Aaron Evans found an old short “script” on my blog and turned it into a comic. Much thanks Aaron! This is awesome!
Category Archives: Technology
Living in 2012
This is a unedited treatise on Technological Illiteracy. I cannot hope to solve any problems with such a work, but I did hope to layout the problem in a manner that is easy to discuss. Your thoughts on any of this are welcome in the comments.
Technology is a sticky problem that we as a culture, society, and people have to begin to come to terms with. And we have to start coming to terms now.
In our present day it can no longer be acceptable for people who use computers to be computer illiterate. If you’re job requires the use of a printer, you need to know how to troubleshoot common printer problems.
To me, this is common sense. If you are going to use a hammer, you need to know how to swing it. People shouldn’t operate heavy machinery without proper training. Handling of hazardous chemicals without proper procedures can even be illegal.*
Why does this not apply to technology? Why do we allow people to not understand a word processor? Why do we assume that only IT needs to know how to fix a paper jam? Why do we forgive people’s inability to cope with a situation simply because they are old or consider themselves tech illiterate.
Technology is a beast. It’s complicated. It’s constantly changing. It’s full of quirks. It’s inconsistent across applications, programs, and platforms.
People aren’t much better. People are complicated. We are bad at cause and effect. We are full of quirks. We hate change and learning new things. We’re bad at communicating the things that we know. We ignore helpful dialogs and diagrams.
So who is really at fault?
Do we blame technology or people?
A dichotomy like this is most certainly a trap.
Many of the issues we face today are the product of decades of bad technological design. The technological enthusiasts of the past have eagerly pushed the limits forward, unwittingly releasing technology to the general public years before perfecting it to a usable state.
Concepts such as file systems, a simple abstraction of a filing cabinet or a desk drawer, is unnecessarily complicated as soon as the “desktop” is introduced. Graphically, the desktop is the top of the document tree. But it’s not. The root of the tree is C: or perhaps /Volumes/Macintosh HD. Yet, you aren’t suppose to put files there either. You need to put your files in C:\Documents and Settings\(username)\Documents or if you’re on a Mac you could possibly shorthand it as ~/username/Documents. Though the full path would be /Volumes/Macintosh HD/Users/(username)/Documents.
The simple fact that \ and / are not standardized across platforms is almost inexcusable.
For people who never grew up with computers, I can completely understand the initial confusion, and perhaps hesitation which occurs when trying to help them figure out where they are saving their documents. (Let’s not forget the ‘wonderful’ way that Windows 7 and Mac OS X give side bars and drop downs in the save dialogs, which throws any semblance of hierarchy out the proverbial window.
But it’s not just “older folks” who have trouble with this. College students, who have grown up on computers their whole lives don’t seem to fully understand these concepts. I routinely have to help them hunt down missing files or projects, and they don’t have a clue where anything is.
(Granted, we run in a server environment, which is arguably a bit more complicated, but some students don’t seem to understand the difference between a folder on the computer and a share on the server.)
So we can clearly blame the technology. It’s too hard to use and poorly designed. If we fix the technology, then everything will be fixed, right?
If only we could eliminate the need for tech support so quickly.
Technology on it’s own is never a solution. Technology is always a tool, and while improving the tools will likely help, if people don’t learn to use the tools properly, we have gained nothing.
Yet technology training never seems to be a priority. I’ve heard stories from friends in IT that the users don’t even know how to operate the power button on their speakers.
The industry insists that technology is easy to learn, intuitive, yet at the merest hint of something being out of the ordinary, many users retreat in fear. A fear based on uncertainty and a misconception that things can easily be broken or destroyed.
It takes a long time to overcome a bad experience in the mind of a user. One failure can cause a lifetime of uncertainty or mistrust. It only takes one counter example can disprove a truth statement.
So what’s the solution?
The solution necessitates one thing: time travel.
Seriously though, the decades of technology we have invented and forced on the general public is going to be hard to overcome. The current state of technological growth does little to encourage hope that things will be easier to use and have less problems. (Though products like the iPad take giant leaps in the realm of user operability, yet it still lacks on many levels. The keyboard alone is riddled with easter eggs which, while potentially useful, typically remain unknown, and are inconsistent based off non-obvious criteria. [It makes perfect sense for many of us to have a "search" keyboard and a "url" keyboard, but does that help people who have never used a computer before?])
But while we have some control over these things, we have the most control over education. We have to encourage proper tech training. We have to put aside the acceptance of technological illiteracy. People who use tech daily need to learn the basics and stop being afraid of the things they don’t understand.
