Friday, February 28, 2014

My Weekly Epiphany

The older I get, the more I’m convinced people don’t like to be happy. Seems counter-intuitive, but I guess it makes sense. After all, people love narrative, and happiness is the enemy of good story-telling. There’s a reason fairy tales always have happily-ever-after at the end. You put it at the beginning and you got no story. Imagine that – a story where everything’s just fine all the way through. It just doesn’t feel right to us – too flat, boring. We like action, drama, despair – something to get the blood going. Like it or not, there’s a part of us that enjoys when the protagonist’s mother dies, or when the lead male and female get in a huge fight. These things are the “meat” of the story, and without them, no one cares.

That being said, some of the best stories contain happy moments. Great authors know how to dribble it in – dangling joy in front of the reader like a carrot-on-a-stick. Some stories start with happy and then let it all go wrong. Some are sad or infuriating all the way through, but make sure to sprinkle the subtlest glimmers of hope. So it seems, not only do people loathe happiness, they like to be teased by it – trying to coax it out but it keeps darting back into the brush.

So, are all people secretly masochists? Or is this a modern version of gladiator fights in ancient Rome, in which spectators could revel in the suffering of others? Maybe both? Well, I don’t think so. It’s been well documented that fairy tale happily-ever-after’s are unrealistic. And many have expressed the idea that stories must speak the truth in order to resonate with people. So, since reality isn’t constantly happy, great stories can’t be either? This is definitely part of it, but I think it goes deeper than that. There is something inherently human about being upset. Whether it’s anger, despair, or sadness, people have been feeling it forever. These emotions have always been important to our survival. We feel angry when our friend’s house is robbed and sad when their family member dies. These things are lost if all we can fathom is happiness. I guess essentially, that’s what good stories are – exercises in being human. They let us live the ups and downs along with the characters. Through all their rough situation and awful events, stories can help us to simply be people. So, next time I read a depressing story or hear a few girls gossiping about relationship troubles, I’ll remember about stories, and why people don’t like being happy all the time.

Friday, February 14, 2014

Has This Ever Happened to Anyone Else?

In my life, the following situation occurs all the time, with numerous different people. I think there might be something wrong with me…

Friend: Hi, Evan
Me: Hey, how’s it going?
Friend: Ugh… fine, I guess…
Me: What’s wrong?
Friend: Didn’t you hear what ‘so-and-so’ said today?
Me: Probably…
Friend: Ugh, ‘so-and-so’ really irritates me. They are so annoying.
Me: Um… Well, I definitely don’t agree with what ‘so-and-so’ did, but I think it’s not worth-it to get worked-up over. After all, that’s just who they are. Ignore that one flaw and your left with a pretty decent person in the end.
Friend: I-don’t-know, I just… can’t get over it. Doesn’t it bother you?
Me: I guess not. Being bothered with it seems like so much work.
(Another friend walks up)
Other Friend: Hey guys, what’s up?
Friend: We were just talking about ‘so-and-so’. Did I tell you what they did today?
Other Friend: Ugh, I HATE ‘so-and-so’. What happened?
(After a brief exchange…)
Other Friend: Oh-my-gosh, I can’t believe that…
Friend: I know, and Evan is defending them!
Other Friend: (looks at me) What! Why?
Me: Bu-… Wha-… No, I wasn’t defending them; I just don’t like it when you guys say mean things about them.
Other Friend: But didn’t you hear what they did?
Friend: (taps shoulder of third friend passing by…) Hey, what do you think of ‘so-and-so’?
Third Friend: (stops… glances at all of us… shakes head) ‘So-and-so’ – I can’t stand ‘em.
Friend: See, Evan. You just don’t get it.
Other Friend: (chimes in) Oh-my-gosh, this one time, ‘so-and-so’... (tells story)
Friend: …Oh yeah, that was when we were friends with ‘whatserface’…
Third Friend: …‘whatserface’ – I can’t stand her...
Me: (Quietly resigns from conversation to think about something else…)

Why is it – in a world of famine, disease, drought, and corruption – all we can ever find to complain about is each other?

