannibalize their new game, COD5, for their old game, COD4. The easy answer is that anyone who was going to buy COD4 new already has – and the publisher has no financial gain when &lt;a href="http://kotaku.com/378056/49-million-us-gamers-buy-used-games-to-the-tune-of-13-billion"&gt;&lt;u&gt;people buy it used&lt;/u&gt;&lt;/a&gt;.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;It’s in Activision’s best interest to motivate gamers to buy the next installment using new content as the carrot, and then eventually we’ll all move on again to COD6 for the same reason.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;So this approach makes financial sense – what does that mean for a company like Bungie, who has released a &lt;a href="http://en.wikipedia.org/wiki/Halo_3#Downloadable_content"&gt;&lt;u&gt;variety of map packs for Halo 3&lt;/u&gt;&lt;/a&gt;?&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;Don’t stop the Halo&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;On the opposite end of the spectrum, &lt;span style="font-weight: bold;"&gt;Halo 3&lt;/span&gt; has seen a number of new maps released. While &lt;span style="font-weight: bold;"&gt;Bungie&lt;/span&gt; doesn’t have to worry about cannibalizing its own games, it does beg the question: what’s the value in releasing downloadable content or DLC for a game that’s been out for months. The chances of new purchases significantly drop after the first couple of months, and likely, many of the new players bought the game when it was used.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;However, I do think there’s one reason for Bungie to keep releasing maps and that’s called entry to market. By continually to make new content, Bungie keeps its fanbase satisfied and makes it that much harder for other developers to lure this giant subset of gamers away to their game. It gives Bungie a competitive edge while they set to work on their next release. The more people still playing Halo 3 come &lt;a href="http://kotaku.com/5061475/what-is-halo-3-recon-heres-what-its-not"&gt;&lt;u&gt;Halo 4 time (or whatever they’re making)&lt;/u&gt;&lt;/a&gt;, the easier it is for Bungie, and big daddy Microsoft, to make a sale.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;Grand Theft Autopilot&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;b style=""&gt;&lt;span style="font-weight: bold;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:100%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;So Bungie has its reasons for publishing DLC months after Halo 3’s release, but how about something like &lt;span style="font-weight: bold;"&gt;Grand Theft Auto 4?&lt;/span&gt; When it was first released, there were a myriad of promises of DLC. Now, it looks as though downloadable content &lt;a href="http://www.joystiq.com/2008/11/10/houser-unsure-if-gta-iv-dlc-will-release-this-year/"&gt;&lt;u&gt;won’t be coming until the new year&lt;/u&gt;&lt;/a&gt; – that makes it almost six months after it shipped to retail. Is there any value here?&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Perhaps from the perspective that it means people will hold onto the games, but how does that work financially? The chances that many of the copies of GTA4 that were purchased used is quite high, and from a return on investment perspective, &lt;span style="font-weight: bold;"&gt;Take Two&lt;/span&gt; gets nothing back for delivering DLC to these buyers.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"  style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;I would make the argument that GTA4 is the example of a company releasing downloadable content as part of an exclusivity agreement; Take Two will receive money back for the DLC, but it’s likely a part of a deal with Microsoft rather than the direct benefit of moving more units. As for Microsoft, at this point, the only benefit of the exclusive DLC is another bullet point on a marketing sales sheet.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: trebuchet ms;" class="MsoNormal"&gt;&lt;br /&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-style: italic;font-family:verdana;" &gt;Part two coming next week...&lt;/span&gt;&lt;br /&gt;&lt;span style=";font-family:Tahoma;font-size:85%;"  &gt;&lt;span style=";font-family:Tahoma;font-size:10;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-4989289706686553847?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/4989289706686553847/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=4989289706686553847' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/4989289706686553847'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/4989289706686553847'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/11/lowdown-on-dlc-wheres-our-downloadable.html' title='The lowdown on DLC: Where’s our downloadable content?'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-428657789019567070</id><published>2008-11-03T15:22:00.001-08:00</published><updated>2008-11-03T15:29:48.463-08:00</updated><title type='text'>Wii Music Struggles to Sell</title><content type='html'>As I suggested in my &lt;a href="http://permanent-hiatus.blogspot.com/2008/10/wii-music-too-casual-for-casual-gamers.html"&gt;previous post&lt;/a&gt;, &lt;span style="font-weight: bold;"&gt;Wii Music&lt;/span&gt; is competing in a market where casual gamers already feel that&lt;span style="font-weight: bold;"&gt; Rock Band&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Guitar Hero&lt;/span&gt; are casual enough.