Hamilton!

Jun. 21st, 2018 11:11 pm
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OK, I finally saw it! I knew the most important plot points from hearing other people talk, but I can't really absorb soundtracks or songs without watching the performers, so it was only now I actually saw or heard it.

And, well, for me it was really amazing -- all those emotions which I'd *expected* to have, I experienced them just like I expected!

ghoti's enjoyment was rather impaired by some unfortunate things about this production which hadn't had the same impact on me though, if that makes a difference to you you should probably check with her.

I don't have a whole lot extra to say, "just like everyone said" covers most of it :) I enjoyed it pretty much continuously all the way through. All the actors were great. I especially loved the cabinet rap battles, the federalising monetary policy one and the keeping faith with France one. Like the American chopper meme, I want more things explained as high energy arguments where I can see both sides! :)

I may have some more overall thoughts when I've mulled it over some more :)
jack: (Default)
I didn't fall in love with it, but it managed at least some of the important things for a super hero film, some humour, some tension, and some reason for everyone other than superman to matter.

I enjoyed the little character moments like the Superman and Batman moments, the lasso of truth mishaps, and superman and flash racing each other. And Batman playing reluctant leader.

My basic prescription is, "like that, but more so".

Although I still find it hard to adjust to continuities where superman punches someone and then there's "more fight, but they're driven backwards into the ground" not "there's a comedy superman-shaped-fist"

Spoilers )
jack: (Default)
Overall, it was quite fun, I enjoyed many parts of it, but I wanted a lot more of the parts I liked, even if I didn't dislike the other parts.

I enjoyed the first ten minutes or so, even if it was a bit all over the place, it felt like things were happening, and we were seeing Han's life in ways we didn't know in advance what was going to happen.

I enjoyed the lando cloaks, the gambling scenes, the droid rebellion bits, but I wanted lots more of all of that!

Rachel Manija helpfully summarises all the things that were bad about it, and I agree; I didn't dislike them as much as she did, but I agree, I wanted less of that. The dimness didn't bother me as much as some people, but it wasn't a positive either.

I was pleased to see Paul Bethany, Woody Harrelson, Warwick Davies and Donald Glover appearing in a major film. They all had roles I loved, and I'd hoped to see more of them even though I hadn't recently. And Mindy Kaling (from The Mindy Project) in Ocean's 8 trailer.

Funnily enough, my main observation was that I had almost no quibbles -- there were things which were mediocre, but almost nothing where I was like, "O M G how could they do that?" And apparently that didn't make a big difference to my enjoyment -- as I expected, my enjoyment seems to be "how many things I loved" a lot more often than "how many things I disliked" (the opposite being films which break a barrier of put-up-with-ness in me, when something is obnoxious enough, I stop loving it however many good things there are). And Solo was still, "fairly good, but not great". But the good bits were well worth seeing at least for me.

Some spoilers )
jack: (Default)
OK, right, yes, that episode where the fairly significant turn from the previous episode is amplified a lot. Many feelings.

Spoilers (this may still be interesting if you haven't watched the show at all, but probably don't read if you're mid-way through the first season)

Read more... )
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Pipes (and mining drills) you can't run through are so annoying! Everyone said "give yourself enough space for your oil/chemical processing" and I still didn't space it out enough. It needs to be spaced enough that you can use underground pipes for everything except corners. And so the pipes don't "snap to" neighbouring pipes of other types.

For a long time there was a dichotomy between "do everything with belts" and "do everything with robots". They rejigged it so robots are still awesome, but they do construction and deliver materials and equipment to you, so you can just build stuff without worrying about running out, and use them to build large areas -- but they no longer do feeding into assemblers until you're much further through the game, and don't do high throughput as well, so there's a reason to use belts to automate all the big stuff, not just forget about them once you get bots.

There's always "something to do next", tidying up stuff, or automating the next thing, or building a bigger better version, which makes it very very addictive.

The specifics aren't very realistic, but the general feel of "this is complicated" really is.

ETA: It used to be the case you needed to raid alien monster nests to find some particular resources for "alien science". They rebalanced this in one of the big updates, which overall works a lot better: there's more intermediate tiers of research which gives various different technologies, so it's more plausible to choose what to focus on, not just get stuck on the first two for 90% of the game, then get everything all at once. But I miss that there was something you used to need to go out and find (other than more resources).

Factorio

Apr. 10th, 2018 09:53 am
jack: (Default)
Oh gosh, I knew this was going to be addictive for me and it was. You're crashed on an alien planet and need to build enough smelting, industry, power etc to eventually launch a rocket. But most of the game is about the layout of stuff, about getting a million conveyor belts getting the right components to the right machines without bumping into each other, and about layout out pipes between lakes, oil refineries, factories etc without getting into a giant knot.