Tuesday, January 28, 2014

Behind the Success of Minecraft

With almost 14 million copies sold, Minecraft is one of the most-bought PC games ever. This is surprising, because Minecraft didn’t come from a massive, game-publishing magnate like Blizzard or EA; it came from a small, independent Swedish gaming company, Mojang, which to this day has less than 40 employees. It’s doubly surprising because the concept for Minecraft seems so absurdly simple, like playing with Legos – the player breaks blocks and moves them around to build whatever they want. The question is: how did Mojang do it? How did an obscure indie title with 8-bit graphics out-sell Starcraft? Well, as it turns out, Minecraft is a pure marvel of game design. The designers ensured that Minecraft’s game mechanics created a fun user experience that propelled it out of obscurity.

A house built in Minecraft
In many ways, Minecraft’s simplicity is its biggest asset. Game designers always struggle to create an experience that will both have mass appeal and engage players for a long time. To attract a large number of players, designers usually err on the side of simplicity. However, to keep players interested, they often need to do the opposite; err on the side of complexity. This is where the genius of Minecraft comes into play. Each block in Minecraft serves one simple, very specific function.  Yet, when these blocks are cleverly and creatively combined, they can do so much more. With very simple features and little implementation, Minecraft’s developers created a virtually endless amount of complexity. In a lot of ways, this departs from the normal approach to games. Normally, in order to control the experience they are creating, developers want to know everything that is possible for the players to do. Instead, the designers of Minecraft simply added an item, and then watched what the players did with it.
It’s lucky they did. No single person could fathom every single possibility in Minecraft. Players continue to discover new uses for old items. In fact, some people make a living doing just that! The wide range of possibilities means that anyone could find something to do. Artistic people can draw skins, create resource packs, or build models in creative mode. Brainy people can try to invent new contraptions to solve a problem, or put together adventure maps. Or a player can just hang out with friends on a server. There is practically something for everyone. It shows that a simplistic design philosophy can go a long way.
A working guitar
Minecraft’s design genius also shines through in the way it introduces new players. In any game designed to enhance the player’s imagination, the ultimate challenge involves balancing choice with player skill. How many different blocks should the player get? How many different things should they be able to do? Too much choice and a new player will be so overwhelmed that they’ll give up. But too little and experienced players will get bored and quit. This means that the ideal imaginative game has a huge selection and low barrier of entry for new players. As it turns out, Minecraft does this perfectly. At the beginning of a game in survival mode, the player is plopped down in a randomly generated wilderness. They aren’t given any items or told how to do anything. Only a few achievements serve to introduce critical game concepts like crafting and breaking blocks. They can’t even build anything yet! This is the polar opposite of what most creative games do, which is to give the player all the choices right at the beginning.
Normally, giving a new player no goals and no tutorial would frustrate them, because knowing nothing about a game means things will happen that the player wasn’t ready for; like for example – hostile monsters that spawn ten minutes after loading up a new world. However, Minecraft’s creators knew a tutorial wasn’t necessary. All indie games like Minecraft are spread almost entirely by word of mouth. This means the new player probably has a friend with them – showing them the ropes, introducing them to the game in a highly personalized manner. This is further enhanced by multiplayer support fairly early in development. Remember, every block’s behavior is very simple, and it’s easy to understand and describe. Therefore, explaining the game is fun and easy for both the teacher and the student. Minecraft’s designers need only to sit back and let the new player’s friends introduce them to the game. No boring tutorial necessary.
The crafting recipe for a sign
Minecraft’s crafting also ensures that new players never get overwhelmed by possibilities. This crafting system isn’t like in other games. The player isn’t told which items they need or how to put them together. The only way to find a recipe is either to painstakingly guess the 3x3 pattern, or to look it up on the wiki. Essentially, this guarantees that a player is ready for the new information, because they’ve already chosen to learn it. So instead of being overwhelmed by choices, the player is curious about all the possibilities and is encouraged to learn more. Crafting makes survival mode the perfect tutorial for a game like Minecraft, and it’s just that – a tutorial. Most long-time players never enter survival mode without mods, because they’ve seen everything it has to offer. However, all of them started out playing survival mode to learn the basics. Experienced players will also agree, checking the wiki is just part of the game. The developers knew this. Minecraft is played in a window as opposed to directly controlling the graphics card, which slows the game, but makes it easy for a player to tab out and check a webpage.
Multiplayer
However, the wiki is merely the tip of the iceberg – Minecraft’s online community is huge, which hints at the game’s final design achievement – timing. The development of Minecraft coincided almost perfectly with the rise of the internet; specifically, the rise of video sharing sites like YouTube. Because Minecraft is so easy to record, countless You-Tubers built their careers playing it, giving the game free advertising and exposure. Mojang also capitalized on increasing internet use by organizing and sponsoring websites where players can share their creations – mods, skins, adventure maps, resource packs, and new inventions and discoveries. Perhaps the timing was just luck, but Minecraft’s designers were certainly shrewd enough to capitalize on it.
Ultimately, Minecraft’s robust community is a testament to its uniqueness. Its designers achieved something exceptional that normally is only attained by a few select MMOs – they crafted an experience, not just a game. When one thinks only about Minecraft – the game, they miss the true reason people play it. They miss the forums and the wiki – long multiplayer sessions with friends over Skype; Sphax, Shaders Mods, Machinimas, Tekkit and Hexxit – and all the YouTube let’s-players, adventure maps, and secret updates. What makes Minecraft truly special is its massive online presence that always gives players something to do; and of course, it’s all made possible by simple mechanics that bring new players in, and by an ingenious design that allows for virtually endless possibilities.