&lt;br /&gt;&lt;br /&gt;As this &lt;a href="http://blog.wired.com/games/2008/10/miyamoto-wii-mu.html"&gt;recent news post&lt;/a&gt; from &lt;span style="font-weight: bold;"&gt;Wired suggests&lt;/span&gt;, Wii Music is struggling to make the same kind of sales that came with &lt;span style="font-weight: bold;"&gt;Wii Sports&lt;/span&gt; or &lt;span style="font-weight: bold;"&gt;Wii Fit. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Perhaps it's just a minor miscalculation by Nintendo in terms of finding the right audience, or perhaps, Wii Music's struggles are a sign of bigger trends to come. I'll always applaud Nintendo for attempting to break out of the mold, but even so, I think there's danger in relying solely on a casual audience - sure it's a big market of people, but it's a &lt;a href="http://findarticles.com/p/articles/mi_m0PJQ/is_/ai_113190028"&gt;fickle market too&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-428657789019567070?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/428657789019567070/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=428657789019567070' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/428657789019567070'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/428657789019567070'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/11/wii-music-struggles-to-sell.html' title='Wii Music Struggles to Sell'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8894190428519486854</id><published>2008-10-20T16:46:00.000-07:00</published><updated>2008-10-20T16:59:16.577-07:00</updated><title type='text'>Wii Music Too Casual for Casual Gamers?</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CDHETHE%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="State"&gt;&lt;/o:smarttagtype&gt;&lt;o:smarttagtype namespaceuri="urn:schemas-microsoft-com:office:smarttags" name="place"&gt;&lt;/o:smarttagtype&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if !mso]&gt;&lt;object classid="clsid:38481807-CA0E-42D2-BF39-B33AF135CC4D" id="ieooui"&gt;&lt;/object&gt; &lt;style&gt; st1\:*{behavior:url(#ieooui) } &lt;/style&gt; &lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} span.EmailStyle15 	{mso-style-type:personal; 	mso-style-noshow:yes; 	mso-ansi-font-size:10.0pt; 	mso-bidi-font-size:10.0pt; 	font-family:Arial; 	mso-ascii-font-family:Arial; 	mso-hansi-font-family:Arial; 	mso-bidi-font-family:Arial; 	color:windowtext; 	font-weight:normal; 	font-style:normal; 	text-decoration:none; 	text-underline:none; 	text-decoration:none; 	text-line-through:none;} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;      &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:100%;"  &gt;&lt;span style="font-size:85%;"&gt;With the release of Wii Music this week, a lot of gamers are paying special attention to how it’s received by the general public. Why would that be?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;Because, for many gamers, Wii Music is symbolic of Nintendo’s movement away from traditional “games.” When it was first presented at E3, the buzz was &lt;a href="http://multiplayerblog.mtv.com/2008/07/22/nintendo-and-its-e3-fans/"&gt;hardly positive&lt;/a&gt;. With no rules and essentially no way to win at the game, some critics considered it nothing but a toy. For core gamers, it seemed outright alien. It was a game you couldn’t play.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;Now, the release imminent, gamers are wondering whether Nintendo’s full shift to casual will replicate the successes of Wii Play and Wii Fit. If the game does well, it could very well mean the end of core Nintendo games. After all, the games will go where the money goes.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;So with that in mind, it’s interesting to see that the game’s launch in &lt;st1:state st="on"&gt;&lt;st1:place st="on"&gt;New York&lt;/st1:place&gt;&lt;/st1:state&gt; was &lt;a href="http://www.1up.com/do/blogEntry?bId=8917243&amp;amp;publicUserId=4547365"&gt;pretty tame by Nintendo’s standards&lt;/a&gt;. As Kotaku wondered aloud, does a poor launch mean that Wii Music is the first failure in Nintendo’s casual foray, or does it just mean that casual gamers aren’t likely to attend launch events. I have my own thoughts on Wii music – and they go down like this:&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;I have a suspicion that Wii music won’t be successful (or as successful as Nintendo’s other casual games) and the reason is that it’s too casual for even casual gamers.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;The problem is, casual gamers are already used to rhythm-based games and these games are not nearly as casual as Wii Music.