Monday, June 29. 2009Should conference centres change or ISPs?
I should say up front that the blogs of conference goers that I read are not necessarily typical of the range of conference goers. There are lots and lots of techy-educators, Second Life residents and the like. But articles like this one from NECC earlier today are all too common, almost not blog-worthy any more in fact because they're routine. What is unusual is that the conference organisers (ISTE) are also unconcerned that there's no connection. That's ISTE - the International Society for Technology in Education aren't bothered that their members can't use most of the tech they're talking about and using from school, home etc!
Realistically the conference centre should probably have said "OMG, lots of people chewing lots of wireless and wired bandwidth, we can't cope" but they probably didn't stop to think about the type of conference users, and until someone opens up a specialist high-bandwidth conference centre (which would probably get enough conferences to make it a viable business proposition) it's likely to continue. Why? Hotels and conference centres generally try to cater to the normal range of bodies attending, plus a bit of leeway. Normal conferences don't have everyone online all the time, and when the attendees are online they're not usually power users chewing the bandwidth with 5 million different things running at once. (I was talking to a friend of mine last night who uses the internet in a "routine" way and downloads less in a month than I do in a typical hour.) So, for some conferences, there will be a lot more demand than your typical one. What can the conference centre do? Not much actually, because your typical ISP contract is year by year. They don't want the bandwidth for 14,000 techie-teachers most of the time. The ability to go to their ISP and say "for these X days, we want enough to support these 14,000 techie, bandwidth-devouring It's not hard guys, it requires a bit of thinking and a bit of flexibility, but it's not hard. So when will it happen?
Should conference centres change or ... Posted by Eloise Pasteur
in Real life at
16:19
Comments (0) Trackbacks (0) Tuesday, June 23. 2009New design prototype
Ok, after my post yesterday I did some playing. In part I've been using Coda and exploring what that can do for me. I'm starting to think that I'll be splashing out to buy it, something that's an integrated FTP client, editor and preview tool, with CSS built in AND nice autocomplete functions for the main, it's not quite the same as working in Smultron and Transmit, but so far there's only one niggle and I can work with that - after I check the preferences to make sure it's not already there.
But, the other thing was to start replying to my MBS task from yesterday. I've found a pure CSS solution to my desire to make an accessible site. You can see the proposed new look at http://educationaldesigns.eloisepasteur.net/newindex.php which qualifies under Section 508 for US visitors, and the W3C WAI-AA guidelines. It fails a privacy policy check, but that's OK, because it doesn't have any private information on it, it's advertising what I do. Although the links work, this is currently the only page that has the new stylesheet and code. If you have any comments, in particular if you ignore the warning about Internet Explorer and see if it displays properly there (IE 5.0 for Mac works OK so I think it will work on windows machines) or if you have opinions about the new layout, look etc. please let me know (either directly or in comments). As for today's MBS actitivies: long taiji practise today covers, in some ways, all of them. My mind will additionally be challenged with tidying up the rather messy CSS I've currently got from bolting my old (rather neat) CSS and the new (rather messier) navigation-bar CSS together, and mind and spirit in rereading at least some of Chen Man Ching's "My Words Are Very Easy To Understand" a commentary on the Dao De Jing. Chen Man Ching is the founder of the school of taiji I mainly practise, but also a scholar of Daoist philosophy in the Confucian-humanist school. I'm rather anti both Confucianism and humanist interpretations of a remarkably unhumanist philosophy, and whilst sometimes such disagreements tend to raise the blood pressure and the ire, this is well written and provokes thought and reflection which is not a bad thing.
New design prototype Posted by Eloise Pasteur
in General, Mind, Body, Spirit, Real life, Web tools at
12:24
Comments (0) Trackbacks (0) Monday, June 22. 2009Mind, body and spirit challenge
I was challenged by Beth, in keeping with her blog and her personal challenge to do something for each of my mind, body and spirit this summer. I'm not 100% sure that I will do this daily, and I had planned to start yesterday, but felt lousy (summer cold I think) and so only took care of the body - although it seems to have helped with the cold and I feel much better today. Beth's chosen a new blog, I've chosen a new category in this blog.
