#but even getting to that point requires some fundamental consensus on where the other person might be at
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I just want to congratulate Xie Wei for getting the girl! Congrats Xie Wei!
That Jiang Xuening is a HARD girl to get. Loving her is not enough and her loving you is ALSO not enough. The intricate parameters of what makes one a viable mate for Xuening is a huge fucking mystery and congrats to Xie Wei for figuring that out.
Like it did take two lifetimes, in one of which you were the direct cause of her killing herself, but regardless not an easy feat! Be proud buddy.
#story of kunning palace#sokp#xie wei#xie wei x jiang xuening#this show is both so beautiful and poignant#but also just so funny in the way that they did ALL that JUST based on their preconceived notions about each other#like I would say just talk it out and fucking communicate#but even getting to that point requires some fundamental consensus on where the other person might be at#and girl when I tell you these two were LOST
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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Are You Serious: Tetsurou Kuroo
A/N: Hey there Teddy here! This is my first post on the blog and I'm excited to write for the rooster man. I hope you enjoy and I'd love of possible to get some feedback. I HOPE YOU ENJOY!!!
Rating: T for swearing and mentions of sex, but nothing explicit.
Word Count: 1.4k
X GN! Reader
Funny Prompt 22: “I hope I’m never stuck with you on a deserted island.”
Taking a business course as an elective was not something you thought you would do at the beginning of the semester as a liberal arts major. Yet here you were, sitting in one of the drafty old buildings on the west side of campus silently cursing your advisor for talking you into this. It was fine for all of six minutes until you found there was a fundamental problem with your class.
Your seatmate was a fucking asshole.
The guy was fine when he first walked in. You had just sat down and got situated in your seat when your attention was caught by the opening of the classroom door. He was tall and had a unruly head of black hair. His eyes seemed to be naturally dazed which seemed to fit with his overall disheveled sexy aesthetic. General consensus: 10/10 would smash.
Your chances of hopefully getting a taste of that sexy mess rises when he started making his way towards the empty seat to your right. You turned your head in hopes he wouldn't notice you checking him out. You thought you had lucked out when took the seat and slouched forward to rest his head on his arm. His eyes trailed the room lazily before stopping on you. You felt yourself unconsciously straighten your back under his sharp hazel eyes. He kept his gaze trained on you for a moment longer before speaking.
"Hey, you mind telling me which class this."
The request confused you, "um, this is practical business with Professor Honda. Why do you ask?"
He hummed for a moment, "no real reason I just wanted to make sure you were in the right class."
You furrowed your brow cautiously. "And what exactly do you mean by that?"
The mystery guy only shrugged as a condescending look overtook his face, "nothing really, you just don't look like someone who would be taking a class like this."
Suddenly this guy became less of a hunk...
Your face took on a harsh scowl at his words. What the hell did he mean by that?
"A class like this?" You prompted, making sure he could hear the edge in your voice.
"You know" he started, "a class that requires practical thinking rather than just relying on feelings."
He looked you up and down seeming to be taking you in, "you're an art student right?"
“Yeah so what?”
“Well it’s no secret that you artist aren’t the most logical bunch, so I think it’s pretty safe to assume you all don’t take classes with higher critical thinking.”
The jerk then had the audacity to flutter his eyelashes in a faux innocent manner, “aren’t you going to ask how I knew you were an art major?”
You honestly didn’t care at this point you just wanted to punch the guy.
“Not really,” you started. “But you seem like the kind of prick who would tell me anyway.”
The prick’s grin stretched further, honestly making him look like an attractive Grinch.
“Well at least I know you catch on quick. Your look is what gave you away, that whole alternative artsy look is pretty standard for your type.”
You were pretty sure your eye was starting to twitch at this point. Who did this guy think he is? You sighed a bit as you watched your professor walk into the class and began to set up. Not wanting him to have the last word, you leaned your body closer to him and lowered your voice so as not to draw attention.
“I know I’m just an emotional art student, but I can positively infer that I’m going to kick your ass if you keep talking shit.”
You straightened up as Professor Honda started to the lecture, making sure to school your face so as not to react to the jerk’s shocked expression.
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Things only seemed to spiral from then on. You found out that first day that you obnoxious seatmate’s name was Kuroo and he was a business major in the same year as you. You also learned he was just as petty as he was blunt, seeing as how he continued to sit next to you in class and went out of his way to goad you. Whether it be asking about your latest project in a condescending way or commenting on how your outfit that day fit your “aesthetic” as he put it.
Your rivalry didn’t only reside in your conversation but it also started stretching into your academics. You two were well known in class for trying to out do each other during discussions and tests. Your professor didn’t seem to mind, rather they found the whole situation amusing. So amusing in fact they decided they wanted to up the ante on the class drama. By deciding to pair you two for your end of the semester project. You know, because that’s always fun.
The project itself was actually interesting, you and your partner had to make a presentation on a specific scenario. What would you bring on a deserted island, so as to thrive rather than survive. So instead of the usual practical items like water or a weapon you and your partner had free range to create a scenario where your items help you thrive in a business sense.
You were excited about the whole thing, if only it didn’t imply that you would have to see Kuroo outside of this class. The two of you had decided to work at your place because despite how much you didn’t want him in your place you knew you didn’t want to be seen with him around campus. So the Saturday after the project was assigned found you and Kuroo hunkered in your apartment begrudgingly working.
“So...”
You looked up from your paper to look at Kuroo who was seated across from you on your living room floor.
“So what?”
Kuroo lifted one of his eyebrows, “so, what are you going to bring to your island?”
“What are you going to bring to yours?”
The dark haired man sighed at your usual defensiveness.
“Well if you must know I would bring a box of condoms.”
“Excuse me?”
Kuroo smirked at you, “you heard me.”
You glared back at him, “why the hell would you bring a box of condoms to a deserted island?”
Kuroo began to twirl his unused pen in his hand, “because the next thing I would bring with me is you” he all but purred.
You flinched back in shock but became irritated at the familiar feeling of heat under your skin.
“What are you getting at?”
“I’m not trying to get at anything, I would have thought that my intentions were clear.”
You scrunched your face up at his cocky tone, “no your intentions were clear in I’m just trying to find out your angle.”
Kuroo leaned his body closer towards you.
“You don’t need to worry your little head about my angle just so as long as I can see you in a few...” he trailed off, racking his gaze up and down your body.
“Is this really your convoluted way of propositioning me?”
“Yep”
You were silent for a moment taking the time to observe Kuroo. He looked his usual messy but attractive self, but his eyes held a certain vulnerability you don’t remember ever seeing.
“Are you serious?”
You watched closely as Kuroo lightly scratched the back of his neck.
“Well, I am hoping for a bit more romance involved but yeah.” He took one of his large calloused hands in yours, “I’m asking you out baby, so what do you say?”
Now for the record you usually regarded yourself as a normally logical person. You were smart and you were clever, but looking at Kuroo in that moment brought back all the feelings you constantly shoved down. And that damn pet name, it wasn’t even original but it still left your heart racing and your palms sweaty.
“I’d say, I hope I’m never stuck with you on a deserted island” you said. “But I guess I can see past your weird fantasies for now, sure I’ll go out with you.”
Kuroo’s face broke out into a soft smile but before he could say anything you spoke again.
“But if you talk shit about my major ever again, I WILL kick your ass.”
#kuroo x male reader#kuroo tetsurō#kuroo x reader#kuroo x you#haikyuu#haikyuu x male reader#haikyuu!!#haikyuu x gn!reader#haikyuu!! x male reader#haikyuu x reader#hq#tetsurou kuroo x reader
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what are your thoughts on prostitution ? i'm under the view that while women should have the freedom to make their own choices, that consent cannot be bought and consent that is paid for is not actually consent
I’m for the legalization of prostitution. Prostitution will and does happen whether it’s legal or not- it’s often called “the oldest profession”. A lot of sex work is already legal, whether it’s camming, pornography, or stripping. Further, many “romantic” relationships do include a financial aspect that fundamentally changes the sexual power dynamic of the relationship; things like sugar babying, being a trophy wife, or even just not having the financial means to leave your partner because they’re employed and you��re not. I don’t think prostitution is fundamentally different to any of those activities, and I think we should be trying to protect those who engage in sex work instead of judging them or ostracizing them.
By legalizing prostitution, I believe we can provide more protections for everyone involved, and we can actually give sex workers more ability to consent. Prostitution as it is is (frequently) an incredibly dangerous profession; in many places, sex workers risk sexual assault, sexually transmitted diseases, and physical abuse on a daily basis. Sex workers are murdered at very high rates- by some estimates, being a sex worker makes it 200 times more likely that a person will die from murder. Many people become sex workers because they were trafficked at a young age or because they had no other options, and much of the time they don’t have resources with which to get out of sex work.
In places where sex work is legal, like the Netherlands, it’s significantly safer to be a sex worker. Brothels are required to obtain and renew safety and hygiene licenses, meaning that sex workers have extremely low rates of STIs, are protected from physical abuse, and are not at an increased rate of being murdered. Prostitution is heavily regulated, meaning that only women who have chosen to enter the profession are sex workers. This regulation weeds out the black market and makes it less likely that people are coerced into prostitution or prevented from leaving sex work. It also means that sex workers are less likely to become involved in other dangerous activities, like drug use, drug selling, and crime, because prostitution is unlinked from crime syndicates. Further, when sex work is legal, sex workers aren’t (legally) discriminated against in the job search if they choose to exit the profession, the way they are in places where it’s illegal. And because it’s legal, sex workers are protected by law enforcement instead of in fear of them, so if there are incidents of abuse, the law is on their side.
I don’t agree with the idea that payment inherently prevents consent. A lot of people think of consent as binary- either it’s enthusiastic, continual consent or it’s rape. But I think there’s more gray area to it. I mentioned this the other day, but I like this chart from Emily Nagoski’s blog. I think it does a good job of breaking down the different types of consent:
By this framework, sex work is willing consent. (Legal) sex workers don’t necessarily desire their clients, but they don’t fear the consequences of saying no or of saying yes. Legal sex workers are given the option to turn down clients for whatever reason, including intoxication, suspected STIs or other hygiene issues, violent behaviors, personality clashes, etc., at any point during the encounter (and clients are also free to turn down sex workers). Without the ability to say no and protection in the event that they do say no, I don’t think prostitution is consensual. But in legal prostitution settings, I do think consent is possible and usually present.
Edit: Some resources for if you want to read further on this topic and some statistics because we love facts on this blog:
Per the London School of Hygiene and Medicine, fear of police meant sex workers had less time to negotiate services, tended to work in isolated areas, and rushed client safety screenings. This increased the vulnerability of sex workers to theft and violence.
In a meta-analysis of 130 studies on 33 countries published in the scientific journal PLOS Medicine, researchers found that sex workers who work in countries with “repressive policing” (where you can be arrested or jailed for performing sex work) were three times more likely to experience sexual or physical violence by clients. Sex workers in countries where sex work is legal were half as likely to contract HIV and other sexually transmitted diseases, and 30% less likely to have sex without a condom.
In the Netherlands, where prostitution is legal, sex workers work in surroundings where there are cameras monitoring the clients, police patrolling the area, and alarm systems in the event of an emergency.
Another study on the Netherlands showed that legalized prostitution reduces sexual abuse and rape by 30-40% in the first two years, and a 25% decrease in drug-related crime.
A Stanford paper on decriminalized and legalized prostitution with regards to sex trafficking, weighing the pros and cons of each approach : https://web.stanford.edu/~perssonp/Prostitution.pdf
A study conducted by the New Zealand Ministry of Justice five years after legalizing prostitution found “no incidences of trafficking”, and increased reporting of abuse towards sex workers and arrests for crimes against sex workers.
