#so ive been working on concept sketches for a less human design for them. ive also noticed that them being humans in canon actually
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crystalkitty1220 ¡ 1 year ago
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Welcome back to tumblr! Hope you enjoyed your break
It was very stressful. Ended up failing the marking period for English, but not by as much as I was failing before. Could still pull up the overall grade by the end of the semester.
#started writing a fic a few days ago. been a while since ive done that.#so far felix is very out of character but he's only gonna be the focus for the first chapter. plus i might go back and rewrite him.#maybe i should wait until the new chapter comes out tho so it's relevant to updated canon#anyway echos started brainrotting about chris in a /pos way so yeah a lot of my break has been rethinking old analysis#started to notice that he's a lot more fun if i get in the mindset that he's not poorly written he's just literally isaac's antagonist#also my siblings have been hyperfixating on DC so i watched a batman series. i think they're very disappointed in me for choosing batwheels.#snowy best vehicle#. what else#oh ive been doodling a nightmare design#been liking the idea of him and dream not being skeletons but dont wanna draw/write them as their canon human designs#because (if i'm correct) they get those designs at some point later in the story. and i don't want to confuse the timeline like that.#so ive been working on concept sketches for a less human design for them. ive also noticed that them being humans in canon actually#makes a lot of sense because the other guardians don't really have any connection between their species and it can be assumed that#whatever they are exists in the universes/multiverse they're from. so it makes sense for the twins to be humans because the utmv has humans.#. but i also like how they couldn't be given the human forms at first because of the lack of holes.#so the design im working on has gill/stripe-looking vents for the energy to come out of.#also gonna try to add little fire wisps into the design because i love their true forms so much#anyway i dont think there's been more that ive done. other than schoolwork. and watching qsmp.#oh i started working on an animatic. but i do that all the time. it'll be a bigger occasion if i finish one lol.#think im gonna still keep interaction on tumblr to a smaller scale because i wanna keep getting stuff done
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meruz ¡ 4 years ago
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once again i am answering asks in a big compilation post. included is... gotham, patrick stump, tips about drawing backgrounds, tips about drawing in general, links to my faq, and infinity train
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like.... the tv series? No... I’ve drawn dc comics fanart before, though. But it’s been years since I’ve been really into it. I like jumped ship like 10 years ago when the New 52 happened LOL.
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AFJHDSLKGH I’m sorry I (probably) won’t do it again??
Actually full disclosure I have a truly cringe amount of p stump drawings/photo studies in my sketchbook right now LOL. He’s just fun to draw... hats, glasses, guitar, a good shape... but I don’t think I’ll rly post those until I can hide them in another big sketchbook pdf.. probably Jan 2022. Stay tuned........ (ominous) 
(ominous preview)
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These are all sort of related to backgrounds/painting so I grouped them together even though they’re pretty much entirely separate questions.... ANYWAYS
a) How is it working as a BG artist? Is it hard? What show are you drawing for?
I think you’re the first person to ever ask me about my job! Being a background artist is great. It’s definitely labor intensive but I think that could describe pretty much any art job (If something were rote or easy to automate, you wouldn’t hire an artist to do it) and I hesitate to say whether its harder or easier than any other role in the animation pipeline. Plus, so much of what truly makes a job difficult varies from one production to the next, schedule, working environment, co-workers etc. But I will say that I think while BGs are generally a lot of work on the upfront, I think they’re subject to less scrutiny/revisions than something like character/props/effects design and you don’t have to pitch them to a room like boards. So I guess it’s good if you don’t like to talk to people? LOL
A lot of my previous projects + the show I’ve worked on the longest aren’t public yet so I can’t talk about em (but I assure you if/when the news does break I won’t shut up about it). But I’m currently working on Archer Season 12 LOL. I’m like 90% sure I’m allowed to say that.
b) ~~~THANK YOU!! ~~~
c) What exactly do you like to draw most [in a background]?
@kaitomiury​ Lots of stuff! I really like to draw clutter! Because it’s a great opportunity for environmental storytelling and also you can be kind of messy with it because the sheer mass will supersede any details LOL. 
I like to draw clouds... I like to draw grass but not trees lol,,, I like to draw anything that sells perspective really easily like tiled floors and ceilings, shelves, lamp posts on a street etc.
d) Do you have any tips on how to paint (observational)?
god there’s so much to say. painting is really a whole ass discipline like someone can paint their whole life and still discover new things about it. I guess if you’re really just starting out my best advice is that habit is more important than product. especially with traditional plein air painting, I find that the procedure of going outside and setting up your paints is almost harder than the actual painting. There’s a lot of artists who say “I want to do plein air sometime!!” and then never actually get around to doing it. A lot of people just end up working from google streetview or photos on their computer.
But going outside to paint is a really good challenge because it forces you to make and commit to lighting and composition decisions really quickly. And to work through your mistakes instead of against them via undo button.
My last tip is to check out James Gurney’s youtube channel because hes probably the best and most consistent resource on observational painting out there rn. There’s lots other artists doing the same thing (off the top of my head I know a lot of the Warrior Painters group has people regularly posting plein air stuff and lightbox expo had a Jesse Schmidt lecture abt it last year) but Gurney’s probably the most prolific poster and one of the best at explaining the more technical stuff - his books are great too.
e) Do you have tips for drawing cleanly on heavypaint?
@marigoldfool​ UMM LOL I LIKE ONLY USE THE FILL TOOL so maybe use the fill tool? Fill and rectangle are good for edge control as opposed to the rest of the heavy paint tools which can get sort of muddles. And also I use a stylus so maybe if you’re using your finger, find a stylus that works with your device instead. That’s all I’ve got, frankly I don’t think my drawings are particularly clean lol.
f) Tips on improving backgrounds/scenes making them more dynamic practicing etc?
Ive given some tips about backgrounds/scenes before so I’m not gonna re-tread those but here’s another thing that might be helpful...
I think a good way to approach backgrounds is to think of the specific story or even mood you want to convey with the background first. Thinking “I just need to put something behind this character” is going to lead you to drawing like... a green screen tourist photo backdrop. But if you think “I need this bg to make the characters feel small” or “I need this bg to make the world feel colorful” then it gives you requirements and cues to work off of.
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If I know a character needs to feel overwhelmed and small, then I know I need to create environment elements that will cage them in and corner them. If a character needs to feel triumphant/on top of the world then I know I need to let the environment open up around them. etc. If I know my focal point/ where I want to draw attention, I can build the background around that.
Also, backgrounds like figure compositions will have focal points of their own and you can draw attention to it/ the relationship the characters have with the bg element via scale or directionality or color, any number of cues. I think of it almost as a second/third character in a scene.
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Not every composition is gonna have something so obvious like this but it helps me to think about these because then the characters feel connected and integrated with the environment.
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Some more general art questions
a) Do you have any process/tips to start drawing character/bodies/heads?
I tried to kind of draw something to answer this but honestly this is difficult for me to answer because I don’t think I’m that great at drawing characters LOL. Ok, I think I have two tips.
1) flip your canvas often. A lot about what makes human bodies look correct and believable is symmetry and balance. Even if someone has asymmetrical features, the body will often pull and push in a way to counterbalance it. we often have inherent biases to one side or another like dominant hands dominant eyes etc. you know how right-handed artists will often favor drawing characters facing 45 degrees facing (the artist’s) left? that’s part of it. so viewing your drawing flipped even just to evaluate it helps compensate for that bias and makes you more aware of balance.
2) draw the whole figure often. I feel like a lot of beginner artists (myself included for a long time) defer to just drawing headshots or busts because it’s easier, you dont have to think about posing limbs etc. But drawing a full body allows you to better gauge proportion, perspective, body language, everything that makes a character look believable and grounded.
Like if you (me) have that issue where you draw the head too big and then have to resize it to fit the proportions of the rest of the body, it’s probably because you (I) drew the head first and are treating the body as an afterthought/attachment. Sketching out the whole figure first or even just quick drawing guides for it will help you think of it more holistically. I learned this figure drawing in charcoal at art school LOL.