My mind and spirit challenges for today, and probably mind challenges for some days to come, will involve a redesign of my work website. Why does this qualify for both? Well it qualifies for mind because I'm probably going to be learning some new CSS and quite possibly flexing my javascript and very fledgling jQuery muscles to get it to behave just so. I qualifies for spirit because it's long been an irritation that as someone working primarily with learners with learning difficulties and disabilities I can't even get the lowest level of disabled access badge on my website thanks to its design but I've been playing with alternatives for a while trying to find something that does the required job, that I like and that I can write the code for... I've finally, I think, found that magic combination, and that's making me happier about it all, hence good for the spirit. Body today? I'm off out tonight, hopefully to be spoilt with cream cakes... not my everyday food, nor will it be my everyday body activity, but spoiling myself every now and again has to count, right?
Mind, body and spirit challenge Posted by Eloise Pasteur
in Mind, Body, Spirit at
14:36
Comments (0) Trackbacks (0) Monday, June 22. 2009Anatomy of Lag 2009
Fed up of ARC Nazis and bad lag?
Gwyn has posted, on Ana Letutia's blog, a coherent and up-to-date explanation of lag and its causes and the cures. There is advice for the shop builder, the event host, and the event attendee, and the classic myths "Your skirt/hair/shoes/AO are lagging this event, take them off at once!" are highlighted and debunked along with the myths about ARC. Well worth a read. Now where's my 5,000 ARC hair... Friday, June 19. 2009Red Cliff
Red Cliff is a film that does many things very well.
It is based on the historical battle of the same name that occurred at the end of the Han Dynasty and the start of the period of the Three Kingdoms (North, South and West), and is meant to be reasonably well historically based (my Chinese history is patchy, so I can't comment on that). It manages, in an unexpected way, to present this huge series of battle scenes, but still be rather moral and point out that war is an ugly, unpleasant affair. Although there's lots of violence, this moderates it away from the simple glorification that it could be. It presents, quite convincingly, the reasons for the war as well as the battles. Historical accuracy may or may not be preserved, but its not just a "let's blow them up" war movie, there are quite a few talking scenes where you see the reasons laid out and the politics come into play. Despite that, and in a way that Western movies except perhaps Lord of the Rings don't, they have massed battles with thousands of bodies lying around. More Curse of the Yellow Flowers than Crouching Tiger or House of the Flying Daggers. However, there are several warlords who have almost super-hero combat prowess and some truly spectacular martial arts action when they join the fray. This is largely one hero versus many men, but no less spectacular for that. Then there's the daoist magician who outfoxes his opponents, and apparently controls the weather - although of course he is simply observing the changes between yin and yang and moving when the time is right in a truly wu wei fashion... yeah right. The magic is subtle, fun and pretty much crucial. That said, he and the armies would have been in trouble if not for the heroism and choice of one of the more unlikely individuals in the story, who managed to delay Cao Cao (the bad guy's) attack so the good guys could attack with the wind at their backs, to devastating effect. If you ever want to see the impact of fire on battle, then this film is the film for you. I wonder just how much stuff they burnt in the making of this movie, and how much it added to the carbon debt of the planet. It looked scary, very scary in fact, like the set was a very dangerous place to work. Chinese action film acting usually looks risky to our eyes, but this took it further, although I suspect it was safer than it looked. This is a big film, on a grand scale and it fulfils that role, whilst also having personal, intimate touches. I'd have to check back to make absolutely sure, but I think it's probably my favourite film of the year to date. Thursday, June 11. 2009Benefits of cross-disciplinary work
Biomutualism is the name given to this particular example from TED, where you watch a biologist talk about the wonders of geckos and, more importantly the questions that the engineers building a model gecko asked and the fascinating and unexpected answers to the follow-up questions.
But, before watching this, I was musing about an old Second Life project that I suspect isn't going to come to fruition and a new one that I expect will. When we're developing stuff for Second Life (I'm sure it's true of other developments of e-learning and the like too, but Second Life is still my main environment) we (usually) have that cross-disciplinary work. Even if I'm used to learning some of the subjects being taught to a very high level, I'm rarely used to teaching them to that level, but I am used to teaching. The academic is often used to working in Second Life, but rarely to the in-depth nuances of building, texturing and scripting - even when they're somewhat proficient in all those areas. Good projects, in my opinion, start with the academic having a reasonably clear idea of what they're after. That's usually in learning outcomes, processes to ensure learning, and the academic content. They often have a broad idea of what they want in Second Life too. There is then a negotiation stage where we match and swap ideas to come up with something close to the final look. I try to balance my understanding of the teaching and learning process and the building and scripting limits of Second Life with their needs and we usually thrash things through so that I get a reasonably clear looking project. I do the work, and then it gets tweaked for those places where our visions don't quite match, or the original idea doesn't quite work. Why are these linked? I'm sure, with some of the projects I've worked on, the questions I ask and the implementation of the learning process in Second Life makes the specialist stop and think about how they teach, to consider it afresh and surely that's good for improving teaching skills, and helping your learners learn better? And, of course, considering how to deliver the desired outcomes in Second Life helps me think about how to build, texture and script to deliver things in the best way too.