A Washington Post article talking about manipulation and incorrect reporting of statistics concerning sex work.
I also want to be clear that I don’t think legalization will solve all the problems there are with prostitution as an industry. The laws in place in countries where sex work is legalized still leave something (many things) to be desired. But criminalization of sex work only contributes to the problem; decriminalization or legalization is a step in the right direction because it allows governments to acknowledge the problems sex workers face and put legislation in place to protect them. Criminalization does not mean prostitution disappears; it just means worse, more dangerous working conditions for sex workers. I think transactional sex will always exist- even non-human animals (like penguins, chimpanzees, and Capuchin monkeys) engage in transactional sex. I think if governments focused on stopping human trafficking, eradicating poverty, teaching gender equality, and protecting children and young adults from sexual abuse, that would solve way more problems than criminalization ever did.
Also- I feel like men and trans people frequently get left out of this conversation. Sex work is not just the domain of women, and by pretending that it is, we’re ignoring the needs of a lot of people.
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ok so firstly I really only care about how I feel. Other peoples emotions are irrelevant to me. This may seem selfish but I care a lot about myself. If I was going to make a decision in a group, I would definitely state my ideas/opinions as soon as I could to make sure I get the outcome I want. I can be very stubborn if someone wants to argue with me. If someone treats me like their equal and not like an opponent I am more likely to agree with what they say and be more open minded. 2/5
If I dont like someone I will purposely disagree with them just to annoy them. I can manipulate people well by giving them indirect hints and by being aware of how my actions affect them. I do not have any morals, I just pretend I do so I seem like a good person. I have realized that I hide the majority of my personality so people will like me. For example if I act extremely egotistical and confident then I would have no friends and I enjoy having friends that actually like me. 3/5
I am a very observant person. I usually notice small details before anything else. Sometimes its difficult for me to see the big picture. Like everyone could be staring at one big obvious object and I would be staring at a random bug I see crawling around. I usually can know exactly where all of my stuff is at anytime without even looking first. I am aware of my senses. I will always know if something is touching me or if I hear or smell something that other people dont pay much attention to 4/5
I think its important to be alert to anything that could happen since I have no idea when someone is going to attack me or if a spider is going to appear. I focus on the present way more than the future. I feel like my present, past, and future self are all completely different people. Ok I think this is enough. I mainly just tried to explain Fi and Se and some other random personality traits. I hope this will be helpful. I wanted to send you this because you seem very trustworthy for typing 5/5
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Hi,
The first part of this might be missing and that may have some required context, such as this being sent in on behalf of a friend. However, if it’s not, I typed you as an ExTP 7 less than a month ago and I see no reason to change that although I would amend it to be definitively ESTP. If this is for someone else, ESTP still sounds right.
I also may be missing the context for why you bring up Fi but picking fights to annoy people to the point where you think it’s worth bringing as am significant trait is absolutely most common in high Ti users. This is just not fundamentally how most Te-Fi users function - from a Te perspective it’s a stupid waste of time (unless it’s like, friendly banter with close friends or siblings) and from an Fi perspective it’s just not what motivates them because it’s about getting a reaction, which high Fi doesn’t really care about (unless again it’s a friendly thing).
Fi-Te users, particularly when healthy, just don’t care enough about the opinions of others to do this. If they dislike someone but the person isn’t like, actively causing serious harm in the universe or somehow in control of them, they will probably avoid them unless forced to interact and then they will probably just try to get through it with as little interaction as possible, and maybe some petty remarks. So because I missed the first part I’m not sure if there’s additionally context regarding Fi but this is not how an ExFP acts.
An ExFP would also have a pretty strong sense of morality or at least consider themselves to have one, and also tend to care how other people feel - the difference between high Fe and Fi is that Fi users have an individual approach and tend towards an ‘agree to disagree’ and aren’t looking for consensus, whereas a high Fe user has an idea of how people should feel about something and what the correct response is and would usually prefer consensus. Thinkers (either TJ or TP) are more likely to actually not really care. High Fi users also would not like hiding a large portion of their personality since that conflicts with authenticity - they don’t blurt out everything they think, but they’d feel bad, usually, if they were really hiding almost all their personality.
The part about having a very high physical awareness sounds very much in line with high Se, as is being primarily focused on the here and now, so ESTP sounds the most likely. If this is for someone other than the person I typed on April 3rd, ISTP is also possible and I don’t know the enneatype; if this is the same person I typed on April 3rd, as mentioned, ESTP 7.
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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Sohrab Ahmari, who previously wrote a decent takedown of the exemplar of nominative determinism Max Boot, but who I’ve otherwise never heard of before, wrote an article in First Things opposing “David Frenchism,” a “persuasion or a sensibility” that he names after the National Review writer who Bill Kristol named as the ideal #NeverTrump candidate for president.
The “Frenchist” disposition, according to Ahmari, is a nice, liberal one. It sees politics as a matter of procedure, institutions, and ‘decency’; it seeks to defend the conservative cause by appeal to the liberal logic of autonomy, and it inherits from its English nonconformist roots a “great horror … of the public power to advance the common good,” leading it to insist that political challenges be solved by the depoliticized measures of “personal renewal” and somehow-organic cultural change.
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But the apparent endorsement of far-left political violence by American Interest writers is a manifestation of a broader failure on the right: its agreement to the now-bipartisan rule of pas d’ennemis à gauche, pas d’amis à droit. David French is quite willing to endorse intersectionality in the pages of Vox; but Donald Trump is too far. (As Liel Liebovitz pointed out, David French endorsed the Russiagate conspiracy theory.)
This rule, in fact, is part of what ‘Frenchist’ niceness means in practice. Civility and decency are all well and good in the abstract, but who defines them? To what extent can ‘Frenchists’ extricate themselves from the influence of those who insist that the leftist platform is a simple matter of civility and decency? Furthermore, why should the civility among lawyers that French advocates generalize outside the professional realm? What percentage of truly political victories, rather than the legal-procedural ones that French concerns himself with, were won by politeness alone? Our goal must not be to remain unfailingly polite as our losses pile up; it must be to win. Ahmari is right about this: decency is a tactic, and becoming attached to a tactic is a mistake. This doesn’t mean we ought to follow the left in, say, launching coordinated attacks on random children; what it means is that, at least in David Hines’s account of leftist tactics, perhaps those attacks wouldn’t have happened if the journalists had gotten a little more operant conditioning
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Ahmari’s position, however, is equally untenable. Using the state to forcibly reorder the public square toward the (Christian if not specifically Catholic) “Highest Good” would require a higher level of religiosity, and, more importantly, a higher level of willingness to dispense with old American liberal principles, than can be found in America today, where only half of the population is even nominally Catholic or Evangelical, fewer than two fifths claim to go to church every week, and the single largest religious group is ‘none’. The integralist Adrian Vermeule has argued that the election of Trump demonstrates that the American political landscape can change on a dime; but that doesn’t imply it’s likely to change in that direction. It’s true that the Fifth Great Awakening, or the sixth or seventh ones, could produce mass conversions to Catholicism and usher in an integralist America, but it’s equally true that it could produce the revival of the cult of Tengri and the remythologization of the United States as the greatest steppe empire since the Yamnaya expansion. Get ahead of the curve — buy your cowboy hats now!
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But what else does the election of Trump represent? Ahmari positioned his article against ‘Frenchism’ as an explication of a manifesto of sorts that he signed after the 2016 election, which he and others took as a sign of the death of the pre-Trump conservative consensus; but this manifesto is less a comprehensive rethinking of American conservatism than a denunciation of free-market ‘fusionism’ by a religious, socially conservative faction of that consensus, which already had inclinations toward economic populism before Trump. Furthermore, Ahmari’s objection to ‘Frenchism’ is entirely concerned with the socon cause — remember what prompted his article!
How can this be said to be the message sent by the election of Donald Trump — who, as French points out, hangs a Playboy cover on the wall of his office? If anything, the case is stronger for the opposite: for a reading of Trump’s election as signifying the complete collapse of the pre-Trump conservative consensus, the bankruptcy of both right-neoliberal Reaganomics and the ‘political Christianity’ of the Moral Majority, and the prospect (albeit a mostly unrealized one) of conservative reorientation toward worker-friendly economic pragmatism combined with social moderation, rejection of the ludicrous and corrosive bipartisan consensus on immigration, and insistence that America was not fundamentally illegitimate before 1968.
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Establishment conservatism, it seems, is doubling down on its refusal to reckon with the realities of the American political landscape. It’s true that the ascendant left wants to revoke religious liberty, with the goal of subordinating Christianity (specifically Christianity) to the whims of the woke state; but this is only one facet of its platform. It also promotes a view of white Americans reminiscent of the ethnic hatred stoked against market-dominant minorities in certain countries in the 20th century (never mind that white Americans aren’t even the richest demographic!); claims that our country is fundamentally illegitimate; calls for the destruction of our borders; pushes for a credentialist economy in which no one can succeed without first obtaining permission from a committee of progressive priests, who will dispense it based more on loyalty to the cause than on any apolitical notion of merit; advocates for the abolition of the nation-state in favor of a tightly controlled and managed ‘inclusive society’ in which the inevitable ethnic conflict will provide the ruling structure with a bottomless well of opportunities to justify its own expansion; and seeks to subordinate everything, from colleges to corporations to open-source software organizations to knitting groups, to an arbitrary and intentionally byzantine code of conduct, in order to purge infidels from the whole of society. This is not ‘libertine,’ it is totalitarian. And the totality of that agenda must be opposed.
The conservative debate thus far has been premised on the idea that the proper response to Trump, the proper way forward, is to simply revitalize the platform of the Moral Majority. Not only does this fail to address many of the problems facing our country today — it has little, if anything, to say about immigration, which is necessarily the most pressing issue because its effects are permanent and irreversible — it offers little potential for attaining true hegemony. The conflict between moralists and libertines in America predates the United States itself and is unlikely to result in a decisive victory anytime soon (in other words, it’s Lindy), and it’s sufficiently orthogonal to the main dimension of American politics that there are strains of progressivism that have evolved to accommodate both. Many progressives even oppose drag!
But simply banning drag queens from California’s libraries won’t make America great again. The question of what will remains open, but here are some components of a new conservatism that will be necessary: an end to mass unskilled migration, stricter immigration controls, and an uncompromising defense of borders and the nation-state system; the establishment of policies and culture that support marriage, family formation, and homeownership; a serious drive to retake cultural hegemony from the progressives; a willingness to combat the conspiratorial demographic hatred which casts men as sub-rational pigs and whites as the nefarious, scheming villains of history; and the abandonment of the dead consensus of social conservatism and little else, in favor of a new nationalism that protects both Christian and ‘pagan’ Americans and works to preserve the civilization they have built.
