Showing posts with label Spider-Man. Show all posts
Showing posts with label Spider-Man. Show all posts

Saturday, February 25, 2017

Making Some Good Points


Arcade centers may have fallen to the wayside, thanks to the proliferation of the home console market exploding in popularity, making quarter munchers something of a rarity, appealing only to the few outlets that still allow access to the mainstays that haven't been converted to the home video treatment yet.  Not that there aren't some diehards who won't stop at the opportunity to top the latest world record in terms of useless challenges.

This has led to multiple instances of other media implementing their references without really understanding their appeal, such as Tony Soprano "playing" a lap of N64 Mario Kart one-handed just by handling the joystick without actually pushing any buttons.  (You need to use both to move)



including the Star Trek episode, The Game, where the whole crew was being subjected to being brainwashed by an addictive game that basically consisted of mentally throwing discs down funnels.
somewhat unusual for a futuristic utopia that prides itself on

Probably the biggest insult would be the cameo appearance of Toru Iwatani, the creator of the instantly identifiable Pac-Man, who quashed his moment of immortality in an Adam Sandler movie.  (I'm not even gonna justify naming it - you can find it yourself)

Then there's an outer-space Spider-Man story from Electric Company, that may or may not have been inspired by The Last Starfighter, where an average kid who's really good at a Space Invaders-esque game finds himself roped into an intergalactic war, because reasons.




And yet, despite dozens of genres ranging from Platformers, Street King Fighters, Puzzle Droppers, Rail Shooters and the lot, the go-to representation of console games seem to be the ol' blast-em-Commies-outta-the-sky edition.

The demonization of Videogames is nothing unusual.  People have been complaining about how the latest newfangled devices these ungrateful younglings are abusing to their whim will bring about the downfall of civilization as we know it.  Well, they're technically correct, since these lawn-standing children are rewriting the rules of the previous generation that will pave the route to the NEXT batch of unforeseen upgrades, which will carry their own baggage of complaints from future Luddites.

But it's not so much the rush of playing the games themselves as is the sense of accomplishment of actually succeeding in a monumental repetitive task.  After all, if Video Games were as mindless as everybody says they are, everybody would be passively pushing buttons waiting for their turn.  In The Game Believes In You by Greg Toppo, an adult tried his hand at playing a typical gateway game, and was surprised at just how difficult it was.  (Granted, most beginner console games were Nintendo Hard)

It wasn't just the learning curve of having to readjust his preconceived notions of hand-eye coordination, but also the intense amount of concentration needed to get through a typical level.  He was surprised that despite his apparent smarts, that he was having great trouble at re-learning new traits that for all intents and purposes, should've been deceptively easy.  If you pay attention to a gamer's expression while they're playing, they intensely focused on the action happening on the screen.  (Unless it's an unskippable cutscene, at which point, they're just waiting for the mini-movie to finish so they can get back to the action)

Indeed the purpose of a good game is to force the player to keep trying over and over, compensating for their mistakes until they succeed in overcoming their surmountable tasks.  The very first Mario game level is easily recognizable and iconic, but it was actually designed near the end, so Shigeru Miyamoto could properly showcase everything the beginning player needed to learn about the basics of playing.  (Though it took a computer ages to learn what came naturally to grade-age kids)

Despite their high degree of difficulty, the game allows you to try again over and over until you manage to succeed, all for the sake of that elusive A WINNER IS YOU! end screen.  This is accomplished by memorizing dozens of patterns, calculating various formulas, testing strengths and weaknesses, using items in every conceivable combination possible and deferring to the game's internal logic, usually consisting of warped reality that naturally appeals to kids.  (And resorting to cheats when they're ultimately desperate)

In fact, because of the way games are made, the techniques and tricks you use to get past creative enemies, obstacles and traps in later hair-pulling stages are designed to gradually teach the player how to develop these traits and integrate them into their playing without being fully aware that they're learning.  In this sense, videogames are actually better teachers than most schools.  (And more fun too)

Another worthwhile quote - If schools were relied on to teach children about Pokémon, they would lose interest almost immediately.  Part of the reason is because when schools were first designed, they were intended to be suitable for children whose highest aspirations were to become factory assembly line workers, whose iteration of input and fixed formulas was a necessity.  But the latest appliances and digital devices have largely supplanted that need, resulting in teachers having to dictate an authoritarian stance over unruly children.  The earliest concept of a school worked just fine in the early 20th Century, but their model no longer applies to the modern world.  Everybody learns in a different way, and expecting everybody to conform to a single model is just asking for trouble.  Nowhere is this more clearly stated than in Japan's schools, which is more suited to produce Businessmen who are more likely to be brown-nosers and yes-men than innovative trailblazers.  In fact, the lack of harmony between Sega USA and Sega Japan was because one company was willing to take risks, and the other wasn't.  (As seen in the Sega Vs. Nintendo book, Console Wars)