I knew it would be but it's *really* *really* like software engineering. Like, you can *see* exactly what spaghetti code is: when you lay things out neatly and can see where everything is, it's easy to change things, but when you grow your conveyor belt layout organically, you can add *one* line fairly easily just fitting it in here and there, but if you do that often, everything ends up an unchangeable mess and you can't do anything with it without breaking half the existing stuff.

Somewhere in the middle you get useful tools like grabbers which can be programmed in unlimited ways, so you can turn things on only when you need the outputs, and even construction bots which can duplicate large sections of your factory.

Introspection and perfectionism

And you realise things. My instincts are always to build exactly the right amount of intermediates that the outputs need. But that doesn't actually work most of the time. Intermediates you always need for a specific product, and don't need LOTS of, it's often sensible to build a "manufacture the intermediates and final product" block with the assemblers all next to each other. Intermediates you need all over the place it's usually sensible to just manufacture lots of. But then you need to say -- you don't want to process ALL your iron into cogs, or you'll run out of iron for everything else. But you do need a *lot* of cogs. Is it better to just make cogs, and rely on that when you have "enough" cogs and the conveyor belt backs up, the cog machines stop taking iron? But then if you build too many further machines that need cogs, they'll never be satiated and everything that needs iron will start shutting down. Is it better to split the incoming iron 50/50 or some other proportion between iron and the basic iron intermediates like cogs and steel? But then what if that ratio's not correct. Or is it better to adjust depending on which important final products are running short?

My instinct is that there should be a perfect "right" way. But because you need to add new final products and change proportions and cope with raw fuels temporarily running dry, that's basically impossible, it's better to segregate the various stages, and turn on the earlier stages as needed (I haven't actually done that yet but I can see the benefit).

Specific parallels

And likewise, duplicating a section of your factory once you have the right construction bots, and once you manufacture enough of all the buildings etc needed, is just a push of a button and a short wait. But it takes ages to make all the edges line up right so the new conveyors get the right input etc.

Or, a thought occurred to me driving to work, you know construction sites always seem to be "nothing, nothing, nothing, suddenly a building"? Well, software development often *is* like that, and I know exactly why even though I don't like believing it: because there's an awful lot of work in getting things working together, so the actual working on things is comparatively scattered. (And you can either frontload it, and then have years of technical debt and trying to bodge things together, or build everything right but it's ages before you get things working. And wisdom is knowing the right balance :) )

It also gives insight into firefighting vs planning. You need a certain amount of "fixing up" things, at some point ore runs low and you need to lay out dozens of smelters and stuff on a new ore field, there's no way of avoiding that. And often, *something* will back up, or run out, or get mixed between two belts or something, for completely deterministic reasons that you *could* have forseen, and you need to take care of it. But if you spend *all* your time doing that you'll never make any progress. And conversely, sometimes it's easier to take a shortcut, like loading an assembler with the appropriate inputs manually, if you expect it to be a while before you run out -- but even if you do, it's useful to think through where you would put the proper conveyor belt feeds, e.g. by having an inserter that grabs from a chest, but you can replace with a belt when you need. That, "do the simple thing, but leave the connectors in place for replacing it with a polished version when you need" is often a very useful approach.

Aesthetics

It's pretty atmospheric. The background sounds vary according to what's on the screen, so you can *hear* radars blipping and furnaces roaring. I played on peaceful because I didn't want the pressure of fighting off alien wildlife at the same time, but those are pretty beautiful in a monstrous way. And when things are humming along perfectly it's really impressive. It reminds me, how much I love making complicated elegant mechanisms, and I need to do more programming where I design a thing as well as learn a new thing.
jack: (Default)
I talked about this briefly before, it's an anime about a world where a Britannian Empire has conquered much of the world including Japan, and a young Britannian noble who wants destroy the empire. Through a bunch of complicated stuff, he acquires a mystic power to compel obedience, and ends up setting up a resistance movement. And there are giant robots.

There's a lot of stuff about the limitations of his power, and how he uses it effectively and judiciously -- he can only use it; he tests how long it lasts; he uses ingenious tactics many times; he does the sensible thing and keeps an aura of mystery and power, that he can do impossible things, but he only has to prove that boast under circumstances he can contrive.

I've often thought that's a good premise for a fiction or roleplaying scenario, where the protagonist has some unique advantage but needs to use it ingeniously to overcome a much stronger enemy, partly because I love it, but partly because it lets you write a tactical genius with fewer awkward questions like "why hasn't someone thought of that before?"