Logic gates for computers made with blocks in Minecraft - in case you were interested

Friday, January 10, 2014

Transience

By the end of my life, I wonder how much time I’ll have wasted.
 
I wonder how much time I’ll have spent on projects I’ll never finish, and chasing goals I’ll never catch.
 
I wonder how much time I’ll have spent pursuing relationships that never go anywhere or maintaining relationships that will just fall apart in the end.

And I wonder how much time I’ll have spent trying something new and hating it, or doing extra work that I didn’t have to do.
 
It’s impossible to say how much time I’ll waste by the end of my life. I might live to be 100. I might die tomorrow. I wonder how much time I’ll waste during retirement, how many days I’ll spend playing golf, or surfing the internet, promising myself I’ll get to the important stuff later.

By the end of my life, I wonder how much time I’ll have spent second guessing my decisions, making plans that are destined to fall apart, and thinking about doing something instead of doing it.
 
When I think about time, my mind pops out of the world. By the end of my life, I wonder how much time I’ll have wasted on impossible questions. The thoughts go nowhere. I roll the ideas around with my tongue, licking the juices. The taste turns bitter so I swallow hard, then I choke myself back to reality.

…By the end of my life, I wonder how much time I’ll have spent making dumb mistakes.
 
I wonder how much time I’ll have spent doing one thing, when I could be doing multiple things.

I wonder how much time I’ll have spent getting sleep I don’t need, or taking too long to eat. That must be a massive quantity...

Yesterday, I asked my dad if I’ve ever wasted his time. He was quiet for a moment; then he told me he loves me, and he would do absolutely anything for me. Anything! He would travel to the moon and back. He would face any villain or monster. And there was nothing I could ever do to change that.

I said ‘same’… Then I asked if I’ve ever wasted his time.

…By the end of my life, I wonder how much time I’ll have spent repeating myself…

For as long as I can remember, parents, teachers, friends, and family have told me to plan for the future, to understand the effects of my actions, to always know the next step. For as long as I can remember, parents, teachers, friends, and family have told me to enjoy the present, to be happy with what I have, to be free from rigid expectations. Time is everything. Time is nothing. I need to plan for the future. I need to live in the moment.

By the end of my life, I wonder how much time I’ll have spent thinking about how best to spend my time, trying to be thrifty with time, or trying to get the most “bang for my buck”.

Time is a currency. People can spend it. People can save it. Sometimes, I wonder if people can also horde it under their mattress until the economy gets better. The problem with time is you don’t know how much of it you have; but for some reason, I feel like, no matter how much time I get, by the end of my life, it won’t be enough.

Friday, December 13, 2013

The Effects of Expectations on Acheivement


Earlier today, I was sitting in Spanish class listening to another one of Mr. Plicta’s stories about his adventures as a foreign exchange student in Brazil.

On his first day at his new school, Mr. Plicta wanted to avoid drawing too much attention to himself, so he sat at the back of the classroom, behind the “troublemakers”. When the school day started, the instructor entered the classroom and began the lesson. All of the students listened intently. Then, when first period was over, the teacher left, and the next teacher entered.