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Review: Final Fantasy XIII
[originally posted: April 11, 2010] I haven't written a review in a long time. The last review I wrote, in fact, was of Devil May Cry 4, for the Official Xbox Magazine, in 2007. I didn't much like Devil May Cry 4, really. In the way of game journalists of my generation, I gave the game a 7.5 and an even-handed review, because there are things that it did do well. All the same, I was never asked to write another review for the magazine; much later, a staffer told me that someone from management had asked them to stop publishing my work. "Fine! Fuck you, too!" I thought, and then felt a burden lift. I had been reviewing games professionally since 1999 and was tired of it. I have long hinted that I would some day write an expose about what's really wrong with game reviewing, since nobody seems to quite get it right. But by the time I felt ready to do that, I was so bored with the whole business that I couldn't make myself want to. To my surprise, I instead find myself compelled to write a review once again. The game which I will endeavor to review, in a way that I'll make up as I go along, is the most complicated game of 2010: Final Fantasy XIII. * * * Final Fantasy XIII was announced for the PlayStation 3 in 2006, at Square Enix's E3 press conference. As a long time fan of the series who was confounded by its direction at that time -- the gully between Final Fantasy XI and Final Fantasy XII -- I was eager for both a return to form ("form" as a concept roughly equivalent to "more Final Fantasy X" in my mind) and a justification for Sony's yet-to-be-released next generation system. Well, things change. * * * One thing that will make this review dramatically different to any I have ever written is that I will be considering what I learned by reading others' reviews, talking to other players, and generally trying to synthesize the concept of why this game was made the way it was made, not just whether it's any good. To my mind reviewing games in 2010 the old fashioned way is beside the point; as a journalist I recognize my own obsolescence -- the old tools have been made irrelevant by the power of marketing and the cacophony of the internet. Plus it's boring. That's not to promise that will be a review worth reading. I'm going to try, all the same. Final Fantasy XIII was released for the PlayStation 3 on December 17, 2009 by Square Enix Co., Ltd. It was localized into English (and ported to the Xbox 360) and released on March 9, 2010 in the major Western markets by the company's international subsidiaries. This is notable because it reveals so much about the flux of development from the time this game was conceived until it was released. Final Fantasy XIII came out nearly three years too late, by my reckoning. By the time it did come out, one of the only ways it successfully aligned with the market it was released into is that publishing a major game in March isn't, anymore, all that peculiar. Final Fantasy XIII, however, is. In 2008, Square Enix delivered a talk at the Game Developers Conference in which it described the features of its Crystal Tools game engine which powers Final Fantasy XIII -- a talk which a developer friend and fan of the series emphatically described as "terrible" shortly after. Terrible not because the technology is bad; terrible because it took the company so long to step into the technological present. In 2008, Crystal Tools promised to deliver yesterday's features tomorrow. Coincidentally, Final Fantasy XIII was released into the Western market on the second day of GDC 2010. When I review games, I typically insulate myself from the opinions of others. This was a solemn requirement at the heart of reviewing games for EGM, for example. Editor-in-chief Dan Hsu, who was one of my mentors for much of my career as a reviewer, demanded three distinct opinions. That's not as easy at it sounds, and not just because editors are talkative. If you go out there with the wrong score, you're going to get a lashing from the internet; you may well have to justify yourself to the game's publisher; you may even put your job at risk. Consensus is a safe haven. This is part of why reviewing Final Fantasy XIII in April 2010 is amusing: staying isolated from opinions of this game, so polarizing and so widely discussed, is impossible. I've spent the better part of four years anticipating the game more than any other ever released. I've also spent the better part of the last four months marinating in the game and people's reactions to it. I've read, written, and spoken more words about this than any other game in years, and probably any in the foreseeable future. In fact, this may be the last time I can claim authority over any sizable chunk of the mainstream game industry. I didn't think about it that way in the past, but Japanese-developed RPGs have been, since the early 1990s, my passion. The JRPG is my favorite genre. Very, very briefly, it was also the world's: starting in 1997, with the release of Final Fantasy VII, it seemed that the games I loved would finally get their due. I used to have the mentality -- which now feels quite dated -- that I could convince people to give games a shot. I thought that if I could cut right into the heart of a game and explain exactly what made it tick and why that mattered, I could convince people, with only my words, to try something they weren't planning to. While I don't think that's impossible, I think it's an edge case; voracious consumers of games, maybe. Enthuasiasts of a genre, perhaps. Convincing someone to pick up an interesting book, CD, or go to a film is one thing; with games... it's much more difficult, it seems, and it's only getting harder thanks to everyone's shrinking reserves of money and time. One thing I realized over the years is that a large contingent of gamers who were suckered into playing Final Fantasy VII for its groundbreaking cinematics and engrossing story actually weren't that happy about it. They may have enjoyed that experience, but they began to become frustrated by and by, and other games in the genre perplexed and bored them. Many, many people didn't value what I valued in games -- and I don't just mean turn-based combat or pop existentialism. People simply didn't value stepping out of their comfort zone. I just didn't realize how true this was until my comfort zone started to shrink and become more and more irrelevant. It's now well-known that Microsoft approached Activision and Infinity Ward and asked them to deliver Call of Duty 2 for the Xbox 360's launch, because Halo 3wasn't going to be ready. While that's not the whole of it, it might just be the inflection point where things changed. By 2010, we know the story by heart: Western developers who'd never had access to an audience like this before had the console market hungrily in their sights and, driven by ambition and talent, made bold games that made what had come before look rudimentary. Meanwhile, the reliability of Japan's market and the peculiarity of the way its businesses are run had created somnambulent companies which attracted university graduates with a promise of reliable jobs rather than creative possibilities. Of course, these things are, to an extent, cyclical. It's not over yet. Things are changing. Square Enix is reputed to be a vision-driven company with strong creative minds in charge. Its president, Yoichi Wada, has complained that the staff's creative pursuits delay its titles from shipping on time. The most famous man at the company is Tetsuya Nomura, an illustrator who got famous for creating characters so memorable that it enabled him to get his thumb into the majority of the company's creative output within a decade. On the other hand, Final Fantasy XIII was the company's first real step into the next generation; it's a humongous production designed to appeal to as wide an audience as possible. For all of these reasons and more, Final Fantasy XIII is, most obviously, a bizarre compromise. In his borderline incomprehensible -- through no fault of his own -- GDC 2010 talk, the game's director Motomu Toriyama described how, over the years, the creative process for developing Final Fantasy titles changed from a collaborative to top-down structure thanks to the workflow demands put on the teams by technology. In the immediate aftermath of the development of Final Fantasy VI for the Super Famicom, the team bullshitted up some ideas for Final Fantasy VII. But when it came time to produce that game, the decision had been made to move to the PlayStation and deliver a Hollywood-style cinematic experience. Still and all, the game was put together piecemeal -- and if you remember its wild inconsistency of play, it's not a surprise to hear that now. From to snowboarding to defending Fort Condor to performing CPR to motorcycle combat to the Golden Saucer, the game provides arguably too many diversions from its core gameplay. By the time Final Fantasy X rolled around in 2001, said Toriyama, "An impact on experimentation took place. From this [game], scenario had to be fixed first, because of motion and voice [recording]. So each staff person we could not incorporate their comments or opinions, since just a small number of people were working on the story creation... It was a major change in Final Fantasy X." Throw in a platform shift for which the company was totally unprepared, a mandate for visual perfection, and a production team in the hundreds, and Final Fantasy XIII, as it is, is born. Still, I haven't even approached Final Fantasy XIII's greatest and most fundamental sin. * * * "It starts to get good after about 12 hours," I said. "Twelve hours? I can't believe you give that game such a huge by," said Lulu. "It's not a by," I responded, lamely. She turned away. Zak looked at me. "I just know that if he sticks with it..." She shook her head. "The fact that they can rely on that kind of loyalty --" "...if he sticks with it -- I'm not talking to everybody, I'm talking to Zak -- he'll enjoy it." A few moments later: "You're right. It's a by." The biggest sin of Final Fantasy XIII is that the developers assume that once that disc slips into the drive, gamers are commited to seeing the ending credits. The developers assume that everybody wants so much to play this game that they will simply plod through it all. This sin is compounded by Square Enix's obvious, terrifying mandate to make the biggest, most popular Final Fantasy game since VII, and bring gamers into the fold who've never before been interested in the series. And it is complicated by their total misjudgment of the demands of today's audiences after years of increasing sophistication in games. * * * Let's play a game. No, not Final Fantasy XIII. Let's pretend that Final Fantasy XIII came out in December 2007, a year after the launch of the PlayStation 3, much as Final Fantasy X did in 2001 relative to the PlayStation 2's launch. And since we're already enmeshed in this fantastic scenario, let's take another little leap: let's pretend that the Xbox 360 never existed. Boy, Final Fantasy XIII seems pretty fucking excellent now, doesn't it? Yeah, it may not be the best game in the series, but I can't wait to see what these guys are going to do when they really come to grips with this next generation console technology! That's the world this game was made for. There were just some complications... * * * Thanks to Call of Duty, mainstream audiences of unparalleled size are getting used to the production style pioneered by Square Soft in the early '90s. These games are so complicated and huge, somebody thought, we ought to bootstrap a few teams and get them rolling into production simultaneously, so we can have a continuous flow of product for fans. At some point, this production process broke down. By the time of Final Fantasy XII's hideous and unprecedented delay, FF production was critically wounded; it has not recovered. Motomu Toriyama showed one deeply confusing screenshot of Final Fantasy XIII for the PlayStation 2 in his GDC presentation. I've privately been told by someone who'd know that the game was unconventional in a way that the Final Fantasy XIII that was manufactured and shipped to retailers is not. Something happened during the production of the unconventional, deeply flawed Final Fantasy XII to kill experimentation at Square Enix. Something happened during the troubled birth of Crystal Tools to complicate Final Fantasy XIII's production until a group of very intelligent and experienced developers were forced to pare down the design document to what would obviously and flawlessly function. In his GDC talk, the lead game designer of Assassin's Creed II, Patrick Plourde, talked about the production of the first game. Half an hour after he joked that "the Final Fantasy guys are probably the only others who face these problems" -- putting together a 30+ hour game with a team of hundreds, that is -- he explained that a separate team designed and implemented the assassination missions in the original Assassin's Creed. These missions were stapled onto the core game and, though they formed its primary gameplay objectives, they had nothing to do with its core gameplay. Ubisoft Montreal's production processes had been designed to produce different streams of content simultaneously and bolt them together at the end -- a method that was retained but completely rethought for production of its sequel. In a strange coincidence, Motomu Toriyama was sitting next to me during this presentation. * * * Most people who had anything to say about Final Fantasy XIII shortly after its release were those who were repulsed by early design decisions the team made about the game. And while I don't think production realities excuse a shitty game, they sure do explain it. If one thing's clear, it's that production ramped up on Final Fantasy XIII before there was a clear plan on how things were going to be bolted together. As Tim Rogers points out in his review, "A producer of Final Fantasy XIII explains that there was 'enough discarded content' from Final Fantasy XIII to make a whole other game. The 'content' in question is mainly levels -- game-play areas." He draws the correct inference: the production process for this game was so deeply flawed that artists were being paid to create content that the core creative team was unsure if it would have any use for, just to make them do something. As I explained to Zak and Lulu, the really bad part of Final Fantasy XIII is not, as many have said, the first two hours, in which you have no meaningful choices in combat and cannot earn Crystogen Points and so cannot level your characters. The worst part is also not the next five hours of the game, which establishes the core of the game's narrative premise and slowly and surely delivers its gameplay systems one after the other -- the tutorial. No, the worst part is between hours 8 to 14. This is the most vapid and superfluous part of Final Fantasy XIII. This is the painful and tedious point where the game has firmly established its core gameplay, its cast of characters, and then... refuses to give over. From the second half of the Gapra Whitewood to