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;Guitar Hero and Rock Band are phenomenal successes and certainly a large reason for that is their wide adoption by those that fit into the casual game territory. As &lt;a href="http://www.gamasutra.com/view/feature/3757/the_state_of_the_casual_games_.php"&gt;Gamesutra points out&lt;/a&gt;, the term causal game is pretty broad and Guitar Hero and Rock Band definitely fall under the genre. What that means is that a large percentage of the people Nintendo has targeted previously with the likes of Wii Play and Wii Fit have likely played a plastic guitar or drum set before.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;That said, these people are already familiar with the structures of these games, which arguably are a grey area between casual and non-casual. Sure, you can pick up Guitar Hero and just start playing, but it adheres to some pretty traditional structures, such as points, bonuses for doing well, and penalties or ending the game for failing. Though the rhythm and music components of these games give them a broad appeal, they still play like core games.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;Now, Nintendo is trying to entice this audience to play a similar rhythm and music-based game, except without the need for points, or even winning. I would argue that this won’t appeal to casual gamers coming up on Guitar Hero or Rock Band because they’ve already been socialized by these other game structures – they’ve come to expect points for playing well and losing for not playing well – and by removing this aspect of the game, you are removing one of the, now, key reasons they play it.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;span style=";font-family:Arial;font-size:11;"  &gt;&lt;span style="font-size:85%;"&gt;I could &lt;a href="http://seanmalstrom.wordpress.com/2008/09/22/why-wii-music-is-genius/"&gt;certainly be proven wrong&lt;/a&gt; this December at the registers, but I’m betting that the people Nintendo hopes will play Wii Music are the same ones saving up to get Guitar Hero and Rock Band instead.&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8894190428519486854?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8894190428519486854/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8894190428519486854' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8894190428519486854'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8894190428519486854'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/10/wii-music-too-casual-for-casual-gamers.html' title='Wii Music Too Casual for Casual Gamers?'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-3469482343915231329</id><published>2008-10-16T08:41:00.000-07:00</published><updated>2008-10-16T08:47:10.455-07:00</updated><title type='text'>Call of Duty 5 Beta Impressions</title><content type='html'>So somehow the gods smiled on me and I got a beta test for &lt;a href="http://www.callofduty.com/CoDWW"&gt;Call of Duty 5&lt;/a&gt;. After the highly successful &lt;a href="http://www.callofduty.com/CoDMW"&gt;Modern Warfare&lt;/a&gt;, we turn back to World War 2 and back to Treyarch, the much-maligned maker of the lackluster Call of Duty 3. So what’s the verdict? Did Treyarch make good on a promise to improve on their last effort? Did they top Infinity Ward’s gem?&lt;br /&gt;&lt;br /&gt;The answer is yes, but it’s also no….the beta gave me access to World at War’s (WAW) multiplayer with five modes and three maps to try. Here’s my point-by-point breakdown:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Maps&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Good&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Castle and Roundhouse are solidly put together; there’s a ton of variety – open spaces and tight quarters. This makes for interesting matches.&lt;/li&gt;&lt;li&gt;The artistic design is well done for these levels; varied colors and textures between vegetation, buildings and items.&lt;/li&gt;&lt;li&gt;The ancient Japanese setting of Castle brings something novel to the table. The level takes place on a steep incline which adds some interesting dynamics.&lt;/li&gt;&lt;li&gt;Roundhouse takes place in a massive trainyard with blown-out buildings and some clever catwalks. There are a ton of nooks and crannies to hide.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Bad&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Malkin takes place on a Japanese island outpost – sounds promising but…&lt;/li&gt;&lt;li&gt;It feels a little off. The set design is too cluttered. It’s a case of there being too much lying around. I found it bottlenecks the action.&lt;/li&gt;&lt;li&gt;Everything in this level is dark brown. I realize that it’s supposed to be night, but it’s almost impossible to distinguish friend from foe, or foe from vegetation, or foe from building.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Gameplay&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Good&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Since WAW runs on the same engine that built Modern Warfare, the gameplay is similar – same controls, same movement, same framerate.&lt;/li&gt;&lt;li&gt;But it’s thankfully slightly different as well – moving seems faster, especially running.&lt;/li&gt;&lt;li&gt;The bonuses for kill streaks have changed – for 7 kills, it’s dogs, which works surprisingly well. The dogs aren’t invincible, but they can surprise you. Plus, they’re great at rooting out campers because the dogs can pretty much go anywhere a person can. That means walkways aren’t always safe.