Rather than hand off computers to ITs to be fixed, IT needs to teach and show proper procedures to workers who are ready to learn. (Almost every time someone asks me for IT help they scoot aside as if I’m going to take over. About 95% of the time, I motion for them to take the wheel, and guide them over their shoulder. The few times I do take control, I do my best to speak every action I take out loud in hopes that they can pick up on my thought process and retain something for next time.**)
The biggest difference between me and and a client I’m helping with the computer is that I’m not afraid of destroying anything.
This is a problem that is never going to go away. It’s the nature of the beast. But we can’t continue in our current trajectory.
*I’m not 100% sure on the laws regarding hazardous chemicals, but I’ve worked in a few places where I’ve needed training for hazard labels and they usually take those things pretty seriously.
**It really depends on the problem I am helping with, but my goal is always to have the user do the actions.
Enquiry regarding Apatheticthursday.net
Here’s a recent email exchange for earlier this year:
From: Isabel Henry
To: Philip
Sent: Monday, January 23
Subject: Enquiry regarding Apatheticthursday.net
Hi Philip,
I work for More Digital; a UK based Digital Marketing Consultancy.
We represent clients interested in social media marketing on smaller sites with little or no existing advertising and we’re currently looking for advertising partners.
We pay a fixed upfront annual fee which we will agree on with you. Once the ad is in place, payment is made within approximately 48 hours.
Would you be interested in placing a small text-based ad on Apatheticthursday.net?
Kind regards,
Isabel Henry
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More Digital does not accept liability for any data corruption, interception, unauthorised amendment, viruses and delays or the consequences thereof relating to this or any other email. Any e-mail or attachment is opened at your own risk.
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From: Philip
To: Isabel Henry
Sent: Tuesday, January 24
Subject: Re: Enquiry regarding Apatheticthursday.net
Hi Isabel,
First off I would like to thank you for your interest in my website. I hope you have enjoyed a number of the amazing articles I have written, as I know many of my visitors do. I do hope you will continue to visit my site and read my informative and entertaining articles.
As for placing a small text-based ad on Apatheticthursday.net, I would be extremely interested.
As you may expect, advertising space on my blog is very limited and extremely sought after. As a result my rates are relatively high, though I have no doubt that they payoff is entirely worth the investment.
Due to this large demand, I have developed a system of rules to which all advertisements must be willing to conform.
First is that the ad will be placed in a small box underneath the first post of the site. It will be labeled as an ad, though it will nicely fit into the format of the site. My posts vary in length, but usually the ad will be seen without needing to scroll down. Unless of course I get a little long winded, but since most of my visitors actually read all the way to the end the ad will most certainly be seen by all.
Ads on the post pages may appear between the post and the comments, again formatted by me to match the style of the site. I once went to a site where the ads were not formatted well and I felt like I was getting paper cuts in my eyeballs. At least, that’s what I assume getting paper cuts to the eyeballs would feel like, though I have been too cowardly to actually attempt such a feat, even if it was for a good cause. Such a science.
The going rate for small text-based ads Apatheticthursday.net is $5000 (USD) per month. This may seem a bit steep, but I assure you it is the result of a thoroughly undocumented bidding war which may or may not have ended in the bankruptcy of my friends small startup company. I have been unable to confirm this, though, since he is no longer talking to me. He also didn’t invite me to his birthday party, even though I know he had one.
To insure the proper motivation and placement of the ad, I require half the first month’s payment in advance of making any changes to my site as a gesture of ‘good faith’. After which point the payment may be made at the end of each month, or you may pay up front for a set length of time. (I do believe you mentioned a fixed up front annual fee). All payments are accepted via paypal.
Legally, my lawyer claims I need to tell you that the placed ad is subject to my approval or disapproval. I am not willing to host ads for products or services I do not want to advertise or things I do not believe in. I once was asked to place an ad for Unicorn Meat in a can. I declined, telling them that no one would buy meat in a can, and the pure notion that meat could be placed in a small cylinder of metal was completely fanciful.
Also, should the placed ad do any harm to my page rank or my placement within Google searches, the ad must go. I am able to refund up to 75% of the fee, prorated depending on when I see a significant drop in viewer or readership. While the last thing I want is for people to stop visiting my website, I also don’t feel right in charging you for your ad to not be seen on my website when no one is visiting.
I am unable to provide you with any stats for my website during the ad placement period, though I assume you have all kinds of fancy gear to help you measure the wonderful waves of traffic that will be sent your way from the small text-based ad on Apatheticthursday.net.