the end of the Sunleth Waterscape, Final Fantasy XIII is a tedious mess made by people who clearly don't understand what they're supposed to be doing. Here's my quick guide into making Final Fantasy XIII not suck shit. It'll sound pretty easy when I explain it. Immediately institute gameplay. Without changing the scenario at all, allow players to experiment with special abilities and raise levels in the Crystarium -- even allow them to raise the levels of the NORA troops Gadot and Lebreau, though the player won't ever use them again (notably, in the release, Gadot and Lebreau's HP are listed as ??? instead of numbers because they're NPCs.) Nobody will resent wasting this effort; certainly no more than they did being held back from experiencing gameplay for the first two hours of the game. By the time the party assembles for the battle against the Pulse Fal'Cie in the Pulse Vestige, they should have earned a few abilities in the Crystarium. (If there's one thing this game is spookily good at, it's balancing the distribution of CP as it effects gaining abilities and fighting boss battles, so I don't doubt the team could balance this well.) You don't have to unlock much, but just enough to give the player a sense he is making decisions: enough for advanced players to know what's in store and little enough for novices to stick with it. Remember, the novice audience wants to learn how to play your game. As the party escapes to Lake Bresha, lay on the tutorials, just as you did. There's a debate to be had here about teaching the player how to play the game by presenting challenges that require him to exercise the options at his fingertips -- remember that battle in Palumpolum which forces you to play the Sentinel role? like that -- but let's just assume we're not changing things that drastically. It'll work. The Vile Peaks proceed as normal, though perhaps the roles of some of the characters have to be tweaked. But here's the crucial difference. By the end of the Vile Peaks, the entire Crystarium must be unlocked and available to players. You have to be done with your lessons approximately... now. There's time for introductions to more advanced gameplay later, but the core: we're done. Here comes a tough part. Narratively, I don't see a way around having Hope and Lightning come to their own understanding in the Whitewood as Sazh and Vanille later do in the Sunleth Waterscape and Nautlius. A mix of cutscenes, structural changes, and judicious and much-needed cutting would have to happen here to make the game tolerable and well-paced. Get players to Palumpolum as fast as you can, and once the six party members gather in Hope's apartment for the game's first real climax, you've just delivered an adventuring party that will never be split up again. If you've balked at my earlier suggestion to unlock the Crystarium fully, now's when you really have to do it. You will never again force the party formation to follow the whims of the plot; that was annoying enough in the 16-bit days in what I would consider the most irritating game in the series, Final Fantasy VI, and it's excruciating now that we know other games actually give us a credible illusion of control. After Palumpolum, Palmecia. And after Palmecia, Gran Pulse. And in Gran Pulse, which we should get to much sooner, something besides mark hunts. "Something", in fact, like the second half of the game. "The answer is staring them right in the face. Gran Pulse should have been the World of Ruin. What were they thinking?" I said this out loud. It's very likely nobody else was in the room. * * * Let's talk core gameplay mechanics. I theorized, in December, that at some point there was a meeting in Square Enix's Shinjuku headquarters where things were decided that altered the course of Final Fantasy XIII's development profoundly. I'm not wrong, of course -- there were probably dozens of such meetings. But let's visualize this for a minute. Yoshinori Kitase, Motomu Toriyama, Yuji Abe, and the rest of the team is sitting at a conference table. The light is bright and fluorescent. There's stale coffee, 330 ml bottles of French spring water, and, since this is Japan, there might even be cigarette smoke hanging in the air. Production on Final Fantasy XIII is not, to put it lightly, going as planned. Crystal Tools is nothing like done. In the back of his mind, one of the men is wishing -- for not the first time and not the last -- that Matsuno's fucking team had got Final Fantasy XII out the door in time for FF13 to hit the PlayStation 2 before its market died, and that Crystal Tools could have been sorted out before production had begun on a next-generation title. Toriyama looks at Kitase. Kitase looks at Toriyama. "What are we going to do?" somebody asks. I tried, and failed, to write this scene with drama and snappy dialogue, but let's be fair: this is a Japanese office. One of the junior planners walks around the room handing out sheafs of stapled A4 paper to everybody. This is what they're going to do. They've identified the strenghts of the series: its characters and story, courtesy of Nomura, Toriyama, Kazushige Nojima and others; its battles -- thank Toshiro Tsuchida and Yuji Abe; its beautiful environments, Isamu Kamikokuryo; and the character leveling system, the Crystarium. Everything else is expendable -- it either has to be tied into the plot, or has to serve the purpose of getting this game out the door. When I talk about Final Fantasy XIII's battle system, I get excited. People can hear the excitement in my voice, and they get interested. I have actually seen this happen in real life. That's a measure not just of how much I care about the game and the series, but my genuine admiration for the level of execution of this absolutely core facet of the gameplay. Their plan almost worked -- or perhaps could have worked -- but it didn't. It fails in some very fundamental ways that mostly have to do with the developers' control and complacency. * * * Time for pure gameplay complaining: the Crystarium stinks. Let's do some comparing and contrasting and background here, since we might as well. At some point -- I guess Final Fantasy X -- the developers at Square Enix decided that traditional experience points / earn a level-style leveling systems were passe. I don't in the least bit blame them, since how you grow your characters is one of the best gameplay aspects of an RPG when handled correctly. The Sphere Grid, which was Final Fantasy X's stab at delivering that sort of gameplay, was compulsively addictive to me. It was essentially linear for a good portion of the game, but starting not terribly far in, you'd be forced to make decisions about what to unlock when, and how to balance your party, and soon after that what secondary sets of abilities you wanted your characters to develop. One of my absolute fondest memories of FFX is running in circles in Zanarkand raising levels for an entire day. Final Fantasy XII's leveling system, the License Board, is a pathetic thing, paltry and simple, trivial to exploit. It encourages you -- or at least it did me -- to rob your characters of any distinct identity and instead gravitate to what delivers the best advantage: my party were carbon copies of one another by the end of the game; bizarre hybrid mage-warriors with no trace of specialty nor identity. It's worth noting that when the game was rereleased in Japan, this entire gameplay mechanic was deleted and replaced with something new (called the Intenational Zodiac Job System, fuck knows what that is. I certainly don't care.) The Crystarium is not that bad. But it is not very good. I think one of the real flaws with it is that it's split into six: each role has its own distinct set of bonuses and abilities, because each role has to be defined within the context of the game's Paradigm System battles, which are in fact quite excellent. Unfortunately in concert with this, there's no freedom of movement, and your only decision-making process is which of the jobs you wish to raise first. But that complaint is really irrelevant compared to the real flaws in the system. The Crystarium is divided into levels, and levels are locked. They are not locked, as would be logical, until you complete one; they are locked until the arbitrary point in the game -- always after a boss battle -- where the developers deign to unlock the next stage of Crystarium growth. Frustratingly, too, in my experience, the game perfectly metes out experience points throughout so that you're just about ready to hit the next level of the Crystarium by the time you get it. This is one of the many things about playing Final Fantasy XIII that makes you feel like a rat in a maze. There's an ominous awareness of someone in control, just out of your field of view... And there is a severe and obvious flaw with this: gamers don't all enjoy games the way the developers intend them to. Gamers don't all enjoy games in the order developers intend them to. And gamers do not all enjoy games at the speed which developers intend them to. This is the first game in the series which does not allow for this, and that is a severe flaw. There are six potential roles for each character (pretentiously renamed in the U.S. version to Commando, Ravager, Medic, Saboteur, Synergist, and Sentinel from the readily comprehensible Attacker, Blaster, Healer, Jammer, Enhancer, and Defender.) However, for the first two thirds of the game, you aren't allowed to access any but the three the which the development team assigned to each character at its outset. The CP (Crystogen Points, or experience points) you earn are only enough to really concentrate on the three jobs you are given anyway. This, in fact, holds true for the whole game, including the last boss, unless you do a tremendously unpalatable amount of grinding, even when you have access to the other three jobs. This sucks out all player choice once again. Since you effectively can't raise optional jobs, since the CP costs are so astronomical, you can't really experiment with new party builds without swapping characters in and out to form the party you want. All I accomplished by trying to make Lightning a Saboteur was putting her behind Hope in primary job progress, and I quickly abandoned the idea. I got a slight benefit out of making Fang a low-level Synergist, but since you also only have six Paradigm slots this became irrelevant, too. There just wasn't room for that Paradigm. The worst aspect of the Crystarium, though, is that not every character gets every ability in every job. For example, as a Synergist, Fang gets Shellga and Protectga. I assumed Hope would earn access to these abilities soon after -- when his next Crystarium level unlocked. Nope. He never gets them -- ever -- and Synergist is one of his three primary jobs. Worse yet is that without consulting a FAQ, you'd never know this, so it's impossible to plan ahead for the ideal party without researching online -- and personally I like to avoid FAQs as much as I can. In the end, the Crystarium is just a linear leveling system in a Sphere Grid disguise, and it's probably my personal biggest disappointment with the game. Tim compared the game to busywork in his review, and it's not wrong -- by removing meaningful choice, the Crystarium has transitioned from a thoughtful system into something akin to stuffing envelopes. * * * All the same, when I look at the game, I'm more sympathetic to many of the mistakes the developers made because I came to the realization that they are tremendously determined to get players through this game, fully understanding its gameplay. And I also laud them for turning up the challenge at the point at which they believe players should fully understand it -- which is one of the most satisfying sections of the game, if not the most satisfying section -- the Battleship Palamecia. It's obvious that this is why the game is so drawn out, and derisively (though somewhat fairly) called a neverending tutorial by gamers. Gamers, for one reason and another, don't like to be condescended to, and this was a miscalculation on Square Enix's part. But it's not so simple as that. This isn't just about teaching novices to play the game. It's about making sure everybody gets it. Really, really gets it. This is necessary because with previous titles in the series, it was fully possible to get to the very end without understanding their gameplay. Not just possible, in fact, but likely. The most obvious culprit here is Final Fantasy VIII -- the game is complicated, more than a little broken, very abstract, and full of gameplay loopholes. On reading what people have had to say about it over the last 11+ years, I have certainly realized that I -- no newbie to Final Fantasy or RPGs in general by that point -- got to the end of the game without really understanding its gameplay in more than the most rudimentary way, and I was hardly alone in that. In fact, I never actually beat Final Fantasy VIII. I got to the last boss, but I never did defeat her. Let's go back to that word "abstract". When it comes to core gameplay, RPGs are the most abstracted of all established game genres. In a shooter, you shoot someone; he dies. You physically move the aiming reticule over a target; you pull a shoulder button like a trigger. It's simple. Game developers are forever adding abstract, complex gameplay elements to titles of all genres, because the kinds of people who buy Xbox 360 and PlayStation 3 games enjoy these abstractions. Only RPGs are build their foundations on them. Even relatively simple concepts like "equipment" tend to be so complicated by either special abilities or innumerable choices that they lose a great deal of their concreteness. There's the famous example, of course, of Dean Takahashi's review of the original Mass Effect -- in which he forgot to level Shepard. Dean is not a stupid guy. At this year's GDC, Peter Molyneux said that Microsoft research indicated that more than 60 percent of the Fable audience understood less than 50 percent of the series' gameplay. Fable is not as popular as Final Fantasy. The answer that BioWare and Lionhead have posed to these problems is to streamline the everliving fuck out of Mass Effect 2 and Fable III. The Final Fantasy XIIIdevelopment team tried that, too. However, where the paths diverge is that the Western teams have gone to great lengths to make their gameplay systems concrete. ME2 is a full-on shooter; Fable III doesn't have levels anymore: you gain followers, and that power is reflected visually by your character. Instead of moving towards action or something else easier to understand, Final Fantasy XIII completely retained an abstracted, command input-based tactical battle system with text and gauges and jobs and hit points -- they just tried to teach players to use it. As a hardcore gamer who loves abstraction (and in particular loves this battle system) I sure do appreciate it. But it's easy to argue that Square Enix is going both against the grain of the collective wisdom of the industry and also working against the mainstream audience they want to cultivate. One solution -- and I'm not even sure this is precisely intentional on BioWare's part, but if it is, it's