Monday, June 20, 2011

WWW: Wow!

Robert J Sawyer is one of the most decorated science fiction writers in recent memory. Over the last few weeks, I picked up his most recent series, beginning with WWW: Wake, and have I got a recommendation for you!

This series is phenomenal. Here's why.

First off, the premise of the book is something that (to my knowledge) is extremely underrepresented in popular science fiction nowadays. The concept of AI's has become – as one of the characters notes in the second book of the trilogy – a foregone conclusion. You don't really get to make the argument that intelligent computers could possibly be benevolent, because popular media has inundated us with images of Skynet, and the Matrix, and HAL. Every computer that gains enough mental capacity to look at us, tries to kill us. This book takes an opposite stance – why does that necessarily have to be true? What would our societal reaction to an emerging AI be?

And while this question is an interesting one, Sawyer manages to keep it as a central theme while simultaneously addressing taboos, abortion rights, human rights, underage sex, and a couple dozen other topics in ancillary ways. They're not in depth treatments, but they provide the start to a number of conversations that we, as a society, should be having.

The characters are remarkably realized, from the 'main character' of Caitlin Decker – a blind girl given sight by a remarkable new technology – and her parents, to the character of the AI itself, which goes by the name Webmind. This AI, more than any other, impresses me, because it isn't this alien, omniscient force, but rather a personality and a character all to itself. Over the three books, Sawyer crosses between POV characters to track all the different plotlines he has interweaving, and makes each compelling even when the reason for the link to the 'main plot' isn't yet obvious.

More than anything though, the most impressive thing about Sawyer's writing is how colloquial he makes his writing sound. Caitlin feels like a real person, with a list of bookmarks on her web browser, and things she worries about, and those old issues she never really got over. She's real feeling, and experiential, and consistent. More over, she's likeable, but not perfect. I found myself interested in reading about her – even when she wasn't doing anything particularly interesting. Her banal, normal days were still interesting enough to grab me and keep me reading indefinitely.

Without trying to spoil the plot of the novels, suffice to say that the trilogy takes you through the entirety of the process of Webmind's development. I strongly recommend these books to anyone who has an interest in Science-Fiction, AI's, or even just philosophy and pop-culture.

Robert J Sawyer's personal website can be found here.

Thursday, June 16, 2011

Being A Better Raider - Owning Up

If you've played World of Warcraft for long at the level cap, there's a decent chance that you've been curious about, or have participated in, raiding. That said, if you have, you've probably noticed that not all raiders are created equal. Some people appear to die even when there isn't any damage being dealt to them, others have a preternatural ability to survive no matter what's been thrown at them – up to and including a dragon sized kitchen sink. Some don't do any damage, despite that being their assigned role, and others seem to be carrying the group's damage output squarely on their backs.

There are some simple ways to make yourself better at this task. Some of them are fairly intuitive, while others wouldn't necessarily be something you'd pick. I've assembled this list from my own time as a raid leader, from what I valued in my raiders, and in conference with some of the people who are currently leading my guild's raid.

1) Be punctual.
This might not seem like the most important of things when you're looking at the damage meter, but it really does matter. If your raid leaders know that they can rely on you, then you will be treated as a trusted player. This doesn't just apply to being there on time, but letting your raid leaders know if you're not going to be there ahead of time. That lets them plan. I know it might not seem like it, but there's a ton of planning that goes on before every raid, often days in advance, and the more information that they have, the better off they'll be, and the better they'll see you.

2) Be Positive
Raiding can suck sometimes. We all know those nights when everything is going wrong, no one seems to be able to do anything right, and you're not in the mood to be there. You know what differentiates the good raiders from the bad? Being there – both physically and mentally. I know it sucks. Take five minutes, get a drink, come back refreshed and ready to bring your A game, no matter how much everyone else isn't. It'll be noticed that you aren't screwing up, and that others are.

3) Know your role.
This one is twofold. First, you've got to know your class. That means knowing both your rotation, your spec, glyphs, alterations to your rotation given different circumstances (moving vs standstill, single target vs AoE, things like that) but it also includes knowing your cooldowns, and what they do, and how to use them to maximum effect. Knowing your class in and out is only one part of the puzzle though. You need to know how that class, and those mechanics interact with each fight in the game. Knowing that you should save your defensives for here and here, as opposed to there. It involves knowing what's coming in the fight so you can plan how you're going to move and react to things when they happen. Are there special mechanics that you're uniquely qualified to do? Will you be called on to kite, or split off to take care of an add? Interrupt?