You see, in Brazil, high school is done differently. Instead of each student having a schedule and moving around between classes, students stay in the same classroom all day, and the teachers switch. Mr. Plicta described the second period teacher as being “less strict” than the first period teacher. In fact, as soon as the instructor began teaching, the “troublemakers” sitting in front of my young Spanish teacher turned around and began conversing with him.

Mr. Plicta, thinking he would get in trouble, was incredibly nervous at first, but his classmates assured him that “this” instructor didn’t care if they talked during class. It was only during first period that they “had to” pay attention.

And it was true, Mr. Plicta quietly conversed with these students for the whole hour, and not once did they get in trouble. It was the same group of students, the same exact classroom, but something had changed – the expectations.

The truth is that when students are faced with a set of reasonable expectations, they normally find it easier to meet them than to fight against them.

Having thought about this all day, I’ve found that the same concept applies in U.S. schools. I hear comments like “I just can’t focus in that class,” or “We have fun, but I don’t learn anything.” Many times, I wonder if our schools are just like the Brazilian classroom, where some teachers demand the students’ attention and others simply request it. Certainly, I‘ve seen this at work during my education.

The closest thing I’ve seen to a teaching style based solely off of expectations is from my band director. Every band student can get 100% just from showing up, yet many students choose to take on extra responsibilities like leadership positions, or volunteer work, not because they need to, but because they are expected to.

In a lot of ways, this contradicts both the “old-fashioned,” assembly-line, incentive-reward-based teaching as well as the “new-age,” flexible, and laid-back teaching style. In the old days, students were motivated by one thing: grades. Better grades meant more learning, and that meant a better education. Therefore, teachers only had to teach and assign, and student would align themselves in a satisfying bell-curve of success. Under this system, expectations had to be just ahead of the top students at all times, so they would never stop trying. As time went on, some teachers became reluctant to accept a system which so coldly and statistically rated children according to a fixed point-system. They felt that all children needed a chance to succeed, so they crafted a teaching style based on building relationships between students and teachers. This newer, more laid back teaching allowed students to all get A’s so long as they did the work. And as for classroom expectations, those became the enemy of the student-teacher connection that was so important for building a relationship. They became a dangerous weapon that had to be used sparingly, if ever.

But neither system seems to be in line with the needs of students. Students have to be trained for the workplace, but the current system does not achieve this. A business is like a massive machine and each employee is like a cog. There is no immediate feedback, every action is rated subjectively, and success has to come from one’s own initiative. Compare this to school, where feedback is immediately available from an objective rating system based on performance during standardized, required activities. There are almost no similarities.

So, how does this relate back to expectations? Expectations are a greatly underutilized teaching tool. They can let students experience pressure without giving them the cold certainty of being graded on a fixed scale. Moreover, they are not the enemy of student-teacher relationships. Students respect teachers who set high expectations and will normally rise to meet them. And teachers can achieve this without being judgmental or impassive. They just need to clearly state the rules.

Realistic expectations are a powerful tool when coming from a highly respected instructor. They don’t work when they are too high, or if the teacher is not taken seriously, but there is certainly something to be said for humans’ innate desire to meet them.

Friday, November 22, 2013

Politics in the 2nd Person



The United States government has problems.

Perhaps you know this. Perhaps you know that the governing institutions in the U.S. are failing to effectively govern, that Congress has not passed a federal budget in three and a half years, that the government closed in October due to a fight over healthcare, and that since the beginning of the decade, the U.S. government has nearly defaulted on its debt twice. Perhaps you’ve heard that meanwhile, Americans are dealing with a somewhat unimpressive economic recovery, voter apathy, and lack of optimism about the future. Perhaps you are aware that according to recent Gallup® polls, “dysfunctional government” has replaced issues like “economy” and “healthcare” at the top of Americans’ list of concerns.

But, perhaps you don’t care. You don’t pay attention to politics. It makes you depressed. Everyone is always yelling at each other, and nothing ever gets done, and no one ever changes their minds. It’s all so pointless.

And of course, you have opinions, but who doesn’t? You don’t talk about it much though, perhaps because you are aware that politics is not typically considered “polite” conversation. Merely mentioning the Affordable Care Act around Uncle Steve sets him off on a tirade that ruins Thanksgiving dinner. And everyone grumbles at whoever brought it up.