I hope that answers all of your questions. I am very excited to start doing business with you. I have looked at your website, it is very nice to look at. I like the chalk board style font that you have used for the animated header image. Maybe someday you can make me an animated header for my website. I am sure that we will be great partners in this new venture.
Can’t wait to hear back from you.
Kind regards
Philip
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This e-mail message is strictly nonconfidential. It is intended not only for the person or organization to whom it is addressed, but also for anyone with enough literary skill to comprehend it. and contains confidential or privileged information. If you have received it in error, it is a funny mistake and you may share or discard as you like. You must disclose, copy, distribute, or take any action that in some way promotes apatheticthursday.net to your friends, family, or online followers. Views or opinions presented in this e-mail may or may not represent the views of either the author or the reader.
Apathetic Thursday does not accept liability for any data corruption, interception, unauthorized amendment, viruses, or spelling mistakes in your legal footer relating to this or any other email you may or may not ever receive. Opening and reading of this email is to be done at your own risk.
I have done nothing in my power to protect you, (since it is at your own risk) and as this is a text email and cannot possibly contain anything for Norton AntiVirus to find or scan, even if I owned a copy and used it to scan this email.
From: Isabel Henry
To: Philip
Sent: Friday, March 9
Subject: Re: Enquiry regarding Apatheticthursday.net
Hi Philip,
I am writing to follow up on my email dated 25/01/2012 (copy below).
As I have not yet had received a reply, I wanted to check you received it.
Are you still interested in this opportunity? If you have any questions, don’t hesitate to contact me and I will be happy to answer them.
Best regards,
Isabel
———-
Hi Philip,
It’s great to hear from you today!
Basically, we wish you to create a new post or article on your blog to accommodate our client’s link.
We will provide you with the URL, and you can link to it in any manner you see fit. You can write the page in review format or simply write about the usual topics on Apatheticthursday.net.
The advert will be for our online gaming client and the rate we can offer you is 130USD per annum. We aim to complete payment via secure payment partners Paypal or Moneybookers within 1 to 2 days of the advert going live on your site.
Also, you may read our terms and conditions: moredigital.com/terms.pdf.
If you are interested, please let me know. We’ll then send over the client’s URL (subject to your approval) so you can proceed with the draft of the advert.
Let me know if you have any questions. I look forward to hearing from you again soon!
Best regards,
Isabel
–
To find out more about our company, and the work of our team, please visit moredigital.com/blog
———-
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This e-mail message is strictly confidential. It is intended solely for the person or organisation to whom it is addressed and contains confidential or privileged information. If you have received it in error, please notify info@moredigital.com immediately and destroy this e-mail and any attachments. You must not disclose, copy, distribute or take any action in reliance on this e-mail or any attachments. Views or opinions presented in this e-mail are solely those of the author and do not necessarily represent those of More Digital.
More Digital does not accept liability for any data corruption, interception, unauthorised amendment, viruses and delays or the consequences thereof relating to this or any other email. Any e-mail or attachment is opened at your own risk.
To help protect you, this email (ID-4146486490) was scanned for viruses by Norton AntiVirus.
From: Philip
To: Isabel Henry
Sent: Friday, March 9
Subject: Re: Enquiry regarding Apatheticthursday.net
Dear Isabel,
I thank you for again contacting me. I had not received the previous email and I am very glad you decided to follow up to make sure I got it. I would not want to miss out on such a valuable opportunity simply because an email filter got a little zealous one day. I have now added you to my address book so I will not miss any more of your communications.
The prospect of making some cash off of my site is extremely gratifying, since I have done nothing but sink good money into since the day I got it. The $130 per month is a bit less than I had hoped for, but I think I can make it work. In a short six months I might even be able to save up to buy one of those new iPads I hear everyone talking about.
I have been thinking about the best way to link to the site you describe, and I think a good blog post might be the best way to do it. I play a lot of video games online, I especially like all the flash games where you have to launch cute animals through the air and try to get them as far as you can. Maybe I could do a review of one of those games and put a link to it at the end of the article!
I took your advice and looked at your terms and conditions of service. I found most of it hard to read, and follow the pretty color thing at the top of the page, there were far too few pictures to hold my attention.
I did, however, have a question about number five on the list. If I post the advertisement in a blog post, the next time I post something the ad will move down the page, slowly getting lower and lower until the user has to scroll for ages to find it. Will I be required to email you every time I post a new blog post so that you can be notified to it’s change in placement?