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oh. third mini tip - try to draw people from life often! its the best study. if you can get into a figure drawing/nude drawing class EVEN BETTER and if you have a local college/art space/museum that hosts those for free TREASURE IT AND TAKE ADVANTAGE OF IT, that’s a huge boon that a lot of artists (me again) wish they had. though if youre not so lucky and youre sitting in a park trying to creeper draw people and they keep moving.. don’t let that stop you! that’s good practice because it’s forcing you to work fast to get the important stuff down LOL. its a challenge!
b) I’ve been pretty out of energy and have had no inspiration to draw but I have the desire to. Any advice?
Dude, take a walk or something.... Or a nap? Low energy is going to effect everything else so you gotta hit that problem at its source.
If you’re looking for inspiration though, I’d recommend stuff like watching a movie, reading a book, playing video games etc. Fill up your idea bank with content and then give yourself time/space to gestate it into new concepts. Sometimes looking at other art works but sometimes it can work against you because it’s too close. 
Also something that helps me is remembering that art doesn’t always have to be groundbreaking... like it’s okay to make something shitty and stupid that you don’t post online and only show to your friend. That’s all part of the process imo. If you want to hit a home run you gotta warm up first, right? Sports.
I should probably compile everytime i give tips on stuff like this but that’s getting dangerously close to being a social media artist who makes stupid boiled down art tutorials for clout which is the last thing i want to be... the thing I want to stress is that art is a whole visual language and there are widely agreed upon rules and customs but they exist in large part to be broken. Like there's an infinite number of ways to reach an infinite number of solutions and that’s actually what makes it really cool and personal for both the artist and the viewer. So when you make work you like or you find someone else’s work you like, take a step back and ask yourself what about it speaks for you, what about it works for you, what makes it effective, how to recreate that effect and how to break that effect completely, etc. And have a good time with it or else what’s the point.
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for the first 2, I direct you to my FAQ
For the last one, I don’t actually believe I’ve ever addressed artwork as insp for stories/rp but I’ll say here and now yeah go ahead! As long as you’re not making profit or taking credit for my work then I’m normally ok with it. Especially anything thats private and purely recreational, that’s generally 100% green light go. I only ask that if you post it anywhere public that you please credit me.
(and I reserve the right to ask you to take it down if I see it and don’t approve of it’s use but I think that case is pretty rare.)
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a) @lemuelzero101 Thank you!!! I haven’t played Life is Strange but actually  that series’ vis dev artist Edouard Caplain is one of my bigger art inspirations lately so that’s a really high compliment lol. And yeah I hope we get 5-8 too...!
b) Thank you for sticking around! I’ve been thinking about Digimon and Infinity Train in tandem lately, actually. They’re a little similar? Enter a dangerous alternate world and have wacky adventures with monsters/inanimate objects that have weird powers... there’s like weird engineers and mechanisms behind the scenes... also frontier literally starts with them getting on a train. Anyways if anyone else followed me for digimon... maybe you’d like Infinity Train? LOL
c) @king-wens-king I’M GLAD MY ART JUST HAS PINOY VIBES LOL I hope you are having a good day too :^)
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a, b, c, d) yessss my Watch Infinity Train agenda is working....
e) aw thank you!! i think you should watch infinity train :)
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dementedgnomicwizard ¡ 5 years ago
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i want to cosplay tma but i haven't done much of it before and yours are incredible, could you suggest amy characters thatd be pretty easy to pull off?
OK THIS GOT A LITTLE RAMBLY BE WARNED BUT IM Trying my best with this very limited information and delightfully open ended question
well the really excellent part about cosplaying from podcasts is that most of the time the characters don’t have one “canon” design and are completely open to interpretation, which gives you a ton of wiggle room because the decision can be based less on “which of these canon designs do i think id suit best” and more on “which one of these concepts do i think id have the most fun trying to design and execute?” (which is the line of thinking that led me to start working on my jane cosplay, actually!) personally when i cosplay from podcasts the main goal that i’m shooting for wrt the finished product is recognizability since i’ll freely admit that there’s almost nothing like the dopamine release/validation of someone recognizing ur cosplay at a con, especially if they ask for a pic. so my advice is probably generally gonna be oriented towards how to make whatever costume u pick recognizable in hopefully the simplest and clearest way possible.
with tma obviously the human (or mostly human lol) characters are gonna be the easiest to tackle, both because they’re easier to nail down design concepts for (since they’re not the personifications of abstract concepts lol) and also because in tma the monsters/more monstrous characters tend to get pretty detailed descriptions as opposed to the humans who get virtually none.
for me personally, if i was going to start putting together a cosplay of one of the archival staff Right Now starting with things i have in my closet/room, i’d probably either go for daisy or melanie for two reasons. the first is that both in terms of what i look like and what clothes + materials i have lying around, i am (or could use said materials to make myself be) aesthetically closest to looking like my headcanons for them (wow i hope that made sense this is a weird concept to try to figure out how to word when you HAVE slept and AREN’T high so i’m Really struggling)
the second reason is that those are the two i think i (again given what clothes and materials i have on hand) could most easily make myself recognizable as.
aaaand i guess where id go from there is to think about my designs/personal headcanons for these characters. i’ve been trying to sketch my headcanons lately so they’re a little more solid in my mind than they would usually be.
here are the essential components that make a recognizable daisy when i see her in my head:
-short
-large jacket
-too-big clothing in general
-on that note, utilitarian/practical clothing
-boots
-occasionally i like to picture her wearing a shirt with a sign like one of those dog vests that says DONT PET I BITE
-i usually also picture her with some kind of facial scar or something, which as far as i can tell is pretty common in fanart as well
here are the essential components of melanie as she appears in my head:
-also short (tho not AS short, imo)
-mad as hell
-bangs
-messy (in a cool way) eyeliner
-big jacket/hoodie/sweatshirt
-dark lipstick
-ripped jeans/shorts and tights
-ghost hunt uk and/or what the ghost merch
-knife motif somehow incorporated (melanie voice whats uo with this knife motif do you have something against kniiiiiiiives)
-depending which part of the show chronologically ur pulling insp from, sunglasses/an eye bandage/scars/white pupils/etc something like that you get the picture
SO then i go through those lists/review whatever little preliminary sketch ive just done and pull out a second, shorter list which is “things from the first list that i could feasibly make happen using materials that i have or can easily obtain”
so for daisy that would be
-large jacket: i have a way-too-big army jacket i thrifted a while back
-too-big + utilitarian clothing: i have a huge pair of cargo pants and a sweater that have been waiting for this moment
-boots: i got em
-scar/s: i have latex, tissue, and a makeup kit; i can make this happen quickly and easily
and for melanie we’d have
-mad as hell: i can certainly make some faces! draw my eyebrows in a little angrier maybe even!
-bangs: recent development but i have em!
-messy eyeliner: doable
-big jacket: got plenty
-dark lipstick: got plenty x2
-ripped jeans/shorts over tights: happily, this is an essential part of my wardrobe as well as melanie’s
-knife motif: there are certainly subtler and perhaps more elegant ways to go about this but if i wanted to get in cosplay and leave the house in the next like hour.... well.... i mean we do have just like, knives! DISCLAIMER while real knives can be fun and cool for photos don’t take real knives to conventions
anyway yeah so given that i would then basically... gather the pieces needed to check off each item on the list and then get ready and hope for the best lmao.
have fun and best of luck!! im also happy to try to answer more specific questions if u have any, especially practical/technical questions (how-tos, the easiest/cheapest ways to make certain things, shortcuts, etc)
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toomanysinks ¡ 6 years ago
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The damage of defaults
Apple popped out a new pair of AirPods this week. The design looks exactly like the old pair of AirPods. Which means I’m never going to use them because Apple’s bulbous earbuds don’t fit my ears. Think square peg, round hole.
The only way I could rock AirPods would be to walk around with hands clamped to the sides of my head to stop them from falling out. Which might make a nice cut in a glossy Apple ad for the gizmo — suggesting a feeling of closeness to the music, such that you can’t help but cup; a suggestive visual metaphor for the aural intimacy Apple surely wants its technology to communicate.
But the reality of trying to use earbuds that don’t fit is not that at all. It’s just shit. They fall out at the slightest movement so you either sit and never turn your head or, yes, hold them in with your hands. Oh hai, hands-not-so-free-pods!