genius -- would be to split Final Fantasy into hardcore nerdy and open and casual variants, in the same way Mass Effect and Dragon Age compliment each other. No significant number of BioWare otaku who want the D&D-inspired bollocks of Dragon Age's gameplay resent Mass Effect 2's simplicity. And they will buy every scrap of Dragon Age content thrown to them, and most of them will buy Mass Effect, too. Like i said, if this is intentional, it's pure fucking genius and probably what I most respect BioWare for right now. I've talked to a guy online -- a smart enough guy, an adult and avid gamer, who got to the end of Final Fantasy X without understanding the Sphere Grid and couldn't beat Sin. Despite my problems with FFVIII, this never occurred to me, simply because I understood FFX so well. And, more troublingly, I know a guy online who's gotten past the point in Final Fantasy XIII where the developers assume you understand the game and just throw everything at you -- far past, with the help of strategy guides and a level of perseverence that's difficult to credit but so refreshing to see -- and I'm not quite sure he really gets it. He certainly can't reliably execute it. Because of the tight control over the Crystarium he can't grind his way out of tight spots; because of the developers' faith that their style of teaching players how to play is adequate, he has to resort to following online strategies. Even the official guide isn't enough. So as much as I like the impetus of teaching novices to understand Final Fantasy -- because how else are you going to convert them into fans like me who live, breathe, and love JRPG gameplay? -- I don't think Square Enix pulled it off. And worse, they alienated a good chunk of their existing audience by making it sit through kindergarten, or as I like to call the beginning of the game, Disc 0 (think about this in PlayStation 1 FF terms and you'll get it.) * * * So while I'm on the subject of gameplay, let's keep this going and talk about the fucking battle system already. The best -- if not most appealing -- way I can think of to explain the Paradigm Shift system is that, in a regular FF battle system, you were the grill team in the McDonalds kitchen, all working to produce the meal. In FF13, you've been promoted to manager. Rather than making the same, repetitive individual decisions moment-to-moment, you control the overall flow of battle via the Paradigms. Once the system gets cooking, you get the same intense and strategic push-pull of a traditional turn-based battle system in maybe one fifth of the time. So each Paradigm you set up, to back up a bit, is a party build. Each character has three jobs (let's say three, because as I discussed, five or six is a lie and even four is pushing it.) Your job is to switch between Paradigms which offer the most effective mix of jobs (and thus, skills) for current battle situations -- you become the mini-general, flipping your troops' jobs around. And it's not just that you must tell them what (generally) to do; you also have to be mindful of how their skills compliment each other. That's before you take into account enemy behavior. To say that the battle system is challenging and addictive would be an understatement -- this is the compulsive and most highly polished aspect of the gameplay, bar-none. The problem is that it doesn't fucking get that way until the aforementioned Palamecia section... like 15 hours into the game. Sigh. But once it kicks in, it's fucking kicked in for the whole rest of the game; smacking the everloving shit out of the last boss was a highly amusing pleasure. There's also the extremely fast pace to laud, and also the strange but addictive process of Staggering enemies. Until you Stagger an enemy, damage is negligible, and you need to hit them with both physical attacks and magic to make them Stagger. This really is the way in which the Paradigm Shift system is unified with basic damage dealing, you see, and the icing is the game's maniacal reliance on buffs and debuffs later on to add another layer of tension and make your finger itch on the L1 button as you shift Paradigms compulsively. This is the good shit. This is where it's at. And when you Stagger (or Break) -- I definitely prefer the Japanese version's "Break", it's more forceful, more aesthetically appealing -- So when you BREAK an enemy, there's a skill called Launch that the Commando class gets which throws the fucker up into the air. When the enemy is up in the air it can't do jack shit -- it can't attack you at all, and just wriggles helplessly. This is so super fucking satsifying that I can't even articulate it. It makes me giggle. And to answer one of the questions Tim raised in his review of the game, yes, it's inherently satisfying to see giant fucking numbers (representing damage) pop out of enemies when you hit them. Of this I have not the least shred of doubt. * * * Let's talk about the whole NO TOWNS thing. The game does not fucking need towns. Towns would not solve this game's problems. The whole towns thing reminds me of people talking about Steven Spielberg's A.I. A lot of people didn't like the saccharine ending of the film and said that the movie should have ended with David staring at the Blue Angel, implicitly forever. No -- that would have just been a different shitty ending. In the same vein, stapling some classic-style towns to Final Fantasy XIII would not solve anything. What people who are asking for towns are asking for are two things, and one of them is valid and one of them is bullshit. 1. Give me what the series has always had, because I am old and I fear change. (Bullshit.) 2. Give me something that would improve the game's pacing, and add agency and variety. (Correct.) Let me be clear: I have no interest in seeing towns come back to Final Fantasy as towns were once executed in the series, that's for sure. But something needs to come in -- a solution must be devised. The bit where you chase the Chocobo chick through Nautilus: that was simple, and stupid, but fun. The way I much more miss towns, in all honesty, is that so many of the cutscenes in this game feature people just stopping in some corridor in some dungeon and having a conversation, and the context they do this in has absolutely nothing to do with that conversation, and it starts to feel extremely false and disconnected from any sense of reality. This is to be avoided scrupulously in future games in the series, in my opinion, and one of the ways to do that is to make sure that the important story sequences are context-driven. And to have context-driven story you need, well, a fucking context. Obviously. Things like towns are meaningful. Giant blue glowing forests, while totally fucking awesome for smacking the shit out of rampaging biological experiments in, are not so great for having a conversation about your dead mom. * * * One particularly notable object lesson in this is the segment of the game which takes place in Palumpolum. The game goes from romps through attractive but irrelevant video game backdrops to a struggle against fate in a city populated by civilians. Context comes flooding in to illustrate concepts that were so recently abstract. There's an army, there are buildings that make sense, there's the whole scenario with Hope's dad in his apartment. Things just gel fabulously here in a way that totally makes sense, and stands in stark contrast to the last several hours of the game. The Hanging Edge. Gapra Whitewood. Sunleth Waterscape. No. Vile Peaks. The Fifth Ark. Kind of; good enough. Nautilus. Palumpolum. The Palmecia. Eden. Yes. * * * Let's talk about the characters and story. The Final Fantasy series has been pretty hit or miss when it comes to antagonists. This game is pretty much a miss. It's really not until the last fucking battle that you begin to get a real understanding for what actually drives the antagonist, who is an Old Man In A Dress, the Fantasy Pope -- which is a lazy cliche, while I'm complaining -- to push your party around, try to kill them, et cetera. This is what I like to call a Big Fucking Mistake. Until then, you're confronted with the fact that he's just a floating asshole who pushes you around and lies to you. It's easy to see why the characters dislike him, but as the player, it's not so easy to feel strongly about it. Also he's a big stupid monster / god thing, really, it turns out, of course. And I found this particularly boring because, oddly enough, the real world's Evil Old Man In A Dress has been in the news a lot lately. And he has been implicated in multiple coverups involving child molesters. And while the whole complicated tale is heartbraking and infuriating, it's also a human story, one that has real heft and weight: I'm more interested in taking my band of adventurers to Rome and knocking Cardinal Ratfucker out of his Prada loafers with a hail of Blizzagas than spitting on Primarch Dysley, FF13's antagonist. Think about that rich and complicated story of venality, ambition, insensitivity, and arrogance and compare it with what motivates FF13's Pope, which is "I'm a god, but I don't like being a god that much." Right. That said, stories of gods pushing humans around don't have to suck. I mean, we have the whole pantheons of Greek and Norse mythologies, and those are just the ones I am immediately familiar with as a white nerd. Those are some fucking interesting gods. And beyond that I can think of examples from fantasy like Megan Whalen Turner's The Queen's Thief series, or Steven Brust's Vlad Taltos books, or Diana Wynne Jones, or Neil Gaiman. These gods have many of the same qualities of the Fal'Cie -- aloof, manipulative -- but they're used effectively. That's because the action of the story rests on the decisions of the people, even when the gods command; FF13 does, to its credit, try to do that, too, but it doesn't come together until the end. Let's detour quickly into "Fal'Cie." We already have a word for gods, and it's "gods". Bad fantasy overuses superflous terminology like Fal'Cie that obscures both the meaning and, to my mind, seriousness of its story, and this is a prime offender. I have a theory that Japanese people are more willing to accept bullshit katakana terminology because their language is full of it -- bear in mind that everyday concepts like Personal Computer and Digital Camera and Internet and Sony PlayStation are all made up fantasy words to the Japanese, more or less, and it seems easier to understand why their games are full of them. Then again Dragon Age has shit like the Grey Wardens and (gag) Darkspawn, which sound just as bad to me. It's a problem. Fantasy people: restrain thyselves. One of the really frustrating things about this game is another aspect of the Disc 0 problem I alluded to earlier. It really, really extends to the development of the characters. Plenty of people I've talked to (aka The Whole of the Internets) really hate Snow, Hope, and Vanille. I do not hate them. But I can understand it, because for the first chunk of the game, they are boring do-nothing characters. Contrast the Sazh who stumbles around the Hanging Edge with the one who talks about his son, Dahj, in Sunleth Waterscape and Nautilus. In my opinion, Hope's problems make sense, and he begins to speak and act intelligently and with conviction earlier on. But Vanille is in a way the linchpin of the plot, or many of its mysteries, and you have no bloody idea until way too far into the game. There's a reason she's narrating the thing, folks. Snow, well... Snow can't really get into gear until he and Hope have it out, and thanks to the game's shitty pacing, that just takes far too long. Someone I know said "the plot seems like it's always an hour away from getting good", and that's apt. I've also heard it said that the text Datalog entries add necessary details to flesh out what's going on -- and that's true not in terms of understanding events (I had no problems) but it's very true in terms of shading. In the end, I'm not wild about the cast. They're not as sympathetic as the Final Fantasy X crew, somehow. I felt for them, but not strongly. I think the context problem I wrote about -- Talking In Dungeons -- and the boring antagonist help screw them up. The lack of a real focused main character (aka Final Fantasy VI-itis) is also a problem. Lightning never comes to life as a character -- she's an idea of a character, a representation, a simulacrum. She's fascinating to watch in motion and she spits out some great lines -- love her attitude -- but there's no her. Sazh, on the other hand, is dependable and sympathetic, and one of the only in the party capable of surprising you with his actions. How in the fuck did Japan deliver the one of the first truly rounded and sympathetic black characters in a game (and deliver him with a Chocobo chick in his afro, and make it work?) Talk about an unexpected triumph. Snow is a stock character. Snow is not a badly-written version of that character, but he does not exceed those bounds enough to become fully three-dimensional. He's important to the story, though, and I forgive it. He's kind of like this game's Wakka, with a role that exceeds his depth, yet somehow a less interesting conflict to resolve within himself. I had thought Hope was going to be a Shinji-type character, but he's really not, or not for very long. He's a believable adolescent; his background really comes into play for his character in ways I didn't anticipate (observations easier for me to make, perhaps, because he's the one I identified with most.) You can tell he's well-educated though he never really talks about it much; later you see he's a child of privelege who grew up in the big city, and his attitude and demeanor makes sense. Characterization Success Get! He acts in ways that are logical, and if anybody sells the whole Fal'Cie/l'Cie thing, in the whole cast, it's Hope -- through both his reactions to the situation and his knowledge. Vanille... is a conundrum. First up, she's the worst character design Nomura has shit out since... Irvine Kinneas? Long time. Part of that's a cultural Japan/America thing, and part of that's a borderline misogynist "girl skipping around in a short dress is tough to take seriously" thing, let's face it... but part of it is that she has just a hideous outfit and ridiculous hair. Even Hope looks like he's dressed to walk around a bit. She... well, it'd be an okay outfit for a summertime date. If she didn't expect to have to sit down and get hit in the back with that... beaded... thing, that is. When her role in the story becomes apparent, though, suddenly she's really interesting. I can't think of another character in an RPG who lies so much, and for such believable reasons. Usually RPG characters only lie because they're Secretly On The Other Side or whatever -- normal fantasy turncoat bullshit. That's it. You know, totally unlike real people, who lie all the time with both good and bad intentions. Not so, Vanille. And Fang is kind of dumb but she looks awesome, is gorgeous, kicks ass, has a rockin' Australian accent, and is just generally too much fun to not love. And you can easily pretend she's a lesbian. The game's real strength, though, is the dynamics