Also, my blog changes colors every month. Should I be prepared to notify you about each of these changes as well?
I think these are my only two concerns at this time, though as soon as I dig my dictionary out of the large box of books in the basement and decipher the rest of the document I might have one or two more.
Your email has energized me, and despite it being well past my bedtime, I think I will not be able to sleep until I have played a few more flash games tonight.
Thank you again for your time and patience with me not getting back to you.
I hope to hear from you soon!
Best regards,
-Philip
From: Isabel Henry
Date: Monday, March 12
To: Philip
Subject: Re: Enquiry regarding Apatheticthursday.net
Hi,
Sorry! On this occasion, we could not match your site with a current client. However, we are continuously bringing new clients on board and I expect to have a good match for you in the near future.
With your permission, I’ll keep your site on our list and will get back to you if I find a suitable advertiser.
In the meantime, if you or anyone you know manages other sites that we might consider then please feel free to forward them to me.
Best regards,
Isabel
==================================================
This e-mail message is strictly confidential. It is intended solely for the person or organisation to whom it is addressed and contains confidential or privileged information. If you have received it in error, please notify info@moredigital.com immediately and destroy this e-mail and any attachments. You must not disclose, copy, distribute or take any action in reliance on this e-mail or any attachments. Views or opinions presented in this e-mail are solely those of the author and do not necessarily represent those of More Digital.
More Digital does not accept liability for any data corruption, interception, unauthorised amendment, viruses and delays or the consequences thereof relating to this or any other email. Any e-mail or attachment is opened at your own risk.
To help protect you, this email (ID-4146486490) was scanned for viruses by Norton AntiVirus.
Bioshock Review
This game was the most fun I’ve had hunting down odd crashes in old abandoned forums in a long time. The numerous loading screens which accompany the startup are as memorable as the amazingly detailed graphics that one might be privileged to see if they can figure out how to get past the first elevator.
The game has remarkable replay value, as you will be required to replay several sections of many levels after a poorly timed crash causes you to return to your last save point.
The controls are a little clunky, especially in the heat of battle, but since most of the time you won’t have any ammo or eve, switching weapons or abilities really won’t be much of a problem. Fortunately, the only penalty for dying is losing everything that you used up during your last life, and there is nothing quite so fun as repeatedly jumping out of a vita chamber in an attempt to beat down a Big Daddy with wrench.
Overall it is well worth your money, especially if you don’t plan to finish it.
Anagram
Saving Zelda: an article
I recently read this article about Zelda. Overall I really like what he had to say, although I don’t fully agree with everything he wrote.
Link to article: Saving Zelda
He did a really good job of putting many of my thoughts, possibly even subconsciously, to words. The enemies in Zelda almost seem to be a side thought. A little annoyance that slows me down. Back in the older Zeldas, before Ocarina of Time, you actually had to fight. Now you just do the same puzzle a bunch of times.
Within the article he says that “Zelda didn’t use to be this way” when referring to the puzzles. He talks about how good Zelda was when it was just an adventure. But by saying this, I get the feeling he’s inferring that the first two, maybe three Zelda games were ‘real’ and defined what a Zelda game should be, while the 12(?) games that followed have strayed.
My argument might be a bit more semantic than anything else, but the fact that MOST Zelda games have been the same tool = key to unlock puzzle repeat would indicate to me that the first few Zelda games were the anomalies that don’t fit the genre.
That said, I agree with him. The item is just a key. Everything is a locked door. The temple design is mediocre and it gets boring fast. It get tedious. Games are all about “overcoming unnecessary obstacles” but the gamer needs to do that voluntarily, and if the obstacles are too unnecessary or obnoxious, I don’t want to do them. That’s why I never finished Wind Waker.
The ‘point’ that really drove things home for me was about Link’s sword. The combat in Zelda is lacking. Tremendously. In Skyward Sword I was absolutely thrilled when I saw the waves of enemies coming at me near the final boss. But when I tried to do a spin move and take them all out, I could only attack the one or two who were actively engaging me. My attack never touched the rest of them.
I know he states many flaws with Ocarina of Time, but I feel that OoT was the last real Zelda game to give an open world to explore. Sure, they blocked off a lot of places unless you got certain items or glitched your way though. But compare that to Twilight Princess or Skyward Sword where whole areas were completely inaccessible until you had progressed far enough in the story.
At any rate. I feel he made some really good points and Zelda definitely in need of a rethink, or at very least, a tune up.