Rather than demonizing the infantile traits of empowering videogames, scholars should be using the traits of videogames that best appeal to their senses.  Rather than have everybody in the class compete with each other over who gets the highest marks or best memorization, singling out the class pets, fostering an epidemic of cheating and stress, it would benefit greatly using a Warcraft model where struggling students can get farther ahead by working together.  Instead of grading students over an outmoded grading system where mistakes are seen as a black mark demerit that'll follow them for the rest of their lives.  They should be given the chance to experiment with alternate solutions that best suits their needs, substituting calculating methods with more adequate means, where they can take their time to fully understand the logic ingrained behind the theory.  Following formulas is good for starters, but shouldn't be strictly restricted to only that if the students already understand the basics, and compensate by using similar models closer to their line of thinking.  There's not just one way to calculate algebraic math.

In one instance where a student was failing in a particular field, another student offered themselves up to compensate for her loss, even though it meant losing some points himself.  The purpose was to teach how to game the playing field so that everybody gets their fair share.  In other words, compensating for their weaknesses until they're able to confidentially assert it themselves.

Thursday, November 27, 2014

Feast and Famine

The recent For Better or for Worse rerun had this little ditty that originally ran on November 28, 1985.

The first commentor on the rather redundant Foobiverse Livejournal pointed out that this date was part of a large joint effort with 175 cartoonists worldwide to create comics around the theme of campaigning for the famine in Africa.  This was spearheaded by Charles Schultz, Gary Trudeau, and Milton "Steve Canon" Caniff.  (The last one I was unable to find)


If you pay attention to the particular comics that happened around this time, the stand-alone strips from their collections becomes more significant.





Recently, I was given notice of the discovery of the fact that there were online archives of microfiche newspapers.  In addition to seeing old articles, this was also a boon to finding many old newspaper comics that hadn't been collected.  Of course, it's not completely perfect - there's a lot of gaps here and there, and there are entire years missing.  Not to mention that some pages are aligned horizontally, and most of the space seems to devoted to ads.



To make things more problematic, everything's in black and white, and the quality isn't always very good, and is sometimes out of focus, making reading a chore.

Still, it's better than nothing.

Normally, I don't include Far Side comics out of respect for Gary Larson's request not to do so, but in this case, I think I can make an exception.






In case it's not entirely clear, the Turkey is left adrift in the middle of the ocean on a barebones raft at night, which is why he's complaining despite being spared.


Some cartoonists were unable to make light of a heavy subject, leading to these examples, which were not unlike those "Very Special" episodes of Christmas, only replacing Thanksgiving as a theme.











Because of the special status Thanksgiving has in the States, some papers either printed the relevant strips a day early, or held them back for the day after.

One rather unusual installment was during an arc in Marvin which was a retelling of The Wizard of Oz.

Some serial strips were slightly more ambitious, and tried to implement the subject into their storylines with varying degrees of success.




The clumsiest attempt to reconcile this noble effort comes from Stan Lee's Spider-Man, narrative consistency be damned.  There's even a noticeable bulge along the box wall to show where the extra text was roughly inserted almost as an afterthought.

There's a reason Superhero stuff shouldn't address real-world concerns; they're basically escapist fantasy, totally unsuitable for exploring concepts where strongmen are able to brutalize purse snatchers and bank robbers in dazzling feats and displays of power, but are unable to address corrupt world powers half a continent away.  Not that that hasn't stopped adults who've grown up on the stuff from trying.

Curiously enough, going through these archives turned up the sole unreprinted Calvin & Hobbes comic.

While half of papers got the washing machine version, others got the dinner scene.  It's as if Bill Watterson realized that he had the opportunity to be part of a larger organization, and regretted it when he had the chance.  As a first effort, it's okay, but not great.  Other strips handled the theme of hunger or starvation more memorably.

One thing that surprised me amidst the sheer amount of available material was how much of it was cobbled from truly obscure sources.  The most surprising result was discovering Hartland, by Rich Torrey, which is basically a Bloom County ripoff, using Binkley and his dad as models.  (Another comic, Committed, lasted longer)

There were two comics that had Sam as the first of a duo in their title.


While going through the online archives, I only managed to make it up to the 'M's, before deciding I'd had enough.  WARNING - they get worse as you go along.