The obvious point here is that one size does not fit all — howsoever much Apple’s Jony Ive and his softly spoken design team believe they have devised a universal earbud that pops snugly in every ear and just works. Sorry, nope!
Hi @tim_cook, I fixed that sketch for you. Introducing #InPods — because one size doesn’t fit all pic.twitter.com/jubagMnwjt
— Natasha (@riptari) March 20, 2019
A proportion of iOS users — perhaps other petite women like me, or indeed men with less capacious ear holes — are simply being removed from Apple’s sales equation where earbuds are concerned. Apple is pretending we don’t exist.
Sure we can just buy another brand of more appropriately sized earbuds. The in-ear, noise-canceling kind are my preference. Apple does not make ‘InPods’. But that’s not a huge deal. Well, not yet.
It’s true, the consumer tech giant did also delete the headphone jack from iPhones. Thereby depreciating my existing pair of wired in-ear headphones (if I ever upgrade to a 3.5mm-jack-less iPhone). But I could just shell out for Bluetooth wireless in-ear buds that fit my shell-like ears and carry on as normal.
Universal in-ear headphones have existed for years, of course. A delightful design concept. You get a selection of different sized rubber caps shipped with the product and choose the size that best fits.
Unfortunately Apple isn’t in the ‘InPods’ business though. Possibly for aesthetic reasons. Most likely because — and there’s more than a little irony here — an in-ear design wouldn’t be naturally roomy enough to fit all the stuff Siri needs to, y’know, fake intelligence.
Which means people like me with small ears are being passed over in favor of Apple’s voice assistant. So that’s AI: 1, non-‘standard’-sized human: 0. Which also, unsurprisingly, feels like shit.
I say ‘yet’ because if voice computing does become the next major computing interaction paradigm, as some believe — given how Internet connectivity is set to get baked into everything (and sticking screens everywhere would be a visual and usability nightmare; albeit microphones everywhere is a privacy nightmare… ) — then the minority of humans with petite earholes will be at a disadvantage vs those who can just pop in their smart, sensor-packed earbud and get on with telling their Internet-enabled surroundings to do their bidding.
Will parents of future generations of designer babies select for adequately capacious earholes so their child can pop an AI in? Let’s hope not.
We’re also not at the voice computing singularity yet. Outside the usual tech bubbles it remains a bit of a novel gimmick. Amazon has drummed up some interest with in-home smart speakers housing its own voice AI Alexa (a brand choice that has, incidentally, caused a verbal headache for actual humans called Alexa). Though its Echo smart speakers appear to mostly get used as expensive weather checkers and egg timers. Or else for playing music — a function that a standard speaker or smartphone will happily perform.
Certainly a voice AI is not something you need with you 24/7 yet. Prodding at a touchscreen remains the standard way of tapping into the power and convenience of mobile computing for the majority of consumers in developed markets.
The thing is, though, it still grates to be ignored. To be told — even indirectly — by one of the world’s wealthiest consumer technology companies that it doesn’t believe your ears exist.
Or, well, that it’s weighed up the sales calculations and decided it’s okay to drop a petite-holed minority on the cutting room floor. So that’s ‘ear meet AirPod’. Not ‘AirPod meet ear’ then.
But the underlying issue is much bigger than Apple’s (in my case) oversized earbuds. Its latest shiny set of AirPods are just an ill-fitting reminder of how many technology defaults simply don’t ‘fit’ the world as claimed.
Because if cash-rich Apple’s okay with promoting a universal default (that isn’t), think of all the less well resourced technology firms chasing scale for other single-sized, ill-fitting solutions. And all the problems flowing from attempts to mash ill-mapped technology onto society at large.
When it comes to wrong-sized physical kit I’ve had similar issues with standard office computing equipment and furniture. Products that seems — surprise, surprise! — to have been default designed with a 6ft strapping guy in mind. Keyboards so long they end up gifting the smaller user RSI. Office chairs that deliver chronic back-pain as a service. Chunky mice that quickly wrack the hand with pain. (Apple is a historical offender there too I’m afraid.)
The fixes for such ergonomic design failures is simply not to use the kit. To find a better-sized (often DIY) alternative that does ‘fit’.
But a DIY fix may not be an option when discrepancy is embedded at the software level — and where a system is being applied to you, rather than you the human wanting to augment yourself with a bit of tech, such as a pair of smart earbuds.
With software, embedded flaws and system design failures may also be harder to spot because it’s not necessarily immediately obvious there’s a problem. Oftentimes algorithmic bias isn’t visible until damage has been done.
And there’s no shortage of stories already about how software defaults configured for a biased median have ended up causing real-world harm. (See for example: ProPublica’s analysis of the COMPAS recidividism tool — software it found incorrectly judging black defendants more likely to offend than white. So software amplifying existing racial prejudice.)
Of course AI makes this problem so much worse.
Which is why the emphasis must be on catching bias in the datasets — before there is a chance for prejudice or bias to be ‘systematized’ and get baked into algorithms that can do damage at scale.
The algorithms must also be explainable. And outcomes auditable. Transparency as disinfectant; not secret blackboxes stuffed with unknowable code.
Doing all this requires huge up-front thought and effort on system design, and an even bigger change of attitude. It also needs massive, massive attention to diversity. An industry-wide championing of humanity’s multifaceted and multi-sized reality — and to making sure that’s reflected in both data and design choices (and therefore the teams doing the design and dev work).
You could say what’s needed is a recognition there’s never, ever a one-sized-fits all plug.
Indeed, that all algorithmic ‘solutions’ are abstractions that make compromises on accuracy and utility. And that those trade-offs can become viciously cutting knives that exclude, deny, disadvantage, delete and damage people at scale.
Expensive earbuds that won’t stay put is just a handy visual metaphor.
And while discussion about the risks and challenges of algorithmic bias has stepped up in recent years, as AI technologies have proliferated — with mainstream tech conferences actively debating how to ���democratize AI” and bake diversity and ethics into system design via a development focus on principles like transparency, explainability, accountability and fairness — the industry has not even begun to fix its diversity problem.
It’s barely moved the needle on diversity. And its products continue to reflect that fundamental flaw.
Stanford just launched their Institute for Human-Centered Artificial Intelligence (@StanfordHAI) with great fanfare. The mission: "The creators and designers of AI must be broadly representative of humanity."
121 faculty members listed.
Not a single faculty member is Black. pic.twitter.com/znCU6zAxui
— Chad Loder ❁ (@chadloder) March 21, 2019
Many — if not most — of the tech industry’s problems can be traced back to the fact that inadequately diverse teams are chasing scale while lacking the perspective to realize their system design is repurposing human harm as a de facto performance measure. (Although ‘lack of perspective’ is the charitable interpretation in certain cases; moral vacuum may be closer to the mark.)
As WWW creator, Sir Tim Berners-Lee, has pointed out, system design is now society design. That means engineers, coders, AI technologists are all working at the frontline of ethics. The design choices they make have the potential to impact, influence and shape the lives of millions and even billions of people.
And when you’re designing society a median mindset and limited perspective cannot ever be an acceptable foundation. It’s also a recipe for product failure down the line.
The current backlash against big tech shows that the stakes and the damage are very real when poorly designed technologies get dumped thoughtlessly on people.
Life is messy and complex. People won’t fit a platform that oversimplifies and overlooks. And if your excuse for scaling harm is ‘we just didn’t think of that’ you’ve failed at your job and should really be headed out the door.
Because the consequences for being excluded by flawed system design are also scaling and stepping up as platforms proliferate and more life-impacting decisions get automated. Harm is being squared. Even as the underlying industry drum hasn’t skipped a beat in its prediction that everything will be digitized.
Which means that horribly biased parole systems are just the tip of the ethical iceberg. Think of healthcare, social welfare, law enforcement, education, recruitment, transportation, construction, urban environments, farming, the military, the list of what will be digitized — and of manual or human overseen processes that will get systematized and automated — goes on.
Software — runs the industry mantra — is eating the world. That means badly designed technology products will harm more and more people.
But responsibility for sociotechnical misfit can’t just be scaled away as so much ‘collateral damage’.