The Invisible Hand of Super Metroid
A friend just sent me a link to an article chronicling the game design of Super Metroid called The Invisible Hand of Super Metroid (or the Readability Formated Version). I read all 8,888 words and loved every last syllable. I’m going to put this down as a must read article for anyone interested in Game Design, User Interfaces, Video Games, or Super Metroid.
It’s not just Nostalgia

Playing through Skyward Sword has inspired me to take a closer look at the other Zelda games that I hold in such high esteem. Friends and strangers alike meet my praises of A Link to the Past with polite smiles, nods, and reminders that nostalgia is a powerful force. So I decided it’s time I take a careful look at the game and see how it holds up against my complaints against Skyward Sword.
Upon starting a new game one of the first things I noticed was that I could quickly advance the storyline text and I didn’t have to read everything if I didn’t want to.
Now, I’ve played the game several times, so I know exactly where to go and what to do, at least for these initial stages. But even my first time playing, I was able to pick on this pretty quickly. (You know, back when I was 11…)
After taking the stairs down to rescue the princess, my brother and I were immediately amazed at the fantastic game design. A design one would expect more from Valve than from Nintendo, if the recent Zelda games are any indication.
The first challenge you encounter is a locked door. The room contains a bad guy (which you may have some experience with at this point, or you may not). Either way you need to kill him. The room also contains a chest. By this point you have had two opportunities to open different chests, so you should probably be familiar with the concept, but now we learn that maps are items you can get from chests.
The next room gives you a taste for what it’s like to fall off the edge and provides a small indication that you can throw pots as weapons. Standard dungeon behaviors.
The next room provides a new learning puzzle. Once you enter, the doors lock, leaving you face to face with a guard. Killing the guard opens the door. This will be helpful to know later.

The room to the right contains another guard, who drops a key when killed, and a chest. The chest contains the second big item in the game. The boomerang. Unlike the new “modern” Zelda games, the instructions for the boomerang are extremely succinct.
“You got the Boomerang!
Give it a try! (To select an
item, press the Start Button.)”
(That’s why I love this game.)

Heading down a few more flights of stairs, we reach the first enemy of any importance. After a little careful fighting (or throwing two of the three provided pots) you kill the guard and get the big key and can rescue Zelda.
…a few minutes later…
You find yourself in the throne room. One of the few times Zelda stops you to give you advice, she tells you which way to push the ornamental shelf.
The next room help you to realize your ability to light torches with your lantern and show you how it uses up magic power. (Note, at this point we have not had to earn, gain, or achieve magic power, we have it from the start.)
The next few rooms are pretty standard. The baddies make it a slight challenge by running into you and taking health. The puzzles are typical find a key, door, or both.
Several rooms later, we encounter two new things we have not seen before. The first is cracks in the wall on the left. We can’t do anything about them at this point, but now we know that maybe we should come back at some later point. The second obstacle is a set of four stone blocks. Simply push the one in the middle and you can walk right through, but now we know about block moving challenges.
Head up the stairs, through another room and come to the final challenge. Again Zelda stops you (I think for only the third time) and tells you which lever to pull. If you pull the wrong one, snakes fall from the ceiling. If you obey, the door opens and you finish the initiation task.
Here we find out a little bit more of the story line, but again it’s skippable if desired, and you can claim your heart as a reward.

That finishes up the inaugural mission of a Link to the Past.
So What Did We Learn?
1. We learned how to open locked doors by finding keys, either in chests or by killing foes.
2. We learned killing all the enemies in a room can open a door if it’s not locked by a key.
3. We (optionally) learned to use a boomerang and found out it freezes some enemies, and we can grab things with it.
4. We learned about magic powder.
5. We learned about torches.
6. We learned about pushing blocks.
7. We learned about lever pulling.
8. We learned who Zelda is, what she looks like, and where we can find her later in the game.
This is how games *should* work. You shouldn’t need multiple text boxes, alerts, popups, conversations, and cutscenes about every new little detail and operation. If the game is laid out properly, the gamer will learn to play as they go along. If a player doesn’t care about the story line, they should be allowed to skip it.
I blame the complicated controls. If Nintendo wasn’t making each new controller more convoluted than the last, we wouldn’t need to read a manual every time we get a new weapon. But hey, that’s just me. Maybe you like to read your video games.
12 Egregious Sins of Skyward Sword.
Skyward Sword was a roller coaster for me. There were times when I would blow away an enemy my brother had trouble with using a series of rapid blows that even surprised myself. Other times the game would conspire against me, ensuring that the timing of Groose’s canon be such that a single missed shot at the beginning was enough for me to hopelessly lose against the Imprisoned. I’ll provide my complete thoughts on the game in a few days after I have time to consider things, but for now, here are 12 of what I consider to be the most grievous annoyances with Zelda: Skyward Sword.