4) Be open to criticism
No one is out to make you the bad guy, but no one wants to wipe all night. If you're doing something wrong, expect your raid leader to say something. It could be low dps. It could be that you've died to the same slow-moving-wall-of-dumb that you've died to the last six weeks. One way or antother, if you raid long enough, you're gonna hit a personal wall when you're lagging behind the rest. It's important that you know that people are gonna talk to you about it. It's also important that you can talk back to them and explain what you're doing to fix the situation. Don't pass the buck - “Oh, I did all that.” isn't a reason, it's an excuse. Your screen skipped, you weren't standing in it, whatever the reason is, there's a reason you're being spoken to and not the others. Figure that reason out, and fix it as soon as possible.

5) Own up to your mistakes.
Related to taking criticism, after a wipe, own up to your screw ups. “Sorry for taking that cleave. I'll try to avoid that next time.” Constantly find your mistakes and seek to improve them. By doing this, you not only avoid the annoying post-fight analysis, but you also make active steps towards identifying weaknesses in your play. Run a damage meter that can analyze the last few seconds before your death, or a failbot, or something on those lines.

I know a lot of these sound like they're blaming you, but improvement is necessarily a self-critical process. You don't improve externally – save by getting gear, which is part of knowing your role. Aside from that, as fights increase in complexity over the course of an expansion, you need to step up your own personal game to make it the best possible experience for yourself and everyone else on the team.

Firelands comes out in two weeks, so this would be a great time to check up on any changes being made to your class. MMO-Champion.com is a great resource for this, as well as the World of Warcraft main site. So check it all out, and be ready when you log-in and your raid leader says that you'd better have your fire resist.

U/W Knights - Zen/SoM Standard

Knights has always been a pet deck of mine. I was building it and testing out lists since before it was even a glint in Standard's eye. The addition of Mirran Crusader in Mirrodin Besieged helped my cause. More notably, the strong presence of white in the Metagame, thanks to Stoneforge Mystic and Squadron Hawks, allowed me to play with the spine of the deck while keeping a core that had seen positive results consistently throughout this era of play.

Ultimately, the deck began as mono-white, and is splashing blue to take advantage of Celestial Colonnade, as well as the optional costs for Phyrexian Mana options. This strengthens the deck, and adds tons of sideboard potential in the form of counterspells being brought in against board wipes and Gideon, among other things.

U/W Knights

32 Creatures

5 Spells

23 Lands

Those of you who play standard probably see a ton of similarities to the original Caw-Blade, notably in the now ubiquitous Mystic Package. Any deck that runs white at this point is running 4 of the Mystic, and the usual 3 targets – two swords and a skull. Reinforcing this is the knights backbone – with a strong drop on 1, 3, and 4, Knights provides a solid midrange swing that can become extremely dangerous if left alone while still giving the player tons of flexibility on other fronts.

Student of Warfare is a solid card, and it doesn't take much to see why. Barring a great 2 drop, he levels twice and becomes a 3/3 first strike that puts an end to any aggro strategy, or begins swinging for effect. Otherwise, he's a 1 drop 1/1 knight that options for 'extreme threat' status if left alive. When fully leveled, Students are the second best equip target in the deck, since double strike is so potent with their effects, and a 32 point life swing with a Batterskull will end almost any game by itself.

Leonin Skyhunter might seem a strange choice to include, but when taken in the current metagame, it becomes obvious. Aside from being an on-cost creature (2/2 flying for 2), and a knight, the hidden benefit is that it's bigger than a hawk. When they're both equipped, Hawks die left and right to the aptly-named knight, and in the games I've played, that extra 1 toughness has been worth it's weight in gold.

Mirran Crusader is awesome for all the reasons that Student is, but at a slightly higher cost, and with some added protection from fairly relevant colors. A Crusader with a Sword of War and Peace has protection from everything except Into the Roil and Jace, effectively. It also has a good chance to just outright kill someone if it connects.

Hero of Bladehold is just good. She's better if she can swing with impuny, and both Exemplar and Ajani let her do that with some regularity. She's one of the best things to draw on a dead board to break a line, but her higher mana cost means I don't want to run the full suite of four.