So while an ‘elite’ design team led by a famous white guy might be able to craft a pleasingly curved earbud, such an approach cannot and does not automagically translate into AirPods with perfect, universal fit.
It’s someone’s standard. It’s certainly not mine.
We can posit that a more diverse Apple design team might have been able to rethink the AirPod design so as not to exclude those with smaller ears. Or make a case to convince the powers that be in Cupertino to add another size choice. We can but speculate.
What’s clear is the future of technology design can’t be so stubborn.
It must be radically inclusive and incredibly sensitive. Human-centric. Not locked to damaging defaults in its haste to impose a limited set of ideas.
Above all, it needs a listening ear on the world.
Indifference to difference and a blindspot for diversity will find no future here.
source https://techcrunch.com/2019/03/23/the-damage-of-defaults/
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fmservers ¡ 6 years ago
Text
The damage of defaults
Apple popped out a new pair of AirPods this week. The design looks exactly like the old pair of AirPods. Which means I’m never going to use them because Apple’s bulbous earbuds don’t fit my ears. Think square peg, round hole.
The only way I could rock AirPods would be to walk around with hands clamped to the sides of my head to stop them from falling out. Which might make a nice cut in a glossy Apple ad for the gizmo — suggesting a feeling of closeness to the music, such that you can’t help but cup; a suggestive visual metaphor for the aural intimacy Apple surely wants its technology to communicate.
But the reality of trying to use earbuds that don’t fit is not that at all. It’s just shit. They fall out at the slightest movement so you either sit and never turn your head or, yes, hold them in with your hands. Oh hai, hands-not-so-free-pods!
The obvious point here is that one size does not fit all — howsoever much Apple’s Jony Ive and his softly spoken design team believe they have devised a universal earbud that pops snugly in every ear and just works. Sorry, nope!
Hi @tim_cook, I fixed that sketch for you. Introducing #InPods — because one size doesn’t fit all pic.twitter.com/jubagMnwjt
— Natasha (@riptari) March 20, 2019
A proportion of iOS users — perhaps other petite women like me, or indeed men with less capacious ear holes — are simply being removed from Apple’s sales equation where earbuds are concerned. Apple is pretending we don’t exist.
Sure we can just buy another brand of more appropriately sized earbuds. The in-ear, noise-canceling kind are my preference. Apple does not make ‘InPods’. But that’s not a huge deal. Well, not yet.
It’s true, the consumer tech giant did also delete the headphone jack from iPhones. Thereby depreciating my existing pair of wired in-ear headphones (if I ever upgrade to a 3.5mm-jack-less iPhone). But I could just shell out for Bluetooth wireless in-ear buds that fit my shell-like ears and carry on as normal.
Universal in-ear headphones have existed for years, of course. A delightful design concept. You get a selection of different sized rubber caps shipped with the product and choose the size that best fits.
Unfortunately Apple isn’t in the ‘InPods’ business though. Possibly for aesthetic reasons. Most likely because — and there’s more than a little irony here — an in-ear design wouldn’t be naturally roomy enough to fit all the stuff Siri needs to, y’know, fake intelligence.
Which means people like me with small ears are being passed over in favor of Apple’s voice assistant. So that’s AI: 1, non-‘standard’-sized human: 0. Which also, unsurprisingly, feels like shit.
I say ‘yet’ because if voice computing does become the next major computing interaction paradigm, as some believe — given how Internet connectivity is set to get baked into everything (and sticking screens everywhere would be a visual and usability nightmare; albeit microphones everywhere is a privacy nightmare… ) — then the minority of humans with petite earholes will be at a disadvantage vs those who can just pop in their smart, sensor-packed earbud and get on with telling their Internet-enabled surroundings to do their bidding.
Will parents of future generations of designer babies select for adequately capacious earholes so their child can pop an AI in? Let’s hope not.
We’re also not at the voice computing singularity yet. Outside the usual tech bubbles it remains a bit of a novel gimmick. Amazon has drummed up some interest with in-home smart speakers housing its own voice AI Alexa (a brand choice that has, incidentally, caused a verbal headache for actual humans called Alexa). Though its Echo smart speakers appear to mostly get used as expensive weather checkers and egg timers. Or else for playing music — a function that a standard speaker or smartphone will happily perform.
Certainly a voice AI is not something you need with you 24/7 yet. Prodding at a touchscreen remains the standard way of tapping into the power and convenience of mobile computing for the majority of consumers in developed markets.
The thing is, though, it still grates to be ignored. To be told — even indirectly — by one of the world’s wealthiest consumer technology companies that it doesn’t believe your ears exist.
Or, well, that it’s weighed up the sales calculations and decided it’s okay to drop a petite-holed minority on the cutting room floor. So that’s ‘ear meet AirPod’. Not ‘AirPod meet ear’ then.
But the underlying issue is much bigger than Apple’s (in my case) oversized earbuds. Its latest shiny set of AirPods are just an ill-fitting reminder of how many technology defaults simply don’t ‘fit’ the world as claimed.
Because if cash-rich Apple’s okay with promoting a universal default (that isn’t), think of all the less well resourced technology firms chasing scale for other single-sized, ill-fitting solutions. And all the problems flowing from attempts to mash ill-mapped technology onto society at large.
When it comes to wrong-sized physical kit I’ve had similar issues with standard office computing equipment and furniture. Products that seems — surprise, surprise! — to have been default designed with a 6ft strapping guy in mind. Keyboards so long they end up gifting the smaller user RSI. Office chairs that deliver chronic back-pain as a service. Chunky mice that quickly wrack the hand with pain. (Apple is a historical offender there too I’m afraid.)
The fixes for such ergonomic design failures is simply not to use the kit. To find a better-sized (often DIY) alternative that does ‘fit’.
But a DIY fix may not be an option when discrepancy is embedded at the software level — and where a system is being applied to you, rather than you the human wanting to augment yourself with a bit of tech, such as a pair of smart earbuds.
With software, embedded flaws and system design failures may also be harder to spot because it’s not necessarily immediately obvious there’s a problem. Oftentimes algorithmic bias isn’t visible until damage has been done.
And there’s no shortage of stories already about how software defaults configured for a biased median have ended up causing real-world harm. (See for example: ProPublica’s analysis of the COMPAS recidividism tool — software it found incorrectly judging black defendants more likely to offend than white. So software amplifying existing racial prejudice.)
Of course AI makes this problem so much worse.
Which is why the emphasis must be on catching bias in the datasets — before there is a chance for prejudice or bias to be ‘systematized’ and get baked into algorithms that can do damage at scale.
The algorithms must also be explainable. And outcomes auditable. Transparency as disinfectant; not secret blackboxes stuffed with unknowable code.
Doing all this requires huge up-front thought and effort on system design, and an even bigger change of attitude. It also needs massive, massive attention to diversity. An industry-wide championing of humanity’s multifaceted and multi-sized reality — and to making sure that’s reflected in both data and design choices (and therefore the teams doing the design and dev work).
You could say what’s needed is a recognition there’s never, ever a one-sized-fits all plug.
Indeed, that all algorithmic ‘solutions’ are abstractions that make compromises on accuracy and utility. And that those trade-offs can become viciously cutting knives that exclude, deny, disadvantage, delete and damage people at scale.
Expensive earbuds that won’t stay put is just a handy visual metaphor.
And while discussion about the risks and challenges of algorithmic bias has stepped up in recent years, as AI technologies have proliferated — with mainstream tech conferences actively debating how to “democratize AI” and bake diversity and ethics into system design via a development focus on principles like transparency, explainability, accountability and fairness — the industry has not even begun to fix its diversity problem.
It’s barely moved the needle on diversity. And its products continue to reflect that fundamental flaw.
Stanford just launched their Institute for Human-Centered Artificial Intelligence (@StanfordHAI) with great fanfare. The mission: "The creators and designers of AI must be broadly representative of humanity."
121 faculty members listed.
Not a single faculty member is Black. pic.twitter.com/znCU6zAxui
— Chad Loder ❁ (@chadloder) March 21, 2019
Many — if not most — of the tech industry’s problems can be traced back to the fact that inadequately diverse teams are chasing scale while lacking the perspective to realize their system design is repurposing human harm as a de facto performance measure. (Although ‘lack of perspective’ is the charitable interpretation in certain cases; moral vacuum may be closer to the mark.)