Perhaps you know that talking politics is somewhat taboo. And perhaps, you’re okay with that. You don’t like it when people make waves. You swear they only do it to draw attention to themselves. You can’t stand it when your friend’s dad proclaims about his right to own an assault weapon, or when that female secretary goes on and on about equal pay for women. And, those problems with the United States government, perhaps it’s the politician’s fault, or maybe the voters, or maybe the corporations, anyone but you, right?

You know about the challenges facing the U.S. You know that it’s falling behind in education and technology. You know that China’s GDP is going to surpass the U.S. around 2016, that the U.S. debt has inflated rapidly, and that no one ever seems to be able to do anything about it, least of all you. In all honesty, you’ve lost hope at this point. Perhaps you worry about your children, or your grandchildren. Will they enjoy the same stability that you grew up with? You and your friends have joked about moving to Canada, but will that actually be necessary? You’re not sure...

 ...because, perhaps you don’t know.

Perhaps you don’t know that these problems are fixable, that the complications within the U.S. are not “people problems”, but are instead, at their roots, failures created by the system itself - that the shocking behavior of politicians, voters, and lobbyists can be attributed to incentives created by the rules they follow. You might not know that the dysfunction in the United States government is hidden beneath the surface, and that the American people need to act like detectives in order to uncover the roots of the issues.

You might not have heard that people are already talking. Perhaps you are unaware that social media provides a perfect place to discuss politics, or that dozens of interests groups and charity organizations have sprung up and are really trying to make a difference. Perhaps you don’t know that all the great changes in American history happened because people got together and talked, that especially in troubled times like these, intelligent, educated, and creative people need to be discussing solutions. Perhaps no one has told you that American politics is complex, but it’s worth understanding. You don’t learn politics so you can be caught up in it; instead you learn it so you can transcend it.

Hopefully, now you know that the dysfunctional government is not unfixable, that every facet of the modern American political system is a cog in a broken machine.  Now you know that the machine can be fixed by removing or replacing its bad parts. Being the mechanic of a government is not easy, but if enough people start to get involved, if enough people gain a higher understanding of the political machinery, those people may cause a shift. Movements can happen, and perhaps, you are destined to be part of an important one.

Friday, November 8, 2013

Steampunk Story


On the day of the parade, all of Valyrica City funneled onto Main Street as trumpets and pipe organs blared the national anthem across town square. Shopkeepers closed for the day and displayed red and yellow banners in their windows while they clapped and cheered in front of their stores. Children stood on the backs of parents and grandparents and stared mouths agape as regiments of red-clad soldiers and coal-powered war machines strode past them. Some onlookers leaned out second story windows and waved handkerchiefs; others climbed atop roofs to witness the procession below.

I shoved my way along the storefront, following the mayor who rode a moving platform and waved graciously as fanatical townspeople roared. I was to meet the mayor at the end of the parade to speak with him. It was research for my job.

Moving swiftly, I brushed past a mother and two children who watched from behind the crowd. Single mothers had become all too common in Valyrica City, as well as across the whole nation of Tyrennia. Since the war had started, men who should have been raising families, some not much younger than I, had been shipped off to be killed.

The mother whom I passed looked dirty and fatigued; her children’s baggy clothes barely masked their malnourished bodies. The city had changed. On the other side of those clean shops was a slum filled with dozens of families just like this one, making due with very little, hoping that somehow their husbands, fathers, and sons would return safely. They simply wanted life to go back to normal, back to the way it was before the war. Back before the curfew, the martial law, and the nationalist fervor. Back before the media censorship and the sedition laws. Back before turrets were stationed atop every building and parades were held each week. All these things that drove me insane.

Yet for this war I could only blame myself; for I, Stanley Rinker, began it. I was responsible for the deaths of thousands of men, women, and children. I was to blame for the terrible conflict that had gripped the world for five years, for the oppressiveness of the Tyrennian government, and for the growth of the slums and decline of the economy. All of it was the direct result of my actions.

Five years ago, I met the Emperor of Hassar in a dark hallway of his palace at midnight. I had planned this meeting for months. My team had made sure we would meet alone. When I entered through a metal door from the courtyard, the emperor faced away from me. He walked down the hall, purple robes swaying with each pompous stride. He didn’t hear me shut the door, nor did he hear as I crept up behind him.

I knew I had started a war the second I plunged my assassin’s knife into his throat.