Knight Exemplar is obviously the one that ties it all together. Knight lord is a huge boon for the rest of the deck, aside from being a solid creature itself.

Stoneforge Mystic is the best creature in standard, bar none. It shouldn't be a surprise that it's in here.

Spellskite and Phyrexian Metamorph are the two key pieces of tech in the deck. Spellskite does wonders to protect your knights – especially the ones that you've got equipped. Phyrexian Metamorph takes your existing board position and vastly improves it, no matter what's going on in the game. It's the single card in the deck that I've never wanted to not-draw. He's more of a house than anyone else realizes in the current standard, and I wouldn't be surprised to see him skyrocket in price soon.

Leonin Relic Warder are there because Stoneforge Mystic is the best creature in standard. It's nice to have a drop that improves your board position and takes away their biggest threat, while also being a competitively costed creature. A friend of mine suggested Kor Sanctifiers, but I think 4 mana is a little much to ask for artifact destruction.

The equipment in the deck is the normal Stoneforge package, so that shouldn't surprise anyone. The pair of Ajani Goldmane is there because he's (in this deck) an even better siege breaker than Gideon is, and at a 1 mana cheaper, you'd be hard pressed to find a better planeswalker outside of old Elspeth.

The general playstyle of Knights is that of a mid-range aggro deck, but it also feels like it has an aspect of combo to it. Each knight you play seems like it adds to the overall puzzle – not only adding itself to the board, but making everything else that much stronger. Exemplar, Hero, and to a lesser degree Crusader and Student all synergize extremely powerfully with the rest of the deck. The biggest risk with the deck is outlasting their board wipes – protecting your exemplar by doubling them up is a great way to do so, but otherwise, just outpacing their black sun with Ajani is a powerful tool.

There are a couple other cards I'd consider for the deck. If you don't like the Skyhunters, then Accorder Paladin is a solid replacement option. It's a little higher on the aggro end, and doesn't provide any defense against hawks in the deck at all. In the end, I preferred the slightly more defensive style given that this deck is also going to double-up for some multiplayer work.

As for a sideboard, I haven't built one, but I expect it'll include some creature options (white knight for pro-black, firewalker for anti-red), some anti-creature measures (either marrow shards or DoJ, haven't decided which), some dismember for dealing with threats like Splinter Twin, and possibly some tech for anti-control. I've heard that mental misstep is playable in standard, but that begs testing before it gets serious consideration. I'll probably also add the last sword or Sword of Vengeance for mirrors, to give me the edge against similar stoneforge decks. If there's extra room, given this meta, more artifact hate probably wouldn't be amiss. As for a specific list, we'll see.

As for now, I'll be signing off. Dunno what's coming up tomorrow. Possibly a look at the 4.2 patch notes for WoW, possibly a review of a book series I've read recently. Who knows!

~AR

Wednesday, June 15, 2011

SHOUTcraft Invitational: A Retrospective

If you spend any amount of time watching the professional Starcraft 2 scene, then there's a good chance that you've come across the name Total Biscuit. A commenter with an extremely vitriolic persona, he does tons of videos on his YouTube channel for a variety of games – most famously WoW and Starcraft, although he covers a number of indie titles as well during his WTF series.

I first came upon TotalBiscuit from his “I Suck At Starcraft 2” series, in which he chronicled his rise from a terrible player to a slightly less terrible player. Recently, Total has been responsible for a daily stream that attracts a number of viewers. Perhaps more notably, Totalbiscuit has, this past weekend, begun a tournament cast.

It's called the SHOUTcraft 1-day invitational, and contains a number of notable players in an 8-man, best of 5 tournament. It aired over a single day (though he has noted that he plans to hold this tournament on a monthly basis), and contained a number of high-caliber matches. I wanted to write a post about it simply to talk about the production quality of the live cast.

First thing that should be noted is the Hype. Something that is nearly always ignored by B-list tournys is the power of getting people excited about it. Totalbiscuit is notorious for his use of Twitter (@totalbiscuit). He maintained an active thread on TeamLiquid, a hub of Starcraft information for the foreign scene. He made people continue to visit the thread by announcing one of the participants each day leading up to the tournament. Getting that many people invested in the production before it even went live is likely a huge part of the 20k viewers that eventually tuned in. (Numbers taken from justin.tv during the cast.)