of the characters -- their interactions. Lightning and Hope. Hope and Snow. Sazh and Vanille. Vanille and Fang. Japanese writers seem to have a facility for group dynamics and this frequently shines through in FF13's story more than the actual plot point that's occuring. * * * Chris Hecker has warned us that if we're not careful, games will become like comic books. What he's talking about is cultural ghettoization. I think we're already there -- we're just there at a profitable scale for a wide audience, unlike comics. And in many cases we're at an even bigger disadvantage -- it's much more challenging, and at times impossible, to step out of your preferred genres and either enjoy or comprehend the games. The FF13 solution, as I already outlined, was to teach people to enjoy it. Sure, Square Enix was less than fully successful there (though the guy who I spoke about who's struggling loved the game so much -- his first JRPG ever -- that he kept at it, and has pushed through the points where he was stuck, and even crossed over into JRPG fan territory by buying the CD soundtrack!) But I digress. My brain has been programmed by long exposure to love the JRPG genre. The experience of playing genre-based games is to gradually understand them more. As long as the games are good, your accumulated knowledge makes them more enjoyable. Hell, even mediocre games in a genre that you like and understand tend to be somewhat entertaining, because they lightly caress those synapses. Your decisions are driven by your tastes, but your tastes are reinforced by repeated exposure, until you start to think about buying games you think look terrible because they have good aspects -- for example, Eternal Sonata, which I though about buying I don't know how many times before I finally gave up on the idea. Its adorable vapidity repulsed me too much to sit through just to experience a battle system which looks pretty nifty. One thing I love most about the JRPG genre is its visual panache, and one thing that the deveopers of Final Fantasy XIII prioritized beyond perhaps all else is delivering those visuals. They are stunning. The character animations in battle and exploration are excellent, the scenes burst with detail, the environments are eye-catching and complex and unexpected. The amount of art generated for this game is nuts -- especially because that's the most expensive part of current generation game production. When I saw Lake Bresha for the first time in December, I said -- out loud -- "this is why I bought a PlayStation 3" and I was not kidding. There was my $600, three years later, right there. When I had the chance to speak to him, I even brought Lake Bresha up with Toriyama, and here's what he said: That body of water you were mentioning is crystallized, and technically it's very difficult to create something that's basically half see-through to bring that frozen effect. So it's not only that artistic vision, but it's also providing that technical expertise to create that; and that's something that really sets us apart from other developers. Other developers I don't think can really create that. You know what? It sounds arrogant, but the blend of techniques, aesthetics, and Japanese orientation to detail represented by Final Fantasy XIII is unmatched this generation. This game is a visual masterpiece. Sure, it's not subtle; The Lost Guardian is going to be more refined. But FF13 can encompass so much about what's great about current generation visuals in one game: it brings in elements of all genres and all aesthetics and blends them together and makes them work, stunningly, and in realtime. And that was something I could always fall back on and enjoy, because it's something I love. And that's what being a genre fan means. Tragically, so much of the most beautiful, exciting content is saved for late in the game. The developers just presume you'll get to Gran Pulse and see its impressive vistas. What if you get bored and sell the game before then? I don't think that thought crossed anybody's mind. That. Is. Fucking. Nuts. The same goes for the game's soundtrack: Masahi Hamauzu, long relegated to Square's B-titles, does a fantastic job here. Yes, it hews close to the aesthetics that have been long established in the genre. A friend of mine, whose music taste I respect a great deal, called it terrible. I got really annoyed. But it's hard to see something like this the way he might: not as a fan of JRPG soundtracks, but as a fan of music. I actually have plenty I could say about the topic in its defense, but that's for another time: it's enough for me to put out that, in another aspect of its conventionality, this game excels. * * * Though all games don't feature strong narrative elements, I think it might be true that games are a unique medium because they are both complex software systems and content-driven media. Together, they forge a context. It's an important tenet of fantasy writing to be embroiled in worldbuilding, of course, but games literally build the worlds they describe. One of the problems that complicates both creating and reviewing games is that they are both software and media. To create software is to create function; to create media is to create feeling. The place where things get interesting is in where these two aims, which don't have a hell of a lot to do with each other, intersect. When they diverge too obviously, pain lies. In a narrative-driven game, both the story-related events and the gameplay systems are expected to come together -- and when it works, this combination is more satisfying than either element would be alone. This dual strength allows you to forgive the flaws. Though game stories are routinely, and not unfairly, criticized for the fact that they would be dissatisfying as a linear narrative (say, a movie) I also think it's valid, and I feel comfortable saying, that the intersection point is what allows games to become more than the sum of their parts. I fully believe this. Games are satisfying because they are a synthesis. They may rountely be a clumsy synthesis in 2010, but their success is still built on this. This is not an argument against games striving to improve both in narrative and play contexts, but it explains, to me at least, my immense satisfaction with flawed experiences and failed experiments. By the time you put it to bed, Final Fantasy XIII proves both that its story is functional and its gameplay is sound. But unfortunately there is a continuous shifting and even breakdown of forged context for a great deal of the adventure. What it's trying to accomplish keeps changing. The game has something like an act structure -- not as most narrative media does because the characters make decisions that propel them forward, but because it's assembled from parts and the seams are visible. The hand of the creators is all too evident in this work, and this is even worse than it could be because it's clear the hand is shaking. And that brings us back to the fundamental problem with FF13, and, finally, to the end of this text. The team have erred seriously in their assumption that players will simply, left with no other option, like the game. Their assumption is that players will, by the end, understand the game; their assumption that, in doing so, players will inevitably care about the game's content. It always comes back to that, in every facet. I would argue that it would be ridiculous to assume someone who doesn't like what Final Fantasy has to offer should or could be catered to by a Final Fantasy title. I can't play Madden just to enjoy what it does well despite a near-total lack of interest or understanding of football. I will never develop an appreciation for Halomultiplayer, even if I can understand what makes it so compelling to so many. I don't really care to try, frankly. That attitude, which I think is common, is an important part of what makes games a tough medium to create in. Even if you allow, as you should, that the game is made for an audience that could potentially enjoy it, Final Fantasy XIII takes this assumption too much to heart, and in doing so severely tries the patience and, some would say, insults the intelligence of its audience. That is a profoundly dangerous place to go and a precipice the developers absolutely must back away from. Final Fantasy XIII For PlayStation 3 and Xbox 360 Released: March 9, 2010 Publisher: Square Enix Developer: Square Enix Three stars out of five
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How to Evaluate Collegiality

by Jeffrey L. Buller
This article first appeared in Academic Leader, vol. 28, num. 8, August 2012. Reprinted with permission. For more information about Academic Leader, click here.
Two concerns are often raised when department chairs attempt to address breaches of collegiality through the faculty evaluation process. The first is whether they’re permitted to do so at all, since very few faculty handbooks list collegialityas a criterion for reviews. The second is whether evaluation is an effective means of dealing with these challenges, since collegiality is often regarded as something highly subjective and not measurable or verifiable in any consistent way. The first of these concerns can be dealt with rather quickly, while the second will require a much more extended discussion.
In the United States, courts have ruled consistently that it is appropriate to consider collegiality in personnel decisions, even when an institution’s policies do not specifically list it as a criterion. See, for example, Cipriano (2011) 153–163. So deans and chairs are at liberty to take collegiality into account whenever they regard its presence as a positive factor in a faculty member’s performance or its absence as a detriment. But since it’s relatively uncommon for colleges and universities to describe collegiality in their policies and procedures, the second concern can actually become more difficult. After all, how do you evaluate something that is undefined, apparently nebulous in nature, and not even referred to on most forms used as part of a faculty evaluation?
Identify specific behaviors, not opinions or personality traits
Perhaps the best way of dealing with this challenge is to identify the specific behaviors that, in the professional setting where you work, may be regarded as contributing to or diminishing collegiality. In other words, it’s not enough to say that a person is irritable or argumentative. People are entitled to their own personalities, even when those personalities annoy us or are far different from our own. However, people are not entitled to engage in behavior that makes the work of your program more difficult. Everyone can be in a bad mood occasionally; they can even be in a bad mood every single day. But if their mood causes them to engage in activities that affect the quality of your program, you not only have the right, you have the duty to address it. What you’re trying to change is not the person’s mood, attitude, or personality itself, but rather specific behaviors that are resulting from that mood, attitude, or personality.
If you’re in doubt about how to tell the difference, ask yourself the following three questions:
1. What is the specific problem that I am observing?
2. What are the specific actions or behaviors of the faculty member that are causing those problems?
3. What are the specific steps I need the faculty member to take in order to eliminate or reduce those problems?
Let’s explore how these questions might function in an actual situation. Imagine that you’re responsible for evaluating faculty members in a programthat includes Dr. Curmudgeon, a professor who always seems to be irritable and treats colleagues and students with contempt. You’ve received a lot ofcomplaints about Dr. Curmudgeon, and you yourself have been on the receiving endof this faculty member’s foul temper. So you decide to do something about it the next time you’re evaluating Dr. Curmudgeon. Near the end of your written review, you include the following paragraph:
Finally, I feel that I must address the issue of your frequent irritability. It’s getting to the point where I dread your presence at meetings, and a number of your colleagues have mentioned that they feel they must “walk on eggshells” whenever you’re around. If you continue in this manner, it seems unlikely that many of those in your department will vote in your favor the next time you undergo post-tenure review, and I find myself reluctant to assign you junior faculty members to mentor because your temperament is so consistently unpleasant.
You dispatch this evaluation to Dr. Curmudgeon, a grievance is filed against you, and you’re shocked to find that the appeals committee rules that your evaluation was completely inappropriate. What you did wrong was to base your evaluation, not on any specific actions that caused adocumented harm to your program, but on Dr. Curmudgeon’s personality and how it made you and others in the department feel. Your feelings ofannoyance matter neither more nor less than do Dr. Curmudgeon’s feelings of irritability. What you’ve done is confuse a pet peeve with a valid indication of a faculty member’s performance, and that mistake could invalidate your entire evaluation.
What you should have done instead is to focus on those three questions raised earlier.
1. What is the specific problem that I am observing? Are students dropping Dr. Curmudgeon’s courses at a significantly higher rate than those of his peers and indicating to you that the professor’s behavior is the cause? Has the advising load of other members of the department increased disproportionately because Dr. Curmudgeon does not believe that any student is good enough to work with him? Have committees failed to meet deadlines because they can’t obtain a quorum when they know that Dr. Curmudgeon is likely to attend?
2. What are the specific actions or behaviors of the faculty member that are causing those problems? Do students report when they drop the class that Dr. Curmudgeon called their questions “stupid” and made demeaning remarks to them? Have advisees reported that Dr. Curmudgeon belittled them because of the way they dressed or the books they read in their own time? Do members of Dr. Curmudgeon’s department say that there has been a chilling effect on discussions because no one is willing to be the next person publicly ridiculed?
3. What are the specific steps I need the faculty member to take in order to eliminate or reduce those problems? Can you establish guidelines for what Dr. Curmudgeon needs to do as a result of the problems you’ve documented? You may need to say something like, “Look. It doesn’t matter to me at all how you feel about me, your colleagues, and your students. But it does matter to me how you treat us. In order for our program to grow and receive increased funding, I need every member of the department to treat every other member with professionalism and respect. From now on, when you disagree with someone, I’ll expect you to direct at your students like the future colleagues that some of them will develop to be, not as objects of your scorn and humiliation. Those actions are hindering your pedagogical effectiveness.”