I've still to watch season 2, but am rewatching season 1 first. My impression is that it's a tragedy, that Lelouch slowly succumbs to his megalomania doing increasingly unethical things in pursuit of his very justified goal. But I don't know, I haven't got to season 2 yet. I admit, I glossed over a lot of ominous foreshadowing because I liked the protagonist, which I shouldn't have done -- you can only say "well, that was clever but not really ethical but it was probably a one-off" so many times :(

Complicating it is that Japan is under occupation by a brutal occupying force, and the protagonist and his best friend have opposite opinions on how to deal with this: he wants to overthrow Britannia; his friend thinks fewer people will die if you never try to overthrow an oppressor but be honourable and work towards changing the system incrementally. And... both of those viewpoints are hard to refute. Britannia routinely slaughtered civilian populations, it's hard to criticise fighting back, but if you're in a firefight with occupying soldiers, innocent people will die sometimes. And pacifism is always laudable, but it won't necessarily change a system if people don't already have some sympathy for you. Ideally you'd have some of both, one to force the regime to pay attention, one as an acceptable alternative. But here both people are *so* uncompromising.

That makes it hard to evaluate the moral choices :(

Does anyone know how the name was translated from Japanese? It seems like "Geass" is a reference to "Geas" (described on wikipedia with the wonderful beginning "an idiosyncratic taboo..."). Which is a pretty good translation, Lelouch's ability is powerful but also finicky. But I wonder what the connotations of the Japanese name are: apparently 'Geass' is a general term, and people have had abilities before Lelouch, but that don't necessarily involve commanding people, as opposed to some other power.

A disclaimer, as with many anime, most of the female characters wear inexplicably revealing clothing. At least, there *are* many female characters, the characterisation is mixed, but often they're perfectly badass -- except for piloting giant robots in leotards, or wearing school uniforms with nonexistant skirts.

And in general anime convention observation, you'll be surprised but not surprised to know that half a dozen of the most important people in the country are teenagers on the student council in the same high school. I don't think we even HAVE student councils, and seeing how implacably powerful they inevitably become in Japan, I guess I see why not :)
jack: (Default)
Prepare for rant! There's quite a lot I liked, but quite a lot I objected to.

Read more... )
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This was really good! I hadn't expected it to be filmable, but they did a really good job, conveying most of the original without worrying about changing little details.

The characters were excellent. Charles Wallace really seemed both like an empathetic genius but also like a six year old. Meg was great. The Mrses if anything seemed better portrayed, as otherworldly and strange, as good, as powerful and helpful, but not entirely practical. (I loved seeing Mindy Kaling in role other than The Mindy Project.)

The creepy bits were creepy. They did a good job conveying the magic and magical nature of reality with a connection to mainstream physics (although obviously I would have preferred technobabble that might actually click with physicists.

It's funny, usually I empathise with the put-upon lonely genius, but apparently I empathise with the put-upon loner a lot more than the genius when my empathy has to choose.

Liv excited if they make the sequel about mitochondria.

I hear BBC are making City and the City? Wow, that's going to be hard. But seeing Wrinkle in Time I wondered if they could actually make a good job adapting Young Wizards!
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Welcome to more random ebook reviews. This is by someone who also wrote a couple of books which were a bit more male-geek-wishfulfilment-y become-powerful-mage-by-munchkin'ing have lots of women throwing themselves at you, where I enjoyed some of the ideas, but cringed a lot at some of the bits. This had some of the downsides, but a lot of interesting stuff.

Alice is fitting in poorly in the orphanage in an authoritarian get-back-to-nature world. Her body is extensively enhanced beyond human with various implausibly space-opera-ish enhancements, but most have not grown in properly without the right nutrients, which no-one has been giving her. She escapes just ahead of some brainwashing (which might expose, well, if her brain is not-exactly-traditional-human either) and ends up eventually hitching a ride on an independent merchant ship and getting into many further scrapes from there.

I enjoy the "protagonist has all the awesome superpowers" thing but there's a reasonable amount of "does she learn to leverage her advantages well" which is what I enjoy even more. Nice although not super memorable secondary characters and overall plot. Some reasonable resolved mysteries.

What I found interesting was the physics -- the premise is several layers of hyperspace, in each of which a position corresponds to a known position in our space, but in which distance is progressively smaller. Each has its own variant of physics based on the same principles, but possibly with different universal constants or initial distribution of matter. Alpha layer is normal-ish. Beta is mostly anti-matter (which is ok in deep space, the space opera deflector shields are quite good). Gamma is used for travel by ships which aren't powerful enough to manage the final transition. Delta has reversed gravity and is full of plasma because matter never formed. There are also several *sub* layers where distances are *longer*, which are studied but not usually used. Spaceship tactics include managing layer transitions.