1. Arbitrary Jump Points
In all of Skytown, there are only specific points where you can jump off the edge and call your bird. Most of them are marked with a wooden dock. So what you’re telling me is that Link is unable to call his own bird to save his life, if he accidentally falls or lets go of an edge he was clinging to? That’s just stupid.
2. The Auto Parachute
At the very beginning of the game your illustrious companion teaches you to use the sail cloth to break your fall when falling to the ground. The first time this happens you are SPECIFICALLY TOLD that they are auto activating the sail cloth for you this time, but in the future, you have to do it yourself. The game then proceeds to auto sail cloth for you at all but two or three points. (I can name two where you don’t auto sail cloth.)
I liked the idea of the sail cloth to break your fall. Right away I was trying to hit the button at the last possible second to see how close I could get, but I always felt that it was deploying a split second before I hit the button. So I stopped hitting the button and I automatically continued to use the sail cloth to break my fall, at every given opportunity. This is just lame.
3. Over emphasized and under emphasized goals
There are numerous points in the game where you eves drop on a conversation via a cut scene. The cut scene has a number of HIGHLIGHTED WORDS which INDICATE what your NEXT STEPS should be if you want to PROGRESS your QUEST any further. Immediately after these cut scenes Fi takes several more minutes of your PRECIOUS TIME to REITERATE the things that you heard in the FIRST conversation. Just in case you were not LISTENING CAREFULLY the first time.
Along those same lines, there are several puzzles where the next steps are not initially OBVIOUS. At these points Fi is strangely SILENT and when pressed for help or HINTS will respond with CANNED DIALOG about doing backflips or fighting techniques. Now I would totally understand and possibly ENDORSE this strategy, if they only used it for the WHOLE game. The fact that they flip flop back and forth only makes me think they didn’t know what level of gamer they wanted to play this game.
4. Beeping Buttons
Whenever something new is added to the dowsing options, you are shown it being added to the screen. That’s a nice feature and mostly helpful. What’s not helpful is how the C button flashes and beeps at you until you go and look at it. You just showed me the new dowsing option, I know it’s there. It doesn’t make sense for me to use it until I get to the location where I will need it. So don’t beep at me while I’m still up in Skytown!

5. Low Hearts
In every Zelda game I have ever played, when your hearts get low an annoying (and sometimes helpful) beeping will occur and the heart meter will flash to indicate that you are low on health and should be cautious. I also take this as an indication to find more health. Skyward Sword does this too, which is good. What I find annoying is that Fi will also begin to flash and beep at you during this time. When you call her for advice, she says you are low on health and should consider finding some at the earliest convenience. Thanks Fi. I hadn’t noticed.
6. Text. Is. Too. slow.
Oh. Wow. The. Text. Is. Typed. Onto. The. Screen. At. The. Speed. Of. A. Dead. Rabbit. Yes, I know, you can hold the ‘A’ button and the text will go a little faster. But then you have to let go of the ‘A’ button and push it again to progress to the next set of text. I found the whole process tedious. Now, I understand. Zelda has had slow typing text in all it’s games. But even OoT and LttP had some decent options for skipping text if you really wanted to, or at least making it faster.
7. Repeated dialog boxes for repeat items.
I just don’t get this at all. Twilight Princess had a similar “bug” which I found very annoying. If I get an amber droplet, I get a dialog box telling me what it is along with an animation of it going into my inventory. This is fine the first time I find an item. It’s not fine the time I find the 30th item.
The dialog/animation combo appears for the first of each item you find, per play period. So you get the message when you find an item. The next time you find one you just pick it up, without the fanfare… unless, you shut the wii off. In which case the next time you get an item, you get the fanfare again.
The same goes for areas like the final boss, where I am told I can’t return unless I beat him. But I have to go through the same dialog box and choose “Yes” every time I play.
8. Bug selling interface.
What. The. Heck. Nintendo. The interface for selling bugs might be the worst possible interface I have seen in my entire life. To start, he only buys three different types of bugs each night, completely randomized. When choosing which bugs you want to sell, you have no way of knowing which ones you have, unless you check your inventory ahead of time and can remember each bugs name. When you actually sell them you have to choose how many you want to sell: 1, 5, or All of them. Whoever came up with this system needs to be fired. Like yesterday.