Hype, however, is only one part of the equation. I've been subjected to hundreds of tournaments and dozens of hype campaigns that ultimately failed to deliver, and that's where SHOUTcraft differentiated itself. When I turned the tournament on, I was initially shocked because of the quality of the video feed. I was able to full screen the video and read every number on the screen with crystal clarity. 720p makes a huge difference in viewability, and on that count, SHOUTcraft easily dominates even big-name tournaments like MLG (which is painful to watch at times.)

Finally, SHOUTcraft shows it knows where it's bread comes from. The tournament was cast on a Sunday, at 2pm BST, and 9am EST. The cast continued throughout the afternoon and into the evening in Europe, and lasted the duration of the afternoon for Americans. Both groups were easily able to watch without punishing themselves like they would if they wanted to watch the GSL live. Korean airtimes are crushing for a number of viewers, leading them to prefer VOD's of the events. TotalBiscuit placed his tournament on a traditional relaxation day, when people would be home and ready to watch some quality gaming. He did so at a time that people wouldn't mind watching.

For all the good that SHOUTcraft's maiden tourny did, there were still a few things that could be improved. Understandably, for an independent production, they did a phenomenal job, but watching the events unfold, I couldn't help but notice a few things missing.

First, and understand that this sounds nit-picky even to me, but I would have loved for them to either have a second caster, or a dedicated observer to handle the map movements. Biscuit does a great job by himself, but he'll occasionally miss a drop because of other interesting happenings on the map, and other such things. Anyone who watched the TSL probably noticed the absolutely great observing job that Hot_Bid did, and I think that it's within SHOUTcraft's reach to attain such a level of quality.

Second, player profiles. While Biscuit does a good job explaining who the players are, as well as some of their strengths and weaknesses, I would have loved a pre-match Bio on the players involved in the upcoming match. Again, I'll reference the TSL, which gave simple fact sheets on the players during the pre-match time, allowing me to quickly get some background on the players that I may not have heard of. (Us Americans are woefully under-informed with regards to good EU players who aren't Jinro, Thorzain, or White-Ra.)

Aside from those minor complaints, I was impressed overall by both the quality of play, and the quality of the production itself. As for the commenting style of TotalBiscuit himself, it appears that his bombastic, action focused style is either love it or hate it. My personal opinion is that TB generally casts better alongside someone with deep knowledge of game mechanics, such as Idra or Day[9]. Regardless of that, I must give congratulations to TotalBiscuit on a well-run event. Will tune in again next time there's a SHOUTcraft invitational.

VOD's from the event will be posted eventually at TotalBiscuit's Youtube account, which can be found HERE.

TotalBiscuit's website can be found at www.cynicalbrit.com

Have you ever watched professional Starcraft? Do you know TB and his casting style? What do you think about him? As usual, leave em in the comments!

Tuesday, June 14, 2011

I'm building an EDH deck.

Wizards of the Coast, in their vast wisdom, realized a while ago that there were all these people who weren't playing Magic: The Gathering by the official rules. They were doing this crazy format that involved having a general, and playing with a deck that had almost twice as many cards, but you couldn't have any doubles. More over, the format they were using had a strong multiplayer bent to it.

So, being a good business, they decided to capitalize on it.

EDH, or Elder Dragon Highlander, was the old name of the now-officially sanctioned Commander format. It's got a few rules, which you can read about HERE. Next weekend, the new official Commander preconstructed decks are being released, and I've been following the spoiler season pretty aggressively.

For those of you who don't know, I go down to Pennsylvania once a month for a Magic: The Gathering weeked. We chill and play cards, and DnD, and occasionally catch a movie and get drunk, and have singalongs, and it's generally a great time. My group of friends is planning, among other things for next weekend, to pick up the Commander preconstructed decks (2 of each, for the ~10 of us, depending on who can get off work and everything.) In addition, a bunch of us are working on building actual EDH decks of our own.

My first idea was a BW build involving Teysa, Orzov Scion. Unfortunately, one of my other friends informed me that not only had he already had the idea, he'd already built it.

What a loser. Stealing my ideas before I have them...

So I went to my general (pun intended!) fallback option. Knights.