Benefits of cross-disciplinary work Posted by Eloise Pasteur
in Learning for all at
16:04
Comments (0) Trackbacks (0) Thursday, June 11. 2009Wolverine
I'm in a minority here, but I didn't really like this film - I thought some of the landscape shots were the best things in it.
I've been trying to work out why and on reflection, it's because it was neither one thing nor another, and that made it more bitty than appealing. The film could have been a series of vignettes about Wolverine's history. I'm not sure that would have worked for 90-120 minutes, but it might have done, and it would probably have been interesting to see (it would also probably have been incredibly expensive to film, but that's another story). Another alternative, and I think my favoured one, they could have done a romance type story, Wolverine living happily with his girlfriend, getting into fights from time to time, ending with her being killed and him accepting the adamantium implants and rising from the tank, claws out. Wolverine is born... and a crackingly iconic end image. Another one would have been to ignore all the soppy romantic bits and just go for a big action movie. It would have probably appealed well to the core fan base. What we got was something that tried, to different extents all of these. OK, the vignettes only lasted about 3 minutes, and worked for that length of time. Then there was about 40 minutes of the romance, but with no fights, then about 90 minutes of the action movie. The side of me that wanted the romance was unsatisfied because it wasn't really established, developed and told in depth - it was always introduction. The side of me that wanted the action movie wasn't satisfied because there was all this slow filler on the front. Both sides came away unsatisfied. One of my companions in particular, who hates Wolverine as a character because he's an indestructible jerk liked this because, for the first time, she felt he was a sympathetic character. I have some sympathy for this attitude - it's true after all - but in a world of goodie-two-shoes superheroes: and all the X-men are really clean-cut, boring, Superman style goodie-two-shoes apart from Wolverine, I guess I have some sympathy for the cigar-smoking, bike-riding, smart-arse anyway, and this didn't do that much to add to that, particularly since the film was structured so poorly. Tuesday, June 9. 2009The problems with EVE Here we have a picture of me, bizarrely, taking part in a gang mining session. I still don't really like mining, but when there's a little while before downtime, or I'm tired and don't want to run combat missions because I'll die if I do, then mining is a pretty good way to pass an hour and earn some money.I'm still a really bad miner mind! But, ganged up with someone with lots of leadership, some nice mining gang assist skills, and an Orca (the big ugly blob with the purple dot on it, near the top of the picture) I can still contribute. But that's not really why I'm writing this. EVE is still very pretty. It won't change on my say-so, but there are some issues that I would change if I was writing the code. First, the game has a very limited skill progression - not a skill tree, that's huge, but there is a limit of 5 points on how far you can raise a skill. Some skills offer +10% per point, some offer +5% per point, some offer +1% per job etc. Why not alter the skills so you get 1% per point, and have some skills capped at 50, some at 25, some at 5 etc? The computer does all the number crunching, it surely can't be that hard? Second, and intimately linked to point one, the learning curve is exponential. It took me about 3 minutes to train from no mining to mining 1. It's going to take me 22 hours to train from mining-3 to mining-4 and over 5 days (nearly 6 actually) to train from mining-4 to mining-5 (if I ever do). If you spread your skill progression over a wider range (at least for some) you can make a more linear scale. Having skills at a certain level (for example to train Battleship to 1 you need Cruiser-3 and Spaceship Command-4) have a "bump" in cost because they are prerequisites for other things is fine, and with a more granular progression just as easily done as in the current system, but you would get bits of progression all the way. Don't think it matters? Mining drones is a fairly cheap skill (and enhances mining without going to Mining-4 or 5). It takes 12 days and 10 hours for me to train to level 5, which gives me a 25% bonus. The 12 days does bother me, but not much... but getting that last 5% will take over 10.5 days of the 12... Why not a skill going to 25 (same total bonus) and around 6 hours per point? Maybe less at the bottom, more at the top; 3 hours for point 1, 12 for point 25 and point 13 is about 6 hours... but still a much shallower curve. Third, no benefit for practise! Ok, you can't always practise the relevant skill, especially when your learning your first point. But I can (and