9. Ghirahim
I’m almost at a loss of words here. (Not really.) To me, Ghirahim came across as one of the worst characterized baddies in any Zelda I have ever played. He talked like Captain Kirk with a faltering, over dramatic, super paused speech. The first fight started off with him telling you he was having a bad day and was going to just toy with you and wasn’t going to kill you.
I don’t know about you, but if I was attempting world domination, or any sort of evil plot, and there was anyone who might possibly or even theoretically be able to stop me, I would not just beat him within inches of his life. I would eliminate him. If he’s able to grab my sword with his fingers, why would he not kill me. Or at least take my sword and throw it into the sea.
Ghirahim never had malice or even the motive for me to think of him as a bad guy. I spent the whole game thinking of him as a moron.

10. Wii Controls
I will gladly admit to A) not being the best gamer on the planet and B) not really being a fan of motion controls. That said, I feel that Skyward Sword had decent motion when trying to aim different slices, swipes, and strikes.
However, that does not excuse the fact that in many instances the Wiimote just isn’t up to par with real life. When the Wiimote was cooperating, we got along well. When it wasn’t I had miss swings, I had to shake the controls up and down like a rattle for 5 seconds before I could do a finishing move, shield bashing was not an option in a rapid fire sword battle, etc. They just were not responsive enough for my liking or ability.
Now I’ve seen some blog posts and forum discussions where people have claimed that they have never had any problems with their Wiimote and never had to recalibrate it. That’s good for you. I’m glad you didn’t go through the torture I had to. But I did have problems.
Several times I would be flying my beetle or my bird and suddenly at the last second, it would veer off in the wrong direction.
Also, this is a small thing, but it bugged me the whole game. When switching to an item like the bow, the direction you faced was based off the camera direction, not the direction Link was facing. Over and over again, I maneuvered Link so he was facing the direction I wanted to shoot, but I would forget to hit the ‘Z’ button. When I took out the bow I would be facing the opposite direction I wanted to face, because the camera was still facing that way, even though Link was facing the other way.
(Side note: I’m convinced that the only reason the game had “Are You Sure” dialog boxes [which I also found very obnoxious] is because the Wii motion controls are so fickle that they didn’t want people accidentally choosing options because the Wiimote didn’t work correctly.)
11. Seamless Menus
Along those same lines, the seamless menus were not at all helpful. The fact that you could still run around while changing which weapon is equipped is neat, until you are frantically trying to grab a health potion while an enemy is attacking you and you are trying to run away while selecting the right item on the screen.
The control scheme was also inconsistent. Selected items from the pouch used ‘A’, making it so you couldn’t run with items equipped. Items from the other item menu (does it have a name?) used ‘B’ to use… unless it used flailing the Wiimote… or some that used the ‘A’ button. The ‘B’ button was used to take it out and put it away, but the ‘A’ button used it. I never got use to the controls.
12. Item loss when “continuing” after death
This is one of my biggest gripes in a lot of different games. I have three health potions and full hearts. I go into a boss, fight him, and lose. Given the option to quit or continue, I choose continue and quickly find myself with only 7 hearts and three empty bottles, standing right outside the boss door, where I had saved, just minutes before.
“Continue” means “assume you fought that battle and lost, now you miraculously and inexplicably have a second chance, go do it.” What “Continue” should mean is “you died, but lets go back to the point before you died and try again.” In this later option, you would have the same inventory you did before you went into battle the first time.
I don’t understand why games do this. Final Fantasy did it too. In order to fight Demise properly, every time he beat me (which was a lot) I had to quit to the main menu or if I hit continue, I had to use the Wii menu to reset the game so I could go back to my save point when I had all my health. This became almost as tedious as the final boss fight.
Bonus:
I didn’t feel right adding every little annoyance to my list, but I felt I should mention two other things I noticed which seem either silly or out of place to me.
1. Lava butt animation
It felt really out of place to me. Not very Zelda-ish, more Mario-ish. Like Super Mario 64, except you could actually use that to your advantage. In Skyward Sword is was just stupid.
2. Heart piece progress
Did anyone else notice that the heart piece progress is all text? It shows you on the menu, but the dialog about each new piece says “Three to go” or “one more to go” without any visuals. A LttP actually had a visual of your current heart piece progress in the dialog box. That was cool.
EPILOGUE
I’ll be posting more thoughts on the game in the next few days as I have time to mull things over. The things I’ve mentioned here are only mentioned because I found them annoying and distracting. I’m not saying that other games (Zelda or not) don’t do this, I’m saying I don’t like the fact they did this here.