As WWW creator, Sir Tim Berners-Lee, has pointed out, system design is now society design. That means engineers, coders, AI technologists are all working at the frontline of ethics. The design choices they make have the potential to impact, influence and shape the lives of millions and even billions of people.
And when you’re designing society a median mindset and limited perspective cannot ever be an acceptable foundation. It’s also a recipe for product failure down the line.
The current backlash against big tech shows that the stakes and the damage are very real when poorly designed technologies get dumped thoughtlessly on people.
Life is messy and complex. People won’t fit a platform that oversimplifies and overlooks. And if your excuse for scaling harm is ‘we just didn’t think of that’ you’ve failed at your job and should really be headed out the door.
Because the consequences for being excluded by flawed system design are also scaling and stepping up as platforms proliferate and more life-impacting decisions get automated. Harm is being squared. Even as the underlying industry drum hasn’t skipped a beat in its prediction that everything will be digitized.
Which means that horribly biased parole systems are just the tip of the ethical iceberg. Think of healthcare, social welfare, law enforcement, education, recruitment, transportation, construction, urban environments, farming, the military, the list of what will be digitized — and of manual or human overseen processes that will get systematized and automated — goes on.
Software — runs the industry mantra — is eating the world. That means badly designed technology products will harm more and more people.
But responsibility for sociotechnical misfit can’t just be scaled away as so much ‘collateral damage’.
So while an ‘elite’ design team led by a famous white guy might be able to craft a pleasingly curved earbud, such an approach cannot and does not automagically translate into AirPods with perfect, universal fit.
It’s someone’s standard. It’s certainly not mine.
We can posit that a more diverse Apple design team might have been able to rethink the AirPod design so as not to exclude those with smaller ears. Or make a case to convince the powers that be in Cupertino to add another size choice. We can but speculate.
What’s clear is the future of technology design can’t be so stubborn.
It must be radically inclusive and incredibly sensitive. Human-centric. Not locked to damaging defaults in its haste to impose a limited set of ideas.
Above all, it needs a listening ear on the world.
Indifference to difference and a blindspot for diversity will find no future here.
Via Natasha Lomas https://techcrunch.com
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ciathyzareposts ¡ 6 years ago
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Quest for Glory III and IV
The VGA remake of Quest for Glory I. By this point, Sierra’s graphics exceeded the quality of most Saturday-morning cartoons, and weren’t far off the standard set by feature films, being held back more by the technical limitations of VGA graphics than those of the artists doing the drawing.
Quest for Glory, Lori Ann and Corey Cole’s much-loved series of adventure/CRPG hybrids, took a year off after its second installment, while each half of the couple designed an educational game for Sierra’s Discovery Series. After finishing her Discovery game Mixed-Up Fairy Tales, a less ambitious effort aimed at younger children than Corey’s The Castle of Dr. Brain, Lori headed a remake of the first Quest for Glory, using VGA graphics and a point-and-click interface in place of EGA and a parser. While opinions vary as to the remake’s overall worthiness — I’m personally fonder of the original version, as is Corey Cole — no one could deny that it looked beautiful in 256 colors. Sierra was, like many other media producers at the time, operating in a short-lived intermediate phase between analog and fully-digital production techniques, which gave the work a look unique to this very specific period. For example, most of the characters in the Quest for Glory I remake were first sculpted in clay by art director Arturo Sinclair, then digitized and imported into the game. One can only hope that contemporary gamers took the time to appreciate the earthy craftsmanship of his work. Sierra and much of their industry would soon fall down the full-motion video rabbit hole, and the 3D Revolution as well was just over the horizon, poised to offer all sorts of exciting new experiential possibilities but also to lose almost as much in the way of aesthetic values. It would, in other words, be a long time before games would look this good again.
Thankfully, the era of hand-drawn — or hand-sculpted — art at Sierra would last long enough to carry through the next two Quest for Glory games as well. Much else, though, would conspire against them, and in my opinion neither the third nor the fourth game is as strong as either of the first two. Today we’ll have a look at these later efforts’ strengths and failings and the circumstances that led to each.
Well before starting work on the very first Quest for Glory, Lori Ann Cole had sketched out a four-game plan for the series as a whole. It would see the player’s evolving hero visiting four different cultural regions of a fantasy world, all drawn from cultures of our own world, in adventures where the stakes would get steadily higher. The first two games had thus covered medieval Germany and the Arab world, and the last two were slated to go to the murky environs of Eastern Europe and the blazing sunshine of mythic Greece. In fact, Quest for Glory II ends with an advertisement of sorts for the “upcoming” Quest for Glory III: Shadows of Darkness, the Eastern European game. Yet almost as soon as the second game was out the door, the Coles started to have misgivings. To go with its milieu drawn from Romanian and Slavic folklore and the Gothic-horror tradition, Shadows of Darkness was to have a more unfriendly, foreboding approach to gameplay as well. The Coles planned to make “aloneness, suspicion, and paranoia,” as Corey puts it, the hallmarks of the game. They didn’t want to abandon that uncompromising vision, but neither were they sure that their players were ready for it.
Shortly before leaving Sierra to join Origin Systems, staff writer Ellen Guon suggested that the third game could easily be set in Africa instead, following up on an anecdote mentioned by one of the characters in passing in Quest for Glory II — thus extending the series’s arc from four to five games and postponing the “dark” entry until a little later. The Coles loved the idea, and Quest for Glory III: The Wages of War was born. Sure, making it did interfere with some of the thematic unities Lori had built into the series; its entries had been planned to correspond with the four classical elements of Earth, Fire, Air, and Water, as well as the four cardinal compass directions and the four seasons. But perhaps that was all a little too matchy-matchy anyway…
Other, less welcome changes were also in the offing: the new game’s gestation was immediately impacted by the removal of Corey Cole from most of the process. Corey had originally been hired by Sierra in a strictly technical role — specifically, for his expertise in programming the Atari ST and the Motorola 68000 CPU at its heart. His first assigned task had been to help port Sierra’s then-new SCI game engine to that platform, and he was still regarded around the office as the resident 68000 expert. Thus when Sierra head Ken Williams cooked up a scheme to bring their games to the Sega Genesis, a videogame console that was also built around the 68000, it was to Corey that he turned. So, while Lori worked on Quest for Glory III alone, Corey struggled with what turned out to be an impossible task. The Genesis’s memory was woefully inadequate, and its graphics were limited to 64 colors from a palette of 512, as opposed to the 256 colors from a palette of 262,144 of the VGA graphics standard for which Sierra’s latest computer games were coded. Wiser heads finally prevailed and the whole endeavor was cancelled, freeing up Corey to reform his design partnership with Lori.
This happened, however, only in the final stages of Quest for Glory III‘s development. Among fans today, this game is generally considered the weakest link in the series, and the absence of Corey Cole is often cited as a primary reason. I’ll return to the impact his absence may have had, but first I’d like to mention what the game undeniably does right: the setting.
Importantly, Quest for the Glory III, this “game set in fantasy Africa,” encompasses the whole of the continent. It’s often forgotten that Egypt, that birthplace of so much of human civilization, is a part of Africa; this essential fact, though, Lori Ann Cole didn’t neglect. Conforming to real-world geography, the northern part of the game’s map, where you begin, is based on ancient Egypt, complete with the pyramids and other monumental architecture we know from our history books. As you travel southward, the desert turns into tundra and then jungle, and the societies you meet there become reflections of tribal Africa. It’s all drawn — both metaphorically, through the writing, and literally, through the graphics — with considerable charm and skill. Sub-Saharan Africa in particular isn’t a region we see depicted very often in games, and still less often with this degree of sympathy. As I noted in my first article on the Quest for Glory series, there’s a travelogue quality that runs through its entirety, showing us our own world’s many great and varied cultures through the lens of these fantasy adventures. The third game, suffice to say, upholds that tradition admirably.