&lt;/li&gt;&lt;li&gt;Another positive is that the Tanks feel fairly balanced. They are powerful (they are tanks after all), but a couple of good rocket strikes can take them out. Driving them is pretty intuitive and there’s nothing more satisfying that firing a shell into a sniper’s nest (at least for me on Roundhouse anyway).&lt;/li&gt;&lt;li&gt;The gametypes are decent and varied – War is a welcome change – you have to consecutively capture points which adds a new challenge because it’s a single flag to attack or defend. Plus, all the standard modes seem to be intact.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Bad&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;It’s probably just a beta thing, but the spawns are atrocious. Modern Warfare’s were pretty good for the genre. WAW’s are not at all. You’ll find yourself dying at least 2-3 times just because of spawns where you’ll magically appear in front of a group of enemies or worse, someone will spawn right after you on Free for All, garnering them a free shot at your back.&lt;/li&gt;&lt;li&gt;The artillery strikes are loud and mostly useless. Unlike an air strike, the artillery lasts a long time and hits a large patch of map. The problem here is that it’s too spread out to accurately pinpoint a group of enemies and it’s length and effects can distract you and your team as much as the enemies.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Weapons&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Good&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Sniping is easier – it doesn’t take as long to stop breathing (just half a second as opposed to two seconds) and the action of the rifles feels more stable.&lt;/li&gt;&lt;li&gt;There’s extra modding ability – now you can add surpressors, sights or extra ammunition as part of a weapon’s upgrades.&lt;/li&gt;&lt;li&gt;For what they are, there’s a good stable of weapons and anachronistic mods to make the guns feel similar to Modern Warfare.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Bad&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Grenades feel underpowered. It takes a near direct hit to take out an enemy.&lt;/li&gt;&lt;li&gt;Molotov cocktails don’t work at all – unless you hit the person directly, the flames render no damage. You can stand in a room on fire and not be hurt.&lt;/li&gt;&lt;li&gt;Flares aren’t useful – they’re meant to blind, but they don’t. You can still pretty much see so they don’t accomplish the same thing as a flash bang.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Perks&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(153, 0, 0);"&gt;Bad&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Juggernaut – since a lot of the guns seem to come with less power than in Modern Warfare, I found myself getting 8-9 assists in a match. That’s because it can be near impossible to kill an opponent without having to shoot them multiple times.&lt;/li&gt;&lt;li&gt;Revive isn’t useful – Revive gives you last stand, but it also lets you revive an ally who’s in last stand. Because players are so used to last stand, the latter perk never comes into play – at least not in multiplayer mode.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Overall&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The game is a reasonable step forward, but it’s not without its issues. While the engine is the same as Modern Warfare, Treyarch’s the driver and they don’t bring the same level of polish to the game. It’s a case where Treyarch has added new features, but without fully considering the impact of them on the game play.&lt;br /&gt;&lt;br /&gt;Sure some things in WAW sound cool, but it ends there in actual use. Infinity Ward seems to get this concept and regrettably it’s lost in translation for Treyarch. WAW has potential and some good ideas, but it remains to be seen if the myriad of rough spots will mar the game’s lasting power.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-3469482343915231329?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/3469482343915231329/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=3469482343915231329' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/3469482343915231329'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/3469482343915231329'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/10/call-of-duty-5-beta-impressions.html' title='Call of Duty 5 Beta Impressions'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-1089101655001193039</id><published>2008-10-10T11:07:00.001-07:00</published><updated>2008-10-10T11:07:32.981-07:00</updated><title type='text'>pawnshop</title><content type='html'>I never meant to be rich, oh&lt;br /&gt;but my tiara polarizes people&lt;br /&gt;into true and false questions&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-1089101655001193039?