I've always loved knights as a tribe. Ever since I saw Knight Exemplar and realized “This is the coolest Lord since...well...Vampire Nocturnus.” (That card only became cool when people around me started flipping their top card and going “It's night time.”) I've got Standard Knights. I've got a list made up for extended knights. I'm planning on building Knights again after Zendikar rotates, and I can stick a creature without it being bounced and taunted endlessly by some people. (but yes, I will miss you, Student of Warfare.)

So, step 1 of building an EDH deck – get a concept. Cool. Got that. Next step is a general. I headed over to Gatherer, typed in the relevant information. (Subtype: Knight. Legendary. Creature. Contains White.)


Well, that was easy. And he's pretty damn cool to boot. I like Bant Colors, ideologically. It's actually my favorite shard on Alara, so it was a pretty easy sell for me to pick that general as soon as I saw it. I've started writing a couple of things down in a notebook, as general guidelines and principles to help me build this deck. I've never done the EDH thing, so this is pretty much a collection of knowledge based on what I know of my multiplayer games, and how they would change if the decks were twice as big, less consistant, and all had big splashy generals, but twice as much health.

Well this should be fun.

Observation 1: We've got a lot more health.
Life Totals only matter at the start of games, in my experience. After a little while, the things being thrown around with a dozen mana on the table start to get stupid. Three Coat of Arms plus a Strata Scythe in a game where 5 people are playing white generally makes sure that no matter how much life you have, getting hit WILL kill you. That said, it takes the game a long time to ramp to those levels, and it's very very possible to be burst down early if you don't have any board presence (Especially if those who do have board presence think you've got a Wrath effect in hand.)
As a result of this, I'm thinking that early game should be focused primarily on establishing a solid position for the late game, either with recurring creatures, indestructible creatures, or enchantments and artifacts that will bolster your later creatures significantly. Actually trying to go for the kill early probably isn't a winning strategy, especially in the 4+ player games we're going to be doing. No aggro deck is going to be able to burst down 160+ life points before it runs out of steam.

Observation 2: That's a lot of people who don't want me to win.
It's a rule of multiplayer that there are generally more options being played with. There's a card drawn (or more than one) for each player, each turn. Single player, you get one draw, they get one draw. In multiplayer, you get one draw, and they get N, where N is the number of people who eventually want you dead. If you drop a 9/9 murderwyrm on the field (no, that's not a real card, relax.) and start pointing it at people, chances are that someone is going to object, and of those objecting parties, someone will have an answer to it.

As a result of this, I'm going to have to do some work to assure that my big guys stick on the field, or can try again if they don't stick the first time. Counter-counterspells are an option, since I'm in blue. (and there are some delicious GU and UW options for those) Green and white have a fair amount of graveyard play involved in them, so I'll probably play with those. Also, I'll probably throw in a healthy dose of card draw that will be a major advantage late in the game when I'm in need of more gas.

Observation 3: Some of the people I play with are assholes.

I don't mean this as a judgment, but it's true. At times, there are people who follow simple logic and play the game in as close to an ideal sense as possible. That said, there are also vindictive sons-of-bitches who play decks that maindeck 45 counterspells, or run 4 knowledge pools with the express purpose of making everyone want to kill themselves, not him. There are people who roll dice to decide attacks, and people who metagame our friendly gatherings into 8v1's that they intend to win via more table wiping than is found in even the most sanitary of places.

As a result, this deck is going to need to be fun to play, regardless of the nonsense happening elsewhere. Making sure I always have plays is an important part of that, and making my board as resistant as possible to “Oops, a bad thing just happened” is a significant step towards that. Counterspells and card draw are again, solid options here. Making sure that every creature I play is a threat also strikes me as important. No vanilla creatures here. They should all be worth something more to my overall board position.

Observation 4: That's a big card pool...

I don't play Legacy. I've only seriously played 5-6 sets. I do not have most of the cards that I am planning on using. As a result, crowd sourcing is going to be a good part of this deck building process. I've looked at some Rafiq builds, and I'm looking at more. EDH Knights decks, tribal decks in general, gatherer, EDH websites for deck building guidelines. Things like that. It's helping. I've got a 40-card list so far, and it's expanding rapidly.

But that's beyond the pall of this article. This was more of an intro. Next time, we're going to get into the nitty-gritty of the actual deck itself.