Also welcome is the theme of the game. In contrast to most computer games, this one has you trying to prevent a war rather than win one. The aforementioned Egyptian and tribal African cultures have have been set at odds by a combination of prejudices, misunderstandings, and — this being a fantasy game and all — the odd evil wizard. It’s up to you to play the peacemaker. “You start getting a better and better idea of just how senseless war is,” says Corey, “and how everybody loses by it.” Of course, there’s a certain cognitive dissonance about an allegedly anti-war game in which you spend so much of your time mowing down monsters by decidedly violent means, but props for effort.
In fact, any criticism of Quest for Glory should be tempered by the understanding that what the Coles did with this series was quite literally unprecedented, and, further, that no one else has ever tried to do anything quite like it since. While plenty of vintage CRPGs, dating all the way back to Wizardry, allowed you to move your characters from game to game, the Quest for Glory series is a far more complex take on a role-playing game than those simple monster bashers, with character attributes affecting far more aspects of the experience than combat alone — even extending into a moral dimension via a character’s “honor” attribute and the associated possibility to change to the prestige class of Paladin. It must have been tempting indeed to throw out the past and force players to start over with new characters each time the Coles started working on the next game in the series, but they doggedly stuck to their original vision of four — no, make that five — interlinked games that could all feature the very same custom hero, assuming the player was up to the task of buying and playing all of them.
But, fundamental to the Coles’ conception of their series though it was, this approach did have its drawbacks, which were starting to become clear by the time of Quest for Glory III. Corey Cole himself has admitted that “the play balance — both pacing and combat difficulty — and of course the freshness of the concept were strongest in Quest for Glory I.” Certainly that’s the entry in this hybrid series that works best as a CRPG, providing that addictive thrill of seeing your character slowly getting stronger, able to tackle monsters and challenges he couldn’t have dreamed of in the beginning. The later games are hampered by the well-known sense of diminishing returns that afflicts so many RPGs at higher levels; it’s much more fun in tabletop Dungeons & Dragons as well to advance from level 1 to level 8 than it is from level 8 to level 16. Even when you find that you need to spend time training in order to meet some arbitrary threshold — more on that momentarily — your character in the later Quest for Glory games never really feels like he’s going anywhere. The end result is to sharply reduce the importance of the most unique aspect of the series as it wears on. For this player anyway, that also reduces a big chunk of the series’s overall appeal. I haven’t tried it, but I suspect that these games may actually be more satisfying to play if you don’t import your old character into each new one, but rather start out fresh each time with a weaker hero and enjoy the thrill of building him up.
Sanford and Son make an appearance.
Quest for Glory III also disappoints in other ways.The first two games had been loaded with alternative solutions and approaches of all stripes, full of countless secrets and Easter eggs. Quest for Glory III is far less generous on all of these fronts. There just isn’t as much to do and discover outside the bounds of those things that are absolutely necessary to advance the plot. And one of the three possible character classes you can play, the Thief, has markedly fewer interesting things to do than the others even in the course of doing that much. The whole game feels less accommodating and rewarding — less amendable to your personal choices, one might say — than what came before. It plays, in other words, more like just another Sierra adventure game and less like the uniquely rich and flexible experience the first two games are.
This lack of design ambition can to some degree be laid at the feet of the absence of Corey Cole for most of the design process. Corey was generally the “puzzle guy” in the partnership, dealing with all the questions of smaller-scale interactivity, while Lori was the “story gal,” responsible for the wide-angle plotting.  And indeed, when I asked Corey about his own impressions of the game in relation to its predecessors, he acknowledged that “certainly Quest for Glory III is lighter on puzzles, while having just as much story as Quest for Glory II.”
Yet Corey’s absence isn’t the only reason that the personality of the series began to morph with this third installment. The most obvious change between the second and third game — blindingly obvious to anyone who plays them back to back — is the move from a parser-based to a pure point-and-click interface. I trust that I don’t need to belabor how this could remove some of the scope for player creativity, and especially what it might mean for the many little secrets for which the first two games are so known. I’m no absolute parser purist — my opinion has always been that the best interface for any given game is entirely contextual, based upon the type of experience the designer is trying to create — but I can’t help but feel that Quest for Glory lost something when it dumped the parser.
One issue with Quest for Glory III that may actually be a subtle, inadvertent byproduct of the switch to point-and-click is a certain aimlessness that seems baked into the design. Too much of the story is predicated on unmotivated wandering over a map that’s not at all suited to more methodical exploration.
I hate the Quest for Glory III overland map with a passion. Unique locations aren’t signaled on it, but it’s nevertheless vital that you thoroughly explore it, meaning you’re forced to click on any formation that looks interesting in the hope that it’s more than decorative, a process which disappoints and frustrates more often than not. And while you’re wandering around in this random fashion, you’re constantly being attacked by uninteresting monsters and being forced to engage in tedious combat. Note that what you see above is only the first of several screens full of this sort of thing.
When I played Quest for Glory III, I eventually wound up in that dreaded place known to every adventure player: where you’ve exhausted all your leads and are left with no idea what the game expects from you next. This was, however, a feeling new to me in the course of playing this particular series. When I turned with great reluctance to a walkthrough — I’d solved the first two games entirely on my own — I learned that I was expected to train my skills up to a certain level in order shake the plot back into gear.
But how, you ask, can such problems be traced back to the loss of the parser? Well, Corey has mentioned how Lori — later, he and Lori — attempted to restore some of the sense of spontaneity and surprise that had perhaps been lost alongside the parser through the use of “events”: “Instead of each game scene having one specific thing that happens in it, our scenes change throughout the game. Sometimes the passage of time triggers a new event, and sometimes it’s the result of the ripple effect of player actions. It was supposed to feel organic.” When this approach works well, it works wonderfully well in providing a dynamic environment that seems to unfold spontaneously from the player’s perspective, just the way a good interactive story should. That’s the best-case scenario. The worst case is when you haven’t done whatever arbitrary action is needed to get a vital event to fire, and you’re left to wander around wondering what’s next. Finally, when you peek at a walkthrough, the mechanisms behind it all are revealed in the ugliest, most mimesis-annihilating way imaginable. I understand what Quest for Glory III wants to do, and I wholeheartedly approve. But there needed to be more work done to avoid dead spots — whether in the form of more possible triggers or just of more nudges to tell the player what the game expects from her — or, ideally, both.
Another odd Quest for Glory tradition was to give each game in the series a new combat system. Quest for Glory III tried to add a bit more strategy to the affair with buttons for “swing,” “dodge,” “thrust,” and “parry,” but in my experience at least simply mashing down the swing button works as well as anything else. Thus another Quest for Glory tradition: that of none of these multifarious combat systems ever being completely satisfying.
Still, whatever the game’s failings, few players or reviewers in its own time seemed to notice. Upon its release in September of 1992 — just four months after the Quest for Glory I remake — Quest for Glory III was greeted with solid sales and positive reviews, a reception which stands in contrast to its contemporary reputation as the weakest link in the series. With this affirmation of their efforts and with Corey now free of distractions, the Coles plunged right into the fourth game. Quest for Glory IV would prove the most ambitious and the most difficult entry in the series — and, in my opinion anyway, its greatest waste of potential.
The game officially known simply as Quest for Glory: Shadows of Darkness — Sierra inexplicably dropped the Roman numeral this time and this time only — is indeed often spoken of as the “dark” entry of the series, but that claim strikes me as, at most, relative. My skepticism begins with the unbelievably cheesy subtitle, which put my wife right off the game before she saw more than the title screen. (“Someone should tell those people that darkness doesn’t make shadows…”) Banal subtitles, perhaps (hopefully?) delivered with an implied wink and nudge, had become something of a series trademark by this point — Trial by Fire? The Wages of War? Cliché much? — but this was taking things to a whole other level.
Dr. Brain fans will presumably be pleased to meet his alter ego Dr. Cranium in Quest for Glory IV. (Frankie, for the record, is a female Frankenstein whose “assets” Dr. Cranium very much approves of.)