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/1089101655001193039/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=1089101655001193039' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/1089101655001193039'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/1089101655001193039'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/10/pawnshop.html' title='pawnshop'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8276151255133160521</id><published>2008-08-14T11:23:00.000-07:00</published><updated>2008-08-14T11:24:14.945-07:00</updated><title type='text'>has been</title><content type='html'>this is wisdom I don’t want&lt;br /&gt;waiting for the wishbone&lt;br /&gt;drama of a leafless autumn&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8276151255133160521?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8276151255133160521/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8276151255133160521' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8276151255133160521'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8276151255133160521'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/08/has-been.html' title='has been'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8935871965115625247</id><published>2008-08-14T11:20:00.001-07:00</published><updated>2008-08-14T11:24:54.459-07:00</updated><title type='text'>hairpin</title><content type='html'>snake light these car lengths&lt;br /&gt;shine idle cherry guts on the&lt;br /&gt;midnight side of dangerous&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8935871965115625247?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8935871965115625247/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8935871965115625247' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8935871965115625247'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8935871965115625247'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/08/hairpin.html' title='hairpin'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-8415178752831689037</id><published>2008-08-08T07:05:00.000-07:00</published><updated>2008-08-08T07:12:56.248-07:00</updated><title type='text'>Brett Favre and the Madden Curse</title><content type='html'>Back in 1999, Electronic Arts (EA) decided to stop putting John Madden on the front cover of its &lt;span style="font-weight: bold;"&gt;Madden NFL video game&lt;/span&gt;. Instead, EA started featuring football players instead. What followed out of that is an increasingly odd trend – that whatever athlete makes the cover tends to have either a down season or their worst season period. &lt;span style="font-weight: bold;"&gt;Otherwise known as the Madden Curse.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Curses!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Take for example the 1999 cover – Eddie George. In 1998 George had a spectacular season and helped his team to the Super Bowl. Then he appeared on the Madden cover. His next season was filled with injuries and he never fully recovered, going into a slow decline. The year Michael Vick appeared on the cover – he broke his leg and didn’t play the whole season. The year Shaun Alexander appeared on the cover, he injured his foot, missed a bunch of games and looked terrible in the rest. The year Ray Lewis appeared on the cover, he fought injuries the whole season and ended up with his worst statistical year, plus his team missed the playoffs after winning the Super Bowl the year before.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Unretirement is a verb&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So this year, perhaps EA tried to play it safe. They put a retired player on their cover. He can’t get injured right? Well, what he can do is not stay retired – as the current cover jockey just did.&lt;br /&gt;&lt;br /&gt;For Madden 2009, &lt;a href="http://kotaku.com/5034098/favre-traded-but-maddens-cover-remains-the-same"&gt;EA decided to feature Brett Favre&lt;/a&gt; – and it’s going to be a mistake that haunts them all year. With Favre a) announcing his un-retirement and b) creating a Minnesota Vikings-sized &lt;a href="http://www.sportsline.com/nfl/story/10897474"&gt;boatload of drama&lt;/a&gt; and now c) &lt;a href="http://www.sportsline.com/nfl/story/10921706"&gt;getting traded to the New York Jets&lt;/a&gt; – the curse has clearly struck again.&lt;br /&gt;&lt;br /&gt;So now, Madden 2009 will feature Favre in a Packers uniform – a team he won’t be playing with this year and a team he &lt;a href="http://www.sportsline.com/nfl/story/10920307"&gt;clearly left on bad terms&lt;/a&gt;, damaging his legacy in the NFL.&lt;br /&gt;&lt;br /&gt;The one thing I have to wonder is – since EA won’t be updating their cover – will they be updating the roster so that the Jets have Favre?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-8415178752831689037?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/8415178752831689037/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=8415178752831689037' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8415178752831689037'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/8415178752831689037'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/08/brett-favre-and-madden-curse.html' title='Brett Favre and the Madden Curse'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-2027077752977689353</id><published>2008-07-25T10:51:00.001-07:00</published><updated>2008-07-25T10:51:22.824-07:00</updated><title type='text'>flowchart</title><content type='html'>I have a thesis that fails to explain&lt;br /&gt;why my fake-white collar friends&lt;br /&gt;cascade like empty water bottles&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-2027077752977689353?