Use the evaluation process to begin a continued dialogue on the type of behaviors that are acceptable in your professional setting
In order to make the evaluation process more constructive and forward-looking, reviewers should spend more time talking about what the faculty member should do than about what he or she should not do. Even in the caseof Dr. Curmudgeon, it’s not particularly effective to end the conversation by talking only about what went wrong. But it’s far easier to accentuate the positive if you’ve already held a unit-wide conversation about what collegiality is and come to a consensus about the type of behavior you expect of one another. See Buller (2012) 218–219, 237–238. For instance, if your discussions have led to the creation of a conduct code or statement of departmental values, you’ll have a context in which to offer positive advice. “Remember what we said when we discussed collegiality and professionalism at our retreat last August,” you might say. “Working together constructively means acting on the assumption that we all care about our program equally. So, when you badger the newer faculty as ‘self-centered and lazy,’ you’re stifling the sort of debate we need in order to make our discipline successful.”
Of course, the danger with setting behavioral guidelines that are too specific is that passive-aggressive faculty members may attempt to use those statements against us. “Our departmental code says we have to restrict our disagreements to the issues instead of the person,” someone might claim. “Show me where it says that we can’t roll our eyes when we do so.” In these cases, you may find it valuable review with the faculty member what the intent of the code was and how benefits accrue from a collegial work environment. It’s impossible to develop a statement of principles so comprehensive that it addresses every possible contingency, so it may be necessary at times to discuss what the principles are designed to achieve, rather than the specific phrasing of the principles themselves.
While matters of collegiality can never be addressed solely through the process of faculty evaluation, periodic reviews do provide administrators with an opportunity to deal with clear breaches of professional conduct, recommend alternative behaviors for the future, and underscore the significance of treating one another with respect and mutual support. Since the fundamental mission of a program is to provide a high level of instruction, scholarship, and service, it becomes difficult or impossible to achieve that goal when faculty members indulge in non-collegial behavior. It’s for that reason that unprofessional actions may appropriately be addressed as part of a faculty evaluation.
References
Buller, J. L. The Essential Department Chair: A Comprehensive Desk Reference. San Francisco: Jossey-Bass, 2012.
Cipriano, R. E. Facilitating a Collegial Department in Higher Education: Strategies for Success. San Francisco: Jossey-Bass, 2011.
Jeffrey L. Buller is one of the senior partners in ATLAS, a firm providing academic leadership training and assessment worldwide. His book, Best Practices in Faculty Evaluation: A Practical Guide for Academic Leaders, is available from Jossey-Bass, Amazon, Barnes & Noble, and other booksellers. ▼
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I’m not done
Many opponents of gun control argue that limits on gun ownership are unconstitutional because they violate the Second Amendment, which includes the phrase “the right of the people to keep and bear Arms, shall not be infringed.” Opponents often emphasize the “shall not be infringed” part while ignoring the other clause about the right being connected to a “well regulated Militia,” but nobody’s perfect. Even emphasizing the “right” component, however, if we slow down and think about what an absolute right to bear arms would look like, it’s clear that even the people making the argument don’t believe in it. People already agree on a lot of limits to the Second Amendment, too - If the right to bear arms cannot be infringed, mentally ill felons can own nuclear weapons. Children can own machine guns. Terrorists can bring hand grenades on airplanes, right? Because the right to bear arms shall not be infringed. Since nobody who buys into the concept of society actually believes that, it’s clear that everybody believes in some level of gun control, including conservative courts that have allowed assault weapons bans, background checks, and other limits on gun ownership to stand for years. So the clear consensus among ordinary Americans and constitutional law scholars is that the type of gun control being proposed today does not violate the Second Amendment. Slightly more reasonable people may concede that point and argue that Americans at least have a right to own military grade weapons, claiming that the Founding Fathers intended as much. But the truth is that we have no way of knowing what men who lived in the era of muskets would think of assault rifles. Anyone who says otherwise is some combination of insincere or foolish. The two primary prongs of the “gun control doesn’t work” argument are that: 1) gun control does not reduce gun deaths largely because 2) it does not actually make it more difficult for people to obtain guns. One fundamental problem with this argument is that gun control can mean a number of different things: more stringent background checks, bans on high capacity magazines, licensing requirements, etc. So making the general statement “gun control doesn’t work” without referencing a specific proposal is kind of like saying “this food tastes bad” before we know what’s on the menu. To be fair, both sides of this argument can always find evidence to support their position. Gun control advocates can point to Australia, where both suicide and murder rates plummeted after a national gun buyback of over 650,000 guns in 1996 and 1997. On the other hand, opponents can correctly state that Chicago has strict gun laws but an alarmingly high rate of firearm related deaths. Anyone can cherry-pick a city, state, or country to support their argument, which is why we need a larger sample size. Luckily, we have a few large samples. One is called the United States. Another is called Earth. And both large samples establish a consistent correlation: places with more guns generally have more gun deaths than places with fewer guns. It’s not always true. But it’s usually true. And if something usually works, it seems foolish not to try it in this country, especially in light of our absurd level of gun ownership—we have 4.4 percent of the world’s population, but 42 percent of civilian owned guns. As for the argument that gun control won’t make it more difficult for people to obtain guns, Ronald Reagan addresses that pretty well in the letter he signed supporting an assault weapons ban, stating that, “While we recognize that assault weapon legislation will not stop all assault weapon crime, statistics prove that we can dry up the supply of these guns, making them less accessible to criminals. We urge you to listen to the American public and to the law enforcement community and support a ban on the further manufacture of these weapons.” In my opinion, it’s a reflection of poor parenting or a subpar education system, but an alarming number of Americans actually argue that banning assault weapons is pointless because without them, criminals would just use knives or cars—as if a society without weapons of any kind would be equally dangerous to ours. For those who do think that, let’s concede that people killed people before guns and will continue to do so even if the supply of guns diminishes. Everyone agrees. But the key element here is that guns make it a lot easier to kill someone - more importantly kill LOTS of someones at one time - than knives or cars. And it seems fairly obvious that making it more difficult to kill someone is a good thing since it may lead to some life-saving contemplation or a victim who has time to escape unscathed or with less severe injuries. Lastly, gun control doesn’t have to eliminate violence to be successful. A reduction in violence is still a success Contrary to what the NRA has led many to believe, gun control does not mean abolishing the Second Amendment or taking away all guns. Doing so would not only be unpopular, but politically and logistically impossible. We are talking about limits, not abolition. So the relevant question is not whether guns can be used for protection because of course they can. What matters is whether we can place some limits on gun ownership—like on certain types of guns or a total number of guns—while allowing Americans to protect themselves against criminals. The evidence indicates that we can. Take assault weapons for starters. Despite the attention they get due to mass shootings, assault weapons are not a leading killer of innocent Americans. They account for only a small fraction of gun-related deaths—about one or two hundred a year out of over 10,000. Nonetheless, it is undeniable that every year people are killed by assault weapons who would not have died if the perpetrator had a gun without “military style” features. By contrast, there is little evidence that assault weapons are ever essential for self-defense. Don’t get me wrong, assault weapons can be used for self-defense and they occasionally are. But it is difficult to find documented incidents in which an assault weapon was successfully used for self-defense by a civilian when a lesser gun would not have sufficed. On balance, it appears that assault weapons are far more frequently used for assault than for protection. There is a similar lack of evidence that owing, say, eight guns, is necessary for protection. If that number sounds absurdly high, it isn’t—the average gun owning household in American has more than eight guns. If that many guns are essential for protection, we should be able to find studies or verified stories that prove it—“My first seven guns jammed but I was able to shoot the intruder with my eighth. Thank God I had eight guns!” Without such cases, it seems as though limiting individuals to say, three guns per person, would still give Americans the same level of “protection” they have today. Lastly, as to the argument that guns are necessary to for protection from government tyranny, as noted above, gun control does not mean taking away all guns. But more importantly, if there were some unprecedented battle of government versus civilians, what good would guns, even assault weapons do, against the United states military? The military has tanks, drones, aircraft carriers, missiles, cyber warfare capabilities, far-reaching surveillance, and more. In the arms race between government and civilians, civilians lost years ago. Background checks, a federal database tracking gun sales, or a ban on high capacity magazines are not going to change the equation. "Well the only thing that stops a bad guy with a gun is a good guy with a gun..." Yes, you're Goddam right. There is no dispute that law enforcement officers and many times even civilians use guns to stop bad people with guns. But once again, the question is not whether a gun can be used for good; the question is whether the protection guns provide equals or outweighs the danger. Polls show that a majority of people believe owning a gun makes them safer, but the available evidence indicates otherwise. FBI data as recently as 2014 showed that almost eight times as many people were killed by guns in arguments than by civilians using a gun in self-defense. Multiple surveys, including the National Crime Victimization Survey, show that guns are used to commit crimes about ten times more often than they are used to stop a crime. And an analysis of hundreds of shootings in Philadelphia found that people carrying firearms were about 4.5 times more likely to be shot than those not carrying, likely due to unnecessary conflict escalation. So on balance, guns make situations more dangerous, not less. When broken down in detail, the most common arguments against gun control share similar traits. They are based on cherry picked evidence, hypothetical situations that don’t happen in reality, or flawed reasoning. Facts and logic both support the idea that limiting the supply of guns and access to them generally makes people safer. Facts and the logic may not gain you much ground with opponents these days, but just like sensible limits on gun ownership, it’s worth a try. Sorry for the long post... Peace out - much love to everyone.
#i own guns#i will give them up#i love my wife#i love my children#i love my grandchildren#i will do what I need to protect them
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Personally I agree with kateofthecanals, just don't think Sandor would even think to care about a woman's pleasure - before Sansa - it's just an itch to be scratched, regardless of what the women think of him. He wouldn't turn it down, although he wouldn't be personally interested in a woman, just in it being a basic need like food that's enjoyable enough for him but nothing more. He doesn't have the confidence or the care or the interest in anyone else's view of him. Imo! :)
Hey it’s totally cool for everyone to have their own headcanons. It’s fun and interesting to speculate on things within our tribe that cares so much about these characters. Everyone bringing their own ideas to the table. Often that’s how new insights are born.
All I can say is sex with a prostitute would be one thing. It’s definitely geared toward customer satisfaction. Consensual sex for fun with a partner is another matter. Even with fully compartmentalized no strings attached sex, there’s still such a thing as male pride. No guy wants the women he’s been with telling their friends what an awful lay he was. No guy wants the available pool of women to think he’s an utter disappointment and have all the ensuing jokes made about him. Only brutes and totally inept men care nothing about how their performance was received. Especially in a closed environment like the Red Keep where everyone knows everyone. Attachment or feelings are not required to have a vested interest in being seen as above average. It’s pretty fundamental to many a man’s ego. It would be extremely undermining of one’s manhood to be thought of as sub par and for better or worse, Sandor thinks of himself as traditionally masculine. Yeah sex is another basic need like food, but most everyone wants good food, not just something that keeps you from starving to death. Scratching an itch can still be a satisfying scratch that feels good. Even a quickie can still be a good quickie if there’s a little effort put into it. Really there’s a lot in between a quick nut and epic, explosive tantric sex with your soulmate.
Kate brought up the excellent point that insecure people can find ways to compensate for those insecurities (my paraphrasing). Sandor does have a history of bragging and stretching the truth a bit to make himself look good. He’d have a smug satisfaction that he with the scarred face and bad attitude, not those pretty boy, gallant knights, can do everything just as good if not better. Okay, definitely better. And yet another way he is different from Gregor who is a total brute with women to put it mildly. Stranger is a stallion after all and horses and riders mirror each other closely in the story. He has boasted that he can get a song out of Sansa. I don’t think that confidence in his ability came from thin air, but from a certain amount of previous experience and little effort on his part.