And the society too. Super-human (level 5+), human equivalent (level 4), and intelligent-but-more-limited-than-human AI (level 3) exist in various combinations (human brains uploaded or transplanted into mechanical or biological android bodies, or AIs in that variety of body, etc). Human-equivalent AI have the same rights as humans in many places but are not always treated that way. Level 3 are treated as an underclass most places (the protagonist is not ok with this!) Level 2 are treated like animals or machines (which seems about right). Level 5 are banned after a bunch of wars about it. People expect it to be possible to make ever-more-powerful AIs but no-one has yet. But all this just exists, putting much more weight behind moral questions about the subject than many books which obsensibly tackle the subjects more head on.
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I've almost never got round to nominating for hugos, but I decided to make the effort as I have read some things I think are worthwhile last year. I didn't even try outside the prose categories, as I felt like I either didn't know at all, or would probably have the same ideas as everyone else. But I thought I might as well nominate things where I did have an idea what I wanted.

Novel

Unkindness of ghosts, Rivers Solomon
Phantom Pains, Mishell Baker
Clockwork boys, Ursula Vernon
Unsong, Scott Alexander
Raven Strategem, Yoon Ha Lee

There's a couple of sequels I haven't read, but they'll probably make it onto the ballot anyway.

I'd thought Summer in Orcus finished last year, but apparently it finished in December 2016. And Murderbot was novella length?

Shorter Lengths

Murderbot (the real title is "All Systems Red"), Martha Wells (novella).

And Then There Were N-One Sarah Pinsker (novella). About an alternate universe Sarah Pinsker who goes to conference of different alternate-universe Sarah Pinskers, but one of the organisers is murdered and she has to play detective.

The Dark Birds Ursula Vernon (novellette) About an ogre's daughters. Um yes, really moving and rather creepy.

The Scenarist. Stu West (Amal El-Mohtar's partner IIRC). Short story (really short, but very memorable). A doctor setting interview questions for medical residents who want to work in his hospital in this sector of space, choosing questions that will establish if they cope with how much "weird shit" is normal here, is visited by mafia goons who want to avoid him depressing trade and tourism by emphasising the weirdness of this sector.

(All links are to online versions of the stories available for free)
jack: (Default)
I missed when Yoon Ha Lee's Raven Stratagem actually came out, but I read it and really enjoyed it, I still found it quite confusing to come to a clear opinion on anything, but I felt like I had a much clearer picture than after the first novel. I also read at least one of the short stories and want to binge all of them at some point. If you liked Ninefox Gambit, it's a very worthy sequel.

I also read Wrong Stars (Tim Pratt). I'd previous read his urban fantasy, which I enjoyed but didn't stick with. It's an interesting universe, with humanity colonising much of the solar system and a number of other worlds, and one alien race known, the Liars, who have been a source of some more advanced technology, but distressingly uncommunicative about the history of the galaxy. And the protagonists stumble onto previously-unknown alien tech that leads to a mad scramble of finding stuff out.
jack: (Default)
Five Tribes

I'm not sure how to describe this. You have a set of large tiles which are dealt out to form the game board. Each tile has some humeeples on. The humeeples represent different abilities. On your go, you pick up all the humeeples from one tile, and drop one on an adjacent tile, one on a following tile, etc. The last meeple, you must drop on a tile containing one or more humeeples of the same colour. Then you collect all of those, and get some effect based on the colour (e.g. one just gives you a point for each, one lets you collect cards, some are saved for later, etc).

Also, every tile has an ability which you get to use (gaining cards, putting a palmeeple tree or a pameeplace on it to increase its score, etc)

Also, if you empty a tile, you place a cameeple there, and get points for that tile at the end of the game.

So there many many different ways of getting points (I've left out a lot of the specifics). When you explain it, it sounds complicated. But when you play it, it falls into place.

There are also djinn, which can be gained from some square, which some points but a particular special power. It's useful if you can get a special power that accords with a strategy you want to take anyway; it gives shape to a particular game. Otherwise, it's usually not quite worth taking djinn because you need several things to work to get one. But they are BEAUTIFUL, each djinn has a unique drawing, a unique name, and really sells the flavour.

It has the feeling of a game where every game is quite different, which is really interesting.

Unfortunately, the rest of the flavour is mixed: a lot of quite good, but some is a bit unmotivated or questionable.

Founding Fathers

A game about writing the american constitution. It looks complicated but plays very well. And it somehow really captures the flavour of the founding fathers, bustling around, making pompous or populist speeches, and assembling this complicated compromise document.

Unable, Unwilling

I didn't play this but Liv and Osos did and told me about it and it sounded great.

Designed by some board game enthusiasts and some quakers, it's a hilarious affectionate parody of a quaker committee meeting. Based on the motto, "able, willing"

Each card is a job which has to be assigned to somebody, and the aim is to be assigned as few jobs as possible. You can play excuses to redirect jobs to other players.

The feel of the game was captured by an exchange something like:

A: "Someone needs to fill a seat on the peace committee. I think B's experience would make them an excellent fit for the role."
B: (reading deadpan from an excuse card) "I'm sorry, I'm in favour of war."
jack: (Default)
I've read several examples of sociopathic characters in several different books, and been left with a bunch of thoughts.

Read more... )

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