To speak more substantively (or at least less snarkily), the “dark” aspects of the game come to the fore intermittently at best. I’ve played games which I’ve found genuinely scary; this is not one of them. It certainly includes plenty of horror tropes, but it’s difficult to take any of it all that seriously. This is a game that features Dr. Brain channeling Dr. Frankenstein. It’s a game where you fight a killer rabbit lifted out of Monty Python and the Holy Grail. It’s a game where you win the final battle against the evil wizard by telling him the Ultimate Joke and taking advantage when he collapses into laughter. From the Boris Karloff imitator guarding the gates to the villain’s castle to Igor the hunchbacked gravedigger, this is strictly B-movie horror — or, perhaps better said, a parody of B-movie horror. It’s hard to imagine anyone losing sleep over this game.
In fact, I was so nonplussed by its popularly accepted “dark” label that I asked Corey what he thought about it, and was gratified to find that he at least partially agreed with me:
Maybe a better word would be “unforgiving.” A Quest for Glory III theme is friendship and the need to work together with others. In Quest for Glory IV, we turned that around 180 degrees. The player would start out on his own, mistrusted by everyone. Through the course of the game, he will gradually win people’s trust and once again have allies by the end. This is not an easy theme for players new to the series to handle.
Lori Ann Cole elaborated on the same idea in a contemporary interview:
You’ll be very much alone [in Quest for Glory IV]. In Trial by Fire, you had a lot of friends to help you. You always had a place to go back to to rest. You always had a place of safety until the very end of the game. Once you get into Shadows of Darkness, you’re not going to have any sanctuary. You won’t be able to trust anyone because nobody will trust you.
It’s true that a few subplots here strain toward a gravitas unlike anything else the Coles have ever attempted. In particular, the vampire named Katrina can be singled out as a villain who isn’t just Evil for the sake of it. She’s kidnapped a little girl from the village that is your center of operations, and one of your quests is to rescue her. In the course of doing so, you learn that the kidnapping was motivated by Katrina’s desperate, very human desire for family and companionship in her isolated castle. You end up killing her, of course, but her story is often praised — justifiably on the whole, if sometimes a bit too effusively — as a benchmark for intelligent characterization in games.
Structurally, Quest for Glory IV is most reminiscent of the first game in the series. You arrive in the village of Mordavia, part of a region that goes by the same name, which has been plagued of late by vampires, ghosts, mad scientists, and most of the other inhabitants of the Hammer Horror oeuvre. As you solve the villagers’ considerable collection of problems one by one, they go from being spit-in-your-food hostile to lauding you as the greatest hero in the land. In the best tradition of the series, and in contrast to some of the most commonly voiced complaints about Quest for Glory III, much of the game is nonlinear, and some of it is entirely optional.
The combat system in Quest for Glory IV owes a lot to the Street Fighter franchise of standup-arcade, console, and computer games, which were among the most popular of the era. Corey Cole considers it the best combat engine in the history of the series; opinions among fans are more divided. For those not interested in street-fighting their way through a Quest for Glory game, the Coles did make it possible for the first time to turn on an auto-combat mode.
Sadly, though, the game is nowhere near as playable as Quest for Glory I, II, or to some extent even III. This fault arises not from doing too little but rather from attempting to do too much. At the risk of being accused of psychoanalyzing its designers, I will note that the Coles had clearly been psyching themselves up to make this game for a long time — that, even as it was being pushed back to make room for Quest for Glory III, it had long since come to loom over their conception of the series as the Big Statement. Even when they were giving interviews to promote the finished Quest for Glory III, the conversation would keep drifting into their plans for the fourth game. “It will be a very intense game to design,” said Corey in one of those interviews, a comment that could be taken to reflect either excitement or trepidation — or, more likely, both. This was to be the place where the series departed from being easygoing light fantasy to become something more challenging, both thematically and in terms of its puzzles and other mechanics.
So, they just kept cramming more and more stuff into it. The setting doesn’t have the laser focus of the earlier games in the series, all of which portrayed fairly faithfully the myths and legends of a very specific real-world culture. Quest for Glory IV, despite including some monsters drawn from real Eastern European folklore, is more interested in Western pop culture’s idea of Transylvania than any real place — a land of shadows and creatures that go bump in the night and “I vant to bite yer neck.” Then, because the parade of Gothic-horror clichés apparently wasn’t enough, the Coles added H.P. Lovecraft’s Cthulhu Mythos to the mix (or, as the manual calls him, “P.H. Craftlove”). The two make decidedly uneasy bedfellows. Gothic horror, as expressed best in Bram Stoker’s ultimate Gothic novel Dracula, takes place, explicitly or implicitly, in an essentially moral universe drawing heavily from Christianity, in which Good and Evil, God and the Devil, are real entities at war with one another, thus setting up the narratives of sin and redemption which predominate. Lovecraftian horror, on the other hand, posits an utterly uncaring, amoral universe, in which Good and Evil are meaningless concepts, mere ephemera of the deluded human imagination. To combine the two in one work of fiction is… problematic.
For all that one has to wonder whether any fans of this heretofore genial series were truly saying to themselves, “You know, what these games really need to be is harder,” the Coles’ determination to make this entry more difficult than its predecessors isn’t invalid in itself. In trying to make their harder game, however, they sometimes fall into the all too typical trap of making a game that’s not so much more difficult as less fair. The CRPG aspects are yet further de-emphasized in favor of more puzzles, some of which push the bounds of realistic solubility. And, for the first time in the series’s history, there are irrecoverable dead ends to wander into scattered across the design, along with other situations that seem like dead ends. The latter arise because the design once again relies heavily on “events” that the player triggers without being aware how she does so — and, once again, this isn’t a bad thing at all in theory, but in practice it’s too easy to get stuck in a cul de sac with no idea how to prod the plotting machinery into motion again.
Greatly exacerbating all of these issues — indeed, virtually indistinguishable from them, given that it’s often unclear which design infelicities are intentional and which are not — are all the bugs. Even today, when patch after patch has been applied, the game remains a terrifyingly unstable edifice. If your (emulated?) machine runs just a little bit too slow or too fast, it will crash at random points with a cryptic “Error 47” or “Error 52.” But far worse are the hidden bugs that can ruin your game while letting you play on for hours without realizing anything is wrong. The most well-known of these involves a vital letter that’s supposed to show up at your hotel, but that, for reasons that are still imperfectly understood even after all these years, sometimes fails to do so. If you’re unfortunate enough to have this happen to you, it will only be much, much later, when you can’t figure out what to do next and finally turn to a walkthrough, that you realize you have to all but start over from scratch.
In my experience, an adventure game must establish a bond of trust with its player to be enjoyable. My dominant emotion when playing Quest for Glory IV, however, was just the opposite. I mistrusted the design, and mistrusted the implementation of the design even more, asking myself at every turn whether I’d broken anything, whether this latest problem I was having was a legitimate puzzle or a bug. When you have to meta-game your way through a game, relying on FAQs and walkthrough to tiptoe around all its pitfalls, it’s awfully hard to engage with the story and atmosphere.
Still, I can be thankful that I first played Quest for Glory IV a quarter-century after its original release, after all those patches had already been applied. The game that shipped on December 31, 1993, was in a truly unconscionable, very probably unwinnable condition. This wasn’t, I should emphasize, the fault of the Coles, who would have given anything to have a few more months with their baby. But Sierra was having an ugly year financially, and decided that the game simply had to be released before the year was out for accounting reasons, come what may. If there was any justice in the world, they would have been rewarded with a class-action lawsuit for knowingly selling a product that was not just flawed but outright broken. To give you a taste of what gamers unwise enough to buy Quest for Glory IV in its original incarnation got to go through, I’d like to quote at some length from the review by Scorpia, Computer Gaming World magazine’s regular adventure columnist.
My difficulties began after the game was installed and it simply refused to run, period. A call to the Sierra tech line revealed that Shadows of Darkness, as released, was not compatible with the AMI BIOS (not exactly an obscure one). This was related to the special 32-bit protected mode under which the software operates. Fortunately, a patch was available, and I quickly got it online.
After the patch was applied, the game finally came up. Unfortunately, it came up silent. The 32-bit protected mode grabs all of upper memory for itself, so nothing can be loaded high, and a bare-bones DOS boot disk is necessary. This made it impossible to load in the Gravis Ultrasound Roland emulator, and I found that with the Sound Blaster emulator loaded low, the game again wouldn’t run. So, I had to play with no sound or music, which explains why there is no commentary on either.