quite possibly will) spend the necessary 19.5 hours to get to cruiser-3 (from 0) without flying a cruiser at all. No problem there. But why not reward me, once I reach Cruiser-1 and I'm training Cruiser-2, for each hour I spend flying around in a cruiser give me a bonus to my training? It takes about 4,500 skill points to train from Cruiser-1 to Cruiser-2 in the current system. That's not long... less than three hours ... so why not give me 500 skill points per hour I spend flying a cruiser whilst training that skill? I could shave an hour or so off the training... and more with the higher levels. This works just as smoothly with the big numbers too in the current system. Finally, for this rant, although possibly not the closing entry about EVE, there can be a sense of sterility about the combat. You click on little red crosses, or big red crosses, on some other buttons and the like. You make choices, sure, on both a tactical and sometimes (I suspect increasingly) on a more strategic level but it's still rather sterile. I don't identify with a space-ship as my character, particularly when I take the space-ship and swap it around (I currently own about 10, and swap them around for different jobs) so "my" appearance on screen alters radically, sometimes more than once during the course of a mission. If I compare this to my memories of WoW (which had many other problems) I remember sneaking around the woods, working out the lay of the land, where the bad guys were, spotting them moving through the trees and so on. Although I'm still not keen on WoW, it has a plus there; there's a feeling of identifying with the character, of engagement in her actions. EVE could, I suspect, be a great place for teaching small unit tactics in a way that I never saw in WoW, and it can be fun, but there are moments when it feels like combat by pushing buttons (which it is) that I don't remember feeling in WoW, or back in Shadowbane and Lineage when I played them, despite the fact it was for them too. Monday, June 8. 2009Photoshop CS4 fun First off, a book recommendation. Although I upgraded from CS2 to CS4 extended (and the 3D tools that still somewhat mystify me, but I'm getting there) 99% of the tools are the same, and some of the super-duper extras and improvements are either not much different or in places I don't really use that much. For this reason a CS4 in 24 hours type book proved relatively useless, because not enough had changed to make it interesting.However, I also bought Photoshop CS4 Down and Dirty Tricks by Scott Kelby. Kelby runs Kelby Training and is a Photoshop pro, so there's a nice balance there - he knows what he's talking about, and he's pretty good at presenting it too (it's written in a relaxed, rather punning style in places that I find is good but not everyone will like). Rather than talking you through "here's a tool, what can we do with it?" he presents a number (forty-one to be precise) of effects looks. Most of them were, if not directly, reasonably familiar to me - there are a lot of sports references to US sports logos and TV logos for US sports that I'm not familiar with, but we have similar sorts of things over here. You then get fairly good step-by-step instructions on how to create the look. Sometimes there's some explanation about why that particular tool was used, but usually it's back-handed: "Now you want to blur this effect, so go to the Filters menu, choose Blur, Gaussian Blur and set the radius to about 200 px to soften the edges" but that doesn't stop it sinking in. There's a fair bit in terms of work-flow that I learnt and that I think I will remember. There's more in terms of tricks that I might use occasionally that I know I won't remember, but I will remember where to look them up when I need them. The image over to the right is one I made, using the instructions, in about an hour. It would have been faster, but in a couple of places I struggled until I went back and read the instructions very, very carefully, but for 3D modelling that's hardly a crime - could you make something like this in Second Life in an hour of first building? The other thing to mention is a tool called Filter Forge which is now available for the Mac. Filter Forge comes with a load of presets that let you create rocks, metals etc. simply, and also adapt and create your own filters that you can share. You can also easily create seamless textures, and apply the filters to your own textures. It's also got a 30% discount for the next couple of days! I downloaded it on a friend's recommendation (obrigada querida comarde) and was sufficiently impressed to splash out the cash about an hour later. There's a Photoshop plug-in too, that flicks you back and forward to Filter Forge and ports your currently selected texture over for manipulation, which is a very nice idea. The installer routine supplied doesn't work, but it's easy enough to stick the plug-in into the plug-ins folder by holder.