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/2027077752977689353/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=2027077752977689353' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2027077752977689353'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/2027077752977689353'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/07/flowchart_25.html' title='flowchart'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-7473549178743785304</id><published>2008-07-25T10:49:00.000-07:00</published><updated>2008-07-25T10:50:27.137-07:00</updated><title type='text'>campfire</title><content type='html'>If they’re cold, there’s still a little &lt;br /&gt;wine behind the leftover kerosene&lt;br /&gt;handcuffs, pamphlets and torches&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-7473549178743785304?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/7473549178743785304/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=7473549178743785304' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/7473549178743785304'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/7473549178743785304'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/07/campfire.html' title='campfire'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-33799496.post-5276415904709518963</id><published>2008-07-17T10:30:00.000-07:00</published><updated>2008-07-17T10:34:31.321-07:00</updated><title type='text'>Music Review: Depreciation Guild, Helio Sequence, JDSY</title><content type='html'>&lt;span style="font-weight: bold;font-family:arial;font-size:100%;"  &gt;Depreciation Guild&lt;br /&gt;In Her Gentle Jaws&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;One part Kevin Shields, one part Mario bros., the Depreciation Guild make fuzzed-out shoegaze music that sounds like some long-lost super Nintendo soundtrack – all gauzy effects-laden guitars mashing it up with MIDI bleeps and beats. While it’s not in the same camp as the neo-gazing of M83, it’s at least in the same campground, sharing the same penchant for woozy vocals and melancholic textures. Where it differs is in the percussion, which buzzes with the energy of a hungry arcade – throbbing drum machines and pulsing keyboards kick the whole affair into a decidedly different atmosphere, making for an invigoratingly unique listen.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Highlights: Butterfly Kisses, Digital Solace, In Her Gentle Jaws&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Helio Sequence&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Keep Your Eyes Ahead&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Who knew that losing your voice could make you a better singer? In the case of Brandon Summers of Helio Sequence, losing his voice forced him to re-learn how to sing – good thing though because it’s a boon to the already dynamic mix of effects-heavy guitar and off-kilter drums. With past albums, the instruments did the heavy lifting and Summer’s voice barely tread water. Here, vocals are as strong as the music, fleshing in new bits of melody and context – that said, some lyrics borrow a bit too much from Dylan (Shed Your Love), but it’s a minor misstep on a mostly promising release.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Highlights: Lately, Back to This, Hallelujah&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;JDSY&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Adage of Known&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Intelligent dance music isn’t dead, it’s just sleeping – so proves JDSY (Joey Sims) straight from New York with the kaleidoscope Adage of Known – a dance album that smartly left dance at the door. JDSY isn’t looking to get feet moving, he’s looking to get heads spinning with electronic songs that are actual songs, with actual verses, melodies, choruses, climaxes and denouements. It’s oddly claustrophobic and sparse at the same time – the beats are dense and closet in the vocals, but the tone and pace is warm and welcoming – it’s a fascinating tension that sculpts the unexpected into audio satisfaction.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Highlights: Staircase, Drifter, Horizon Line&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/33799496-5276415904709518963?l=permanent-hiatus.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://permanent-hiatus.blogspot.com/feeds/5276415904709518963/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=33799496&amp;postID=5276415904709518963' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5276415904709518963'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/33799496/posts/default/5276415904709518963'/><link rel='alternate' type='text/html' href='http://permanent-hiatus.blogspot.com/2008/07/music-review-depreciation-guild-helio.html' title='Music Review: Depreciation Guild, Helio Sequence, JDSY'/><author><name>downtime</name><uri>http://www.blogger.com/profile/12804080859392636627</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='10362762925624721736'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry></feed>