I ran from a boot disk without sound, and for a while everything was fine. However, the further into the game, the slower it was in saving and restoring. Actual disk access was quite speedy, but waiting for the software to make up its mind to go to disk took a long time, often a minute or more. Some online folk complained of waiting three minutes or longer to restore a saved game. It was usually faster to quit the game, rerun it, and then restore a position. For saving, of course, you just had to wait it out.
Regardless of the frustrations, I got through the game [playing as] a Paladin and a Mage, and then moved on to the Thief. Three quarters of the way along, the game crashed in the swamp whenever I tried to open the Mad Monk’s tomb. This turned out to be a “random error” that might or might not show up. It hadn’t done so with the other two heroes, but this time it reared its ugly head.
Well, Sierra had a patch that fixed both this problem and the interminable waits for saves and restores (this patch, by the way, came out some time after the first one I had gotten). There was only one drawback: because of the extensive changes made to the files, my saved games were no good and I had to start over again from the beginning.
So, I started my Thief over. By day 11 in the game, all the quests had been finished, the five rituals collected, and it was just a matter of waiting for a certain note to appear in my room one morning (this note initiates the end of the game). On day 26, I was still waiting for it. Nothing could make it appear, even replaying from some earlier positions. Either the trigger for this event was not set, or somehow it was turned off. I had no way of knowing, and, with that in mind, I had no inclination to start from scratch again. This also happened to other players who were running characters other than Thieves, and we all eventually abandoned those games.
A way around the dead-end problem was worked out by Sierra. The key is spending enough nights in your room at the inn to hear several “voice dreams,” and, most importantly, hearing the weeping from the innkeeper’s room one midnight (you are awakened by this; don’t stay up waiting for it). These events must happen before you rescue Tanya.
Once those situations have occurred, it should be safe to rescue the girl. I tried this in my Thief game, and after spending two extra nights in my room, the problem was cleared up and I finished the game with the Thief. So, if you have been waiting around for that note, and it hasn’t shown, follow the above procedure and you should be able to continue on with the game.
Scorpia’s last two paragraphs in particular illustrate what I mean when I say that you can’t really hope to play Quest for Glory IV so much as meta-game your way through it with the aid of walkthroughs. She was extremely lucky to have been among the minority with online access at the time of the game’s release, and thus able to download patches and discuss the game’s multiple points of entrapment with other players. Most would only have been able to plead with Sierra’s support personnel and hope for a disk to arrive in the mail a week or two later.
What ought to have been the exciting climactic battle of Quest for Glory IV was so buggy in the original release that the game was literally impossible to complete. It’s remained one of the worst problem spots over the years since, requiring multiple FAQ consultations to tiptoe through all the potential problems. Have I mentioned how exhausting and disheartening it is to be forced to play this way?
Some months after the bug-ridden floppy-based release, Sierra published Quest for Glory IV on CD-ROM, in a version that tried to clean up the bugs and that added voice acting. It accomplished the former task imperfectly; as already noted, plenty of glitches still remain even in the version available for digital download today, not least among them the mystery of the never-appearing letter. The latter task, however, it accomplished superlatively. In a welcome departure from the atrocious voice acting found in their earliest CD-ROM products, Sierra put together a team of top-flight acting professionals, headed by the dulcet Shakespearian tones of John Rhys-Davies — a veteran character actor of many decades’ standing who’s best known today as Gimli the dwarf in Peter Jackson’s Lords of the Rings films — as the narrator and master of ceremonies. Rhys-Davies, who had apparently signed the contract in anticipation of a quick-and-easy payday, was shocked at the sheer volume of text he was expected to voice, and took to calling the game “the CD-ROM from hell” after spending days on end in the studio. But he persevered. Indeed, he and the other actors quite clearly had more than a little fun with it. The bickering inhabitants of the Mordavia Inn are a particular delight. These voice actors obviously take their roles with no seriousness whatsoever, preferring to wander off-script into broad semi-improvised impersonations of Jack Nicholson, Clint Eastwood, and Rodney Dangerfield. Would you think less of me if I admitted that they’re my favorite part of the game?
https://www.filfre.net/wp-content/uploads/2018/10/qfg4.mp4
Of course, one could argue that Sierra’s decision to devote so many resources to this multimedia window dressing, while still leaving so many fundamental problems to fester in the core game, is a sad illustration of their misplaced priorities in this new age of CD-ROM-based gaming. The full story of just what the hell was going on inside Sierra at this point, leading to this imperfect and premature Quest for Glory IV as well as even worse disasters like their infamously half-finished 1994 release Outpost, is an important one that needs to be told, but one best reserved for a later article of its own.
For now, suffice to say that Quest for Glory IV was made to suffer for its failings, with a number of outright bad reviews in a gaming press that generally tended to publish very little of that sort of thing, and with far worse word of mouth among ordinary gamers. For a long time, its poor reception seemed to have stopped the series in its tracks, one game short of Lori Ann Cole’s long-planned climax. When a transformed Sierra, under new owners with new priorities, finally allowed that fifth and final game to be made years later, it would strike the series’s remaining fans as a minor miracle, even as the technology it employed was miles away from the trusty old SCI engine that had powered the series’s first four entries.
The critical consensuses on Quest for Glory III and IV have neatly changed places in the years since that last entry in the series was published. The third game was widely lauded back in the day, the fourth about as widely panned as the timid gaming press ever dared. But today, it’s the third game that is widely considered to be the series’s weakest link, while the fourth is frequently called the very best of them all. As someone who finds them both to be more or less flawed creations in comparison to what came before, I don’t really have a dog in this fight. Nevertheless, I do find this case of switched places intriguing. I think it says something about the way that so many play games — especially adventure games — today: with FAQ and walkthrough at the ready for the first sign of trouble. There’s of course nothing wrong with choosing to play this way; I’ve gone on record many times saying there is no universally right or wrong way to play any game, only those ways which are more or less fun for you. And certainly the fact that you can now buy the entire Quest for Glory series for less than $10 — much less when it goes on sale! — impacts the way players approach the games. No one worries too much about rushing through a game they’ve bought for pocket change, but might be much more inclined to play a game they’ve spent $50 on “honestly.” All of which is as it may be. I will only say that, as someone who does still hate turning to a walkthrough, the more typical modern way of playing sometimes dismays me because of the way it can — especially when combined with the ever-distorting fog of nostalgia — lead us to excuse or entirely overlook serious issues of design in vintage games.
But lest I be too harsh on these two middle — middling? — entries in this remarkable series of games, I should remember that they were produced in times of enormous technological change, in a business environment that was changing just as rapidly, and that those realities were often in conflict with their designers’ own best intentions. Corey Cole:
Lori has commented that we started at Sierra almost completely clueless, and had to figure out how to design a Sierra-style game “from scratch.” Then, armed with that knowledge, we confidently started work on the next game, only to have Sierra pull the rug out from under us. Each time the technology and management style changed, we had to rework many of the techniques we had developed to make our previous games.
They may be, in the opinion of this humble reviewer anyway, weaker than their predecessors, but neither Quest for Glory III nor IV is without its interest. If you’d like to see the progression of one of the most unique long-term projects in the history of gaming, by all means, have a look and decide for yourself.
(Sources: Questbusters of May 1992, September 1992, December 1992, September 1993, February 1994; Sierra’s InterAction magazine from Fall 1992, Summer 1993, and Holiday 1993; Computer Gaming World of January 1993 and April 1994; the readme file included with Sierra’s 1998 Quest for Glory Collection; documents and other materials included in the Sierra archive at the Strong Museum of Play. Most of all, my thanks go to Corey Cole for once again allowing me to pepper him with questions, even though he knew beforehand that my opinion of these two games wasn’t as overwhelmingly positive as it had been the last time around.
The entire Quest for Glory series is available for purchase as a package on GOG.com. And by all means check out the Coles’ welcome return to game design in the spirit of Quest for Glory, the recently released Hero-U: Rogue to Redemption. I don’t often get to play games that aren’t “on the syllabus,” as a friend of mine puts it, but I made time for this one, and I’m so glad I did. In my eyes, it’s the best thing the Coles have ever done.)
source http://reposts.ciathyza.com/quest-for-glory-iii-and-iv/
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