Photoshop CS4 fun Posted by Eloise Pasteur
in Learning for all, Photoshop at
17:49
Comments (0) Trackbacks (0) Wednesday, June 3. 2009Terminator <strike>Damnation</strike> Salvation
Terminator Salvation is a crying shame of a missed chance.
On some levels it is a quite satisfying movie. Marcus Wright, the so-called second lead (played by Sam Worthington, who acts the pants of Christian Bale as John Connor) has an interesting story line, albeit somewhat predictable, and some nice parts to his development and the salvation of the title. There are some very pretty special effects: a satisfying number of battles between humans and machines, some big bangs, a virtual Arnie-terminator that is amazing (although of course it doesn't have to have a wide range of expressions) and some nicely worked throwaway references to the earlier films. All of those things were satisfying. BUT they were not enough. One of my regular companions described it as a real colander of a plot. I'm not sure I agree - a colander is mostly substances with some holes. This was more like a broken spider's web of a plot. So many holes it was hard to find the substance! I can be entertained by low-plot movies if I'm in the mood and if I care about the characters and as long as the plot isn't so bad it pulls me out of the immersion. Whilst I might not have been in the mood, I essentially didn't care about any of the characters (and I went in caring about John Connor, it takes some real - although rather undesirable - skill to make me stop caring about him) and some of the plot holes were not so much holes as rewriting the story to make (usually less) sense that jarred me out of living the movie. The terminator bike stunts were ace. CGI actors, well CGI Arnie anyway, was great. Overall though, disappointed. It feels like they threw a load of disparate elements at a storyboard and then tried, not very hard, to string them together into a film. A little bit of plot first and then fitting the scenes to the plot would have gone a long way to making it work. John Connor comes out with the "I'll be back" line part way through. If this is how they're going to do it, I find myself hoping he won't be. Friday, May 29. 2009Cleaning up our politicians
However untrue of most, there is a perception that our politicians are in it solely for the cash. I think the country in general (but possibly not some of the MPs) thinks something needs to be done. But, they're arguing about what, wholesale reform and the like. The numbers of politicians in real trouble is pretty small - under 20 still, although a few more have had bad days.
Whilst wholesale reform of our political structures could be good, it's unnecessary and expensive. Why not do something simple, cheap and understandable? For historical reasons our parliamentary day starts mid-afternoon and runs into the night. This was because all our early politicians were also professional men (usually lawyers, doctors and land owners) and it let them work at their "proper" job, then at their political one. Today, however, we expect our politicians to do that job only, but we still keep the silly hours. Why not change it to a 9-to-5 job. This instantly removes the need for a lot of MPs to have a second home, and thus the expenses claims associated with that. People in other jobs from several hundred miles away from London regularly manage to commute into London after all for this kind of job, so MPs could too. Of course any hard and fast rule will have someone that beats it by a mile, or a minute or so. But lets say we set a 6am train as the cut-off point. If you would have to leave home before 6am, or can't get home after a sitting, you're entitled to claim for a second home. More reasonably, since this will be relatively few people, parliament could build a housing complex (brownfield of course) to offer residences for those MPs that really can't travel daily. Yes, this would still be somewhat expensive, but it would be a small number of flats, much cheaper than buying for them all, and would basically offset the current second homes claims lunacy. If you can catch a train from your nearest station at or after 6am, you're entitled, with receipts to claim a travel allowance up to the cost of a first class season ticket. If you choose to have a second home instead, you can still claim up to a 1st class season ticket towards the costs of the house. No more, and what you spend it on is pretty much up to you. Parliament occasionally overruns with emergencies - as do other jobs. Like other jobs, on those nights that you can't get home, you're entitled to claim for a hotel for that night. That probably sounds complex, but determining the time of the last train home isn't that hard - I'm sure a quick table of times for various MPs could easily be drawn up, there's only 650 of them or so after all. The time that parliament closes is pretty easy to determine if you work there, no? It's a small step. It's cheap to implement. It makes MPs work in a pattern that the rest of us understand, both in terms of hours and travel expenses. Why is this hard?
Cleaning up our politicians Posted by Eloise Pasteur
in General at
05:49
Comments (0) Trackbacks (0) Tuesday, May 26. 2009Is waterboarding torture?