Suggestions for cards? Want to talk about your awesome deck? Interested about EDH? Drop em in the comments below! I'd be happy to hear from you all.

~AR

Monday, June 13, 2011

DC Comics Reboot - What does it mean for YOU?

Alright everyone, sit on down. I got's some talkin' to do. A couple of weeks ago, there was some talk from the Comics industry, specifically, one side of the aisle – the DC side, that is. In what I'm sure is a pretty unprecedented announcement, the entire DC universe is basically starting over at once.

Come September, 52 series will be relaunched at #1, and the old series will all phase out. In addition, all of DC's comics will be available in a direct-digital format, in addition to the old print format. This is a huge change, and when I sat down to think about it for a while, it became pretty obvious why DC is doing it.

In short, comics are a broken medium.

Some more about that, because I'm fairly certain you're not all 100% on board with that. Comics books aren't the most mainstream thing in the world. Sure, most people can recognize Superman, or Batman, but how many could pick Power Girl out of a lineup? Or Ravager? Or hell, how about Grifter? I used to follow comics, and I didn't even know who he was. The big issue is this. Action Comics (the series that introduced Superman, for those who aren't 'in the know') began it's first run in 1938. That was before most of us were born. Hell, that was before most of our parents were born.

Pause that thought. Think about television. You're reading this blog, so you probably watch some kind of serialized television. House, maybe? NCIS? Maybe you watched LOST? (Yea, you probably watched LOST, didn't you?) If you're of the age-impaired persuasion, maybe JAG or M*A*S*H? Well, if you've watched anything like that for an extended period of time, you probably noticed that there was a story, and eventually, that story became more and more dependant on what had come before. Plots move and evolve. Characters relate, get in relationships, and the plot continues. Three or four seasons later, someone comes back, and that's huge news for you, as a fan of the series.

Except that I, who wasn't watching that series, don't care. This character has no resonance for me. To suddenly reintroduce the main character's long-lost-love-interest does nothing for me, because I don't remember the first time. This provides a hurdle to cross if you want to get into any long running television show.

Back to comics now, because that's one of the issues they're having. It's an issue that they've been having for years and years. Crisis after crisis, reboot after reboot, they're fighting against the fact that they can not attract new readers who don't care about what happened five, ten, or twenty years ago. Forty years ago? Seventy?

That's a lot of back story to catch up on. Because of this, there's only a small portion of people who are interested in the genre, which of course means that it's a less-good business model than say, a summer blockbuster movie. (I'm looking at you, The Dark Knight.) Anyone can sit down in the theater this weekend and see Green Lantern. You don't need to know about 20 years of continuity to get that movie. It's marketed for people to be able to get it. That's the idea.

And that is the idea here too.

This whole reboot, renumbering, relaunch, rebrand thing. That's the idea. They're taking what they had, and transforming it into a slightly different thing, but packaging it in a really nifty way so that people on the outside (The Darkseid?) can get in on it.

So, for all you avid comic book readers? You get to be in on the ground floor. You get to look around the new house and go 'Hey, you changed the shades.' And for all of you, I ask you this: Do that. Talk about it. Tell your friends about how they changed things, and how everyone's on the same page. Give them the first issue, show them this cool new thing that they could start reading.

If you read comics once, like me, and you decided to stop for one reason or another. (Continuity, favorite series got canceled, money, whatever.) This is a perfect time for you. We're getting rid of all the baggage. If you lost track of comics, they've got a ready-made handhold for you to jump back in on. They've brought back a ton of the old things you might have loved. (Is that Batgirl? A red-haired Batgirl?)

If you've never read them? Just like those lapsed readers, this is the perfect time for you. You can jump in on things and start following the characters at the same time as everyone else. No need to worry about past continuity, or missing things, or any of the other problems with jumping on. Just head on down in September, to your friendly local comic shop, and pick up an issue that looks interesting.

Or you could check IGN's nifty list over here – DC Comics Relaunch Round-Up

If you're interested in more information, IGN is also keeping a very very handy list of relevant news articles as they come out, all in one place. Collecting All The News About DC's Upcoming Revamp

What do you guys think about the reboot? Which are you looking forward to reading most? If you don't read comics, is this going to make you pick one up? Talk to me about it down in the comments.