If you think I’m out of line, or you had a similar experience, please share it with me in the comments. I would love to hear your thoughts on my thoughts.
Reality is Broken
I just finished reading “Reality is Broken” by Jane McGonigal.
The book was really quite good. I enjoyed the insight it provided into the nature of video games, why we play them, and why we play games in general. But also how to incorporate more game like activities into our everyday lives.
I learned quite a few things from this book.
First, games have a set of definable characteristics. We don’t always notice them while we play, but they are there anyway. They help to define any good game. If we apply these criteria to any activity, we can make it a game.
Second, games have really taken up our time. The stats for world of warcraft are amazing. World of Warcraft players have collectively logged 5.93 million years of playtime. That’s just over 50 billion hours, and the game only launched in 2004.
The number of hours children spend playing games before age 18 is staggering, and potentially useful in the future, since all these young children are master gamers by the time they reach adulthood.
Third, building games is hard work, yet game designers take things very seriously. Halo 3 contains 54,000 pieces of audio and 40,000 lines of dialogue. 2,700 of those audio bites are footfalls. Depending on who is stepping on what. That is impressive.
Finally, people who are against video games don’t understand the benefits that games provide. It’s not just about wasting or not wasting time. It’s not that gamers are looking for escape from the real world. These people are looking for a challenge, fulfillment, a sense of accomplishment that our day to day lives just doesn’t provide for us. It’s not that our daily lives can’t provide this, it’s just that they don’t. (Yet.)
The solutions outlined in the book are very broad and can be applied in many ways to many fields, which is exactly what we need to do. Have a lot of people start to apply these “fixes” to reality so that we can begin to have more fulfilling lives without needing to virtually enhance our existence.
If you are at all into video games, or want to look for ways to better engage people in the real world, this book comes highly recommended from me. This book might also be helpful for anyone headed into game design, though the main focus of the book is not how to design games.
You can check it out on Amazon here: http://www.amazon.com/Reality-Broken-Games-Better-Change/dp/1594202850
I read the Kindle version.
Also, McGonigal’s TED Talk can be found here: http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
Skyward Sword Soundtrack
For the most part I have been very impressed with the Skyward Sword soundtrack. While it contains many Zelda-esque sounds and themes some themes and melodies remind me of Super Smash Brothers and even Final Fantasy.
Here, listen to Ghirahim’s Theme. (Slight Spoiler Alert.)
The first time I heard his theme played I couldn’t help but think it sounded a lot like this other theme I once heard.
This second song is a bit more foreboding and arguably more epic. If you don’t recognize it, it’s from Final Fantasy 7 and it’s called “Those Chosen by the Planet”, though it might better be remembered as Sephiroth’s Theme.
While the two pieces do offer some definite similarities, Ghirahim’s theme is also reminiscent of Ganon’s Castle theme from Ocarina of Time.
Again, a side by side comparison shows the two are certainly not copies, but a lot of the same feeling and style is there.
As soon as Ghirahim’s Theme switches from the foreboding beginning to the melody at around 13 seconds in, I can’t help but hear Final Fantasy 7 there as well. It’s maybe not so much in the notes as it is in the style. I can’t find any tracks to back up my claim here, but that’s what think of when I hear it.
I really enjoy the changes that the Skyward Sword soundtrack brings. The classic House theme is still abundant and the secret unlocked jingle is (over) used. The fact that the music doesn’t sound like a midi mix down is a huge improvement over other games such as OOT.
EPILOGUE
In my small amount of research for this post I ran across a few things of interest. First is that the Zelda Overworld/Hyrule Theme has really evolved over the past 25 years. I hope to put together a side by side comparison of the songs as soon as I have a chance.
Also, the Stolen Materia theme from Final Fantasy 7 is very Pikmin-esque, at least at the beginning. I attribute it to the staccato nature of the instrumentation.
More Accurate Dialogue
I’m thoroughly enjoying Skyward Sword right now, though my personal dialogue and the game’s dialogue tends to be rather different. Almost need to do a riff track for the game.
Kukiel’s Mother: My daughter is missing! Can you help me find her?
Link: Good news and bad news. Good news is, I found your daughter, hiding out with the town monster. Bad news is that I may have stabbed her in the face with my sword… Only once though… And it wasn’t entirely on purpose… You know what? Actually, I’m going to tell you that the monster did it. Because now that I think about it, it’s probably better for me to tell you that someone else is responsible and I really don’t want to take blame on this one.