An American shock-jock called Mancow (never heard of him over here) has been vocally saying waterboarding is not torture. Credit to him, he put his money (or his mouth and nose anyway) where his mouth was, and was waterboarded. It's not particularly pleasant viewing, but it is fascinating to watch, and especially to hear his reaction to "not much water really."
And, of course, remember this was voluntary, he knew that it would stop when he'd had enough and that no-one there really wanted to hurt him. How would you feel if you knew it had happened yesterday, would happen again later today, would happen tomorrow, and you were in a prison surrounded by people that are convinced (rightly or wrongly) that you're a terrorist? Monday, May 25. 2009Trusting the storyteller
I rather think most people have styles of storytelling that they're not fond of. For every fan of the bodice ripper, there's a hater. For every fan of diarised stories, there's a hater. For every fan of high fantasy there's a goblin horde of detractors. And so on.
I have recently finished two books, ironically with very similar settings, written in a style that I particularly dislike. I won't name names here though, because that's rather beside the point. Author A, who wrote the first of these, is an author who has only written one other piece, a short story that I felt was slightly off. Author B has written a whole shelf-full of books in my bookcases, and has just dropped another 1,000+ page tome into my lap (well, actually onto the next shelf, because I've just finished it). The style of both stories was little bitty pieces. A few paragraphs in this thread of the story, then jump over here and a few paragraphs in that thread and so on. I don't object to multi-threaded books, but I like a bit more story with each chunk of each thread, at least a few pages, maybe a whole chapter each time. However, the book by Author B has come out with a glowing review, the book by Author A with a much more critical one. The honest reason for this is trust. Author B has demonstrated over the tens of thousands of pages of his writing that I've devoured that he writes stories that I love. Author A has not got back catalogue to support him. With Author B I have that trust that he will still deliver a good story, and indeed he did. Author A did have that, and failed to earn it. There were other things that added to this, and built more trust for Author B, and reduced it for Author A. In both books significant characters died (in fact Author B slaughtered several significant characters in a variety of ways). But, with Author B, those deaths were given context, made sensible, and in fact turned from what looked like a sideline discarding of characters in the gutter into a wonderful act of sacrifice and redemption. Author A killed off the Empress of his base of writing. You don't see her death, you hear about it. Nothing is made of it. It feels like we're being cheated, in both of them in fact as the deaths happen. But Author B redeems himself and pays off the story, Author A left me feeling cheated - the death of an Empress shouldn't be a side note dammit! The same sort of thing applies to all other kinds of story-telling. If you're a fan of a series, you'll cope when they have a bad show - and they all do after all - or even a short-to-medium run of bad shows. You have that trust to carry you over. You know it's just a blip. But if the first few shows are all dodgy... that becomes more worrying. How many bad shows do you give it before you decide it's a bad concept or badly executed? Saturday, May 23. 2009Solving problems the Web 2.0 way Solvr is a fairly interesting tool that lets you structure problem solving, and share it around. It's not ultimately secure (it's a random URL, but that's it), and the site warns that it's in alpha development and prone to crashing, but I didn't have any problems when using it for a couple of projects.I'm not convinced it will be a tool for my personal use - I problem solve reasonably efficiently as it is - but I can see using it with a student for outlining a coding project and breaking it down into chunks, outlining the problems as they occur to her, and offering solutions, or highlighting existing problems and letting her tackle them and suggest approaches to solve them. The ability to collapse and expand groups of problems strikes me as fairly essential - I'm more used to spidergrams for this kind of thing and sprawling in all directions (omnigraffle lets you do this on the computer too, but not co-operatively) and the colour coding changing to green as soon as an idea is presented to solve a particular problem seems to give very strong positive feedback to the process. There are tools, such as voting, that I haven't used, but that I can see being useful in thrashing out a large project, particularly a large international project where you can let people dive in and play with the problems and ideas very much asynchronously. Not sure it will get my long term use, but I will explore its use with learners and go from there. And thanks to Peter for originally blogging about it and making me curious enough to go and look.
Solving problems the Web 2.0 way Posted by Eloise Pasteur
in Web tools at
19:33
Comments (0) Trackbacks (0) Friday, May 22. 2009EVE(l) Online - first impressions
EVE Online has been around for ages, and there's even been a Mac port for a while, but it's relied on having a Intel-based mac and I've just got one (well two actually), so it's new to me.