But hey, I’m just saying what I think based on the evidence as I see it. Everyone’s going to see things a little differently. This is just some fun speculating and so not important to the plot or critical for Sansan to work.
#sandor clegane speculation#it's serious fandom business people#now my official go to tag for such discussions#Anonymous
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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How to get started with blockchain development
So, You Want to Dive into Blockchain Development? Here's Your Roadmap Blockchain – it's the tech buzzword that's been making waves for years, and for good reason. It's not just about cryptocurrencies anymore; it's a powerful technology with the potential to transform industries from finance to healthcare to supply chain management. If you're a curious tech enthusiast or a seasoned developer looking to expand your skillset, blockchain development is an exciting and rewarding path to explore. But where do you even begin? The world of blockchain can feel like a maze, filled with jargon, complex concepts, and a seemingly endless array of tools and platforms. Fear not! This guide is designed to demystify blockchain development and provide you with a clear roadmap to get started on your journey. Whether you're a complete beginner or have some coding experience, we'll cover the essentials you need to know, the skills you'll need to acquire, and the steps you can take to start building your blockchain projects. Understanding the Basics: What is Blockchain? Let's start with the fundamentals. At its core, a blockchain is a decentralized, distributed digital ledger that records transactions across a network of computers. Think of it as a giant, shared spreadsheet that's constantly being updated and verified by multiple parties. What makes blockchain unique is its decentralization. No single entity controls the blockchain. Instead, it's maintained by a network of computers (nodes) that work together to validate and record transactions. This means there's no single point of failure, making blockchain systems more secure and resistant to tampering. Another key aspect is transparency. All transactions recorded on the blockchain are public and can be viewed by anyone in the network. This transparency ensures accountability and trust. And finally, blockchain boasts immutability. Once a transaction is recorded on the blockchain, it's virtually impossible to alter or delete. This creates a permanent and auditable record of all transactions. These characteristics make blockchain ideal for applications that require trust, security, and transparency, such as financial transactions, supply chain management, voting systems, and more. Choosing Your Path: Blockchain Platforms and Languages Before you start coding, you'll need to decide which blockchain platform you want to build on. Each platform has its strengths, weaknesses, and specific use cases, so it's crucial to choose one that aligns with your project goals. Some popular options include Ethereum, a versatile platform known for smart contracts and decentralized applications (dApps); Hyperledger Fabric, a modular platform designed for enterprise use cases; Corda, a platform tailored for financial applications; and EOS, a platform focused on high-performance decentralized applications. Each platform also has its preferred programming languages. For instance, Solidity is the primary language for Ethereum smart contract development, while JavaScript is commonly used for building dApps. Other languages like Go, Java, and Python also find applications in blockchain development. The best choice for you will depend on your project's specific requirements and your personal preferences. Researching and experimenting with different platforms and languages is highly recommended to find the best fit for your needs. Essential Skills for Blockchain Developers Blockchain development is a multidisciplinary field that requires a combination of technical and soft skills. A strong grasp of cryptography is essential, as blockchain heavily relies on it for security. Understanding concepts like hashing, digital signatures, and encryption is crucial. Since blockchain is essentially a chain of data blocks, you'll also need a solid understanding of data structures like linked lists, trees, and graphs. Familiarity with networking concepts like peer-to-peer networks, consensus mechanisms, and network security is equally important, as blockchain operates on a network of computers. If you're interested in building on platforms that support smart contracts, you'll need to learn how to write and deploy them. For those venturing into decentralized applications (dApps), a good understanding of web development technologies like HTML, CSS, and JavaScript is a must. Beyond technical skills, soft skills are equally vital. Strong problem-solving skills are essential to overcome the unique challenges that arise in this relatively new field. Excellent communication skills are also crucial for collaborating with other developers and stakeholders, conveying ideas effectively, gathering feedback, and resolving conflicts. Your Step-by-Step Guide to Blockchain Development With a grasp of the basics and essential skills, you're ready to take practical steps towards becoming a blockchain developer: - Learn the Fundamentals: Start by building a solid foundation in blockchain concepts. Read books, articles, and tutorials, and consider taking online courses to learn about the different types of blockchains, consensus mechanisms, cryptography, and smart contracts. - Choose a Platform and Language: Research different blockchain platforms and languages to find the best fit for your interests and project requirements. Consider factors like scalability, community support, and ease of use. - Set Up Your Development Environment: Install the necessary tools and software to start coding. This may include an integrated development environment (IDE), a blockchain client, and a compiler or interpreter for your chosen language. - Start Building Small Projects: Begin by building simple projects to get hands-on experience. This could be a basic blockchain that stores data, a simple smart contract, or a basic dApp. These small wins will build your confidence and knowledge. - Join the Community: The blockchain community is a vibrant and supportive place where you can learn from others, get help with your projects, and stay up-to-date with the latest developments. Participate in online forums, attend conferences, and network with other developers. - Contribute to Open Source Projects: Contributing to open source blockchain projects is a great way to learn from experienced developers, gain real-world experience, and build your portfolio. - Stay Up-to-Date: Blockchain technology is constantly evolving. Stay informed about the latest developments, trends, and best practices by reading blogs, following industry experts, and attending conferences. Blockchain Development Resources To aid your journey, numerous resources are available for learning and mastering blockchain development: - Online Courses: Coursera, Udemy, and edX offer comprehensive blockchain specializations and courses. - Books: "Mastering Bitcoin" by Andreas Antonopoulos and "Blockchain Basics" by Daniel Drescher are excellent starting points. - Websites: Blockchain Council and CoinDesk provide valuable insights and news. - Forums: BitcoinTalk and Ethereum Stack Exchange are great platforms for asking questions and connecting with other developers. The Future is Blockchain Blockchain technology is still in its early stages, but its potential is undeniable. As blockchain adoption grows, there will be an increasing demand for skilled blockchain developers. By investing in your blockchain development skills now, you'll be well-positioned to take advantage of the many exciting opportunities that this technology has to offer. Remember, blockchain development is a journey, not a sprint. Be patient, persistent, and passionate, and you'll be well on your way to becoming a blockchain expert. The future is blockchain, and it's waiting for you to shape it. Read the full article
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Although the sex offender regsitartion was made to protect families and communities, some people believe it is time to get rid of it. “Why are sex offenders required to face additional punishment after they have already served their time? We don't we have a domestic abuser registry, or even a murderer registry, why the extra discipline for sex offenders who may have committed much lesser crimes” (Barker, S. Should we get rid of the sex offender registry?). Sex offenders should not have to spend their whole life being judged by society for a past crime even though the crime may have been morally wrong. That is simply not justice, as stated above there are murderers that take people’s lives and they do not have to register as a killer anywhere. Instead of judging them for their past crimes, we should focus more on providing outside resources such as therapy and behavioral modifications. For instance, if an individual is mentally unstable and was sent to a police officer, they are not going to be able to respond well with them. But if the individual were to speak with a psychologist they will have a different approach and get the help they need.
When it comes to sex offenders, typically you usethe sex offender registration to track down certain individuals. Personally, how often does someoene look at the sex offender registration anyway? More times than not, people do not even use it to try and protect themselves; they hear about it on the news if it has been reported. A lot of these victims who have experienced a sex offender do not get the justice that they deserve. If we abolished the sex offender registration, society would not experience much of a drastic change. It is too hard to decipher if it is an actual worthy use of a resource in order to help these victims. As stated previously, why is there not a registry for those who kill? People who have murdered other individuals should also have a sex offender registry because most crimes are tragedies. The families that have to experience the loss of a family member due to a murder suffer for the rest of their life. They will never be able to see their loved one again; these crimes should weigh the same level of magnitude as someone on a sex offender registry.
““Basically what the court of appeals said is that the registry is so ineffective, so broken, that it violates the constitution. What we know, through research, is that registries don’t work. They don’t keep people safe” (French, C. ACLU pushes for removal of sex offender registry). Based off this research provided, this showcases how not only is a sex offender registry considered to be ineffective, but a violation to the constitution. These people are being exploited for the rest of their lives; the American people will know who they are whether it is on the news, through an article, through the registry. Their privacy is compromised and to some extend that is crucial but the sex offender registry list is pointless. It’s one thing to be aware of who these types of people are, however there needs to be much of an improvement. These victims need to feel safe and secure being able to go outside and resume their lives again. The victims should not have to spend the rest of their life fearing their every move. There should be a new way to notify the general public that there is a sex offender but not have it on a registry. As mentioned previously, some of the sex offenders on that list do not cause harm to other people, this registry ruins their lives. As hard as it is to believe, these are still people too and their privacy is gone or any chance of privacy is no longer plausible.
On the contrary, why we should keep the sex offender registry is quite simple. While these people are still considered humans, they are one of the sickest, mentally unstable, cruelest individuals that walk this earth. They spend their days making other peoples lives miserable to the point of where these victims are traumatized. Especially the sex offenders who do these actions to young children. Women more times than not have been conditioned to always keep their eye out on everything. Women have to pay much more attention to their surroundings in fear that something along these lines could happen. Sex offenders do not provide any good into this world, and their contributions are mentally, physically, and emotionally scarring. These acts are irreversible so to keep the sex offender registry is a good idea. This will keep people aware of who to pay attention to and keep a lookout. It is a way to protect young children, women or anyone who has been personally affected by a sex offender. This is a cruel world that people live in and the least society can do is attempt to keep people safe.
In an episode of Law and Order SVU, there was a character named Alvin Dutch. He was a suspect of kidnapping three sisters; Tasha, Nick (who he molested), and Lola wright. In his past, Alvin served time for ten years in Louisiana State Penitentiary for rape. Once he got out, he abducted the Wright sisters after their mother had drowned in a flood from a hurricane. Once he abducted the sisters, he took all three of them to New York City; he could not be found after that due to the flood; hurricane Katrina. Months later after moving to New York, Alvin was already a suspect in raping girls. Alvin was known to be a convicted rapist, regstered sex offender, kidnapper, and child molester. This is an overall example of an individual who was labeled as a sex offender but still went out of their way to commiting more crimes. There should have been a parole officer that was on the lookout to see if Alvin was following protocol after being released. This made me look at the other side of the arguments view, because although we have sex offender regsitartion, some of them will still go out of their way commiting more crimes such as rape.
Another example that shows more of why we should keep sex offender regsitartion is another Law and Order SVU episode that premiered. This character's name is Charles Patton, who is a deputy chief in Atlanta. However, Patton has raped a woman who goes by Resse, and when an investigation is being looked at he tries to cover up his tracks by going down to the SVU and stating that it was consensual sex, but sure enough later on he was arrested for rape. He later then agrees to surrender and turn in his badge along with pleading guilty to the sexual abuse in the third degree and serves probation. He is also to be registered as a sex offender for life as well as attending community service. This took a big toll on Patton cause afterwards, he cannot apply to another law enforcement type of job. I chose to use this example because even those with the highest authority will choose to abuse their power. Patton was deputy of chief and still chose to commit rape. It is very important for someone like him to be registered as a sex offender, because of someone with a background like his, you never knwo what they are capible of doing. Even on the job, he tried to cover it up and sadly it is possible because of his profession it is possible he could have easily gotten away with it. However, not many people would think or believe someone in his profession would dare to do such a thing, because they are portrayed differently and are known to protect individuals from something he committed. Now he has to live with that for the rest of his life and others will see that for themselves too.
Although people believe that the registration is “fundamentally flawed” and do nothing to support prevention along with doing nothing for the people who have survived sexual violence. I strongly believe that it is important we remain to keep the sex offender registration. Again I would rather know who is known to be an offender so that way I am more aware of my surroundings. I would like to prevent any horrific harm done to me; sex crimes can cause physical, emotional, and even psychological damage to me or anyone else, even damaging a victim’s family.
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