The first thing that needs to be said about EVE is how pretty it is. Taking bad photos is really hard in EVE, it's that pretty, although taking the really amazing ones is often hard - you're zooming around at high speed and that magic moment is, just like real life, a momentary flash. But sometimes you get lucky, and are sneaking up on a cargo container and get a lovely shot that you can frame well. ![]() As well as being pretty, EVE appeals to me because it's not a level-based, character class-driven game - it's skills and choice based. Your "character" is essentially a space-ship, or a series of space-ships to be more precise, as you swap them around for different tasks. That's a little odd, but not that bad. Then there is this whole skill list (gigantic, complete with trees where you have to have skill x at level y before you can start learning skill z, and even more complex trees of pre-requisites) which is fairly familiar to anyone that plays RPGs. But remember I said it was classless and level-less? It is, it really is. If you choose to be a research scientist, or a fighter, or a miner, or an explorer, or a trader, or manufacturing your own goods for sale you can (and probably more). Well you can when you crank the right skills up. But many of these skills are easy to train a bit, and you probably start with a fair range of them at a lowish level, so you can, within a few hours, be exploring the profession of your choice. If you run through the introductory missions (strongly recommended, and a nice introduction to mission running) you will explore most of these professions a little bit; certainly enough to let you make a choice (I HATE mining for example). But, when you get bored of your current profession, whether long-term "OMG I never want to mine another asteroid in my life" or just "God, I fancy a bit of a change for a while" you can go out and spend a little while training those skills up and pick up a new profession, whether that's for an hour, a day, a week, a month, a lifetime. The skills, in a way that really appeals to the teacher in me, are structured so you can get certificates as you reach certain levels. Some are easy - Propulsion Jammer Operator (basic) requires a couple of levels in one skill. Core Targeting (standard) requires about 5 skills at level 4 or 5. But as you go through, they let you structure your choices somewhat, and they also let the game designers suggest good skill sets for particular ships. Some are obvious - want to run a ECW vessel, there's an ECW certificate - some are less so - Minmatar Assault Ships (my current long term goal) apparently work well as passive shield tanks so I'll be picking those skills up along the way! I haven't experienced it yet, but there are ways to join into "gangs" and do things together with your mates. There are corporations, player generated ones (think "groups" except you can only be in one) that give you some people to chat to and in my case ask advice of. My corporation also maintains a large coterie of people that make things, so ships are available at material costs, ammo is free, and a load of fairly expensive skill books have been sent my way for free too (thank you guys!). I suspect these gangs will have the normal run of tactics, except your skills and how you fit your ship out define your role. My current main ship (in the picture) can easily be refitted as an medium-range artillery platform, a close-fighter, a tackler (get in close and rather than doing the damage direct, stop them running away so your mates can blow them to bits) and more. She can't really be refitted as an ECW vessel, but there are choices for that too. Bigger ships are more likely to do the tanking roles (stand still and slug it out, delivering big damage) but there's a role or two that I can fill comfortably too, in my first few days. Compare that to WoW where you have to 70th (or probably 80th) level to join a raid and contribute. Very different ethos. The missions can have a "sameness" about them - I've been sent to recover the same escaped prisoner twice now, within 3 hours; it would be nice if they could keep better hold of their high security prisoners! - but actually there are quite a range and as you do more missions for the same group of people you get access to better missions and a different range of them. And whilst I've rescued the same prisoner twice and so on, there are groups with more agents, and a wider range of missions out there. Missions also have a range of rewards - hard cash, loyalty points and reputation (usually good for the corporation you help, and bad with the pirates you blow up if you aim at combat missions), and as your rep grows, so do the missions you can get. Loyalty points will let you buy things that aren't normally available on the open market (I've got my eye on a nifty frigate, but I have to save up quite a lot more - I've got about 500 lps and I need about 80,000!) so you have this interesting range of rewards for what you do. How long will EVE keep my attention? I'm not sure, but it is taking my attention; not all of it, I'm still working in Second Life and enjoying that, but it's taking some time and attention too. That mixture of prettiness and letting you choose where you go is fun - I have scraps of paper (real and electronic) with plans for where I'm going scribbled on them. That feels like a good sign to me.
EVE(l) Online - first impressions Posted by Eloise Pasteur
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