Sunday, June 21, 2009

An introduction of sorts to the Atrium of Ganeden

I just cooked this up - please leave comments, you lurkers!

THE EMERGENCE OF HER ANOMALOUS

And at that moment she appears in front of a bending tree beside a lake. The sky is golden, wisps of spline-formed clouds coiling and collapsing in the dusk. The lake shines, reflecting the sun's last moment of light as it illuminates the tree and the couple beneath it. They hold each other's neck close as they slowly collapse to the grass, and as the tree goes dark their lips touch. Aduna takes a step toward them, knowing this will be her last sight of these two people for so long. So many cycles until the consequences of the couple's love come into fruition.

Aduna sits down, watching their eyes while clothes loosen, envying the fire within. And finally, as they embrace, the cage appears, unfolding outward from their tangled bodies. A black membrane leaps between the curves of the cage's frame. Pseudopods lash out and take purchase of the dying grass around the tree, which is also consumed by the blackness's expansion.

Aduna rises, and briefly touches the cage, her head sunk in sadness. Why did they have to let things come to this? How could such brilliant minds be so blind to the emergence of something entirely unintended, something so frighteningly powerful? The cage lunges out, and Aduna steps backward, turning out to the city wreathed in fractal veils and the fog of processing. Her kingdom.


Ben

Friday, April 17, 2009

For you beautiful few who read my blog:

Would you be interested in playing a game of Lexicon with me? I think it would be fun!

Ben

Tuesday, March 31, 2009

On revealing Aduna's character

Protagonists in video games have often been cut from three cloths. Representative extreme examples are an AFGNCAAP, a Dialog Tree climber, and, well, "normal" characters - lads who have prebuilt personalities and everything, and the most choice who have about what they say and do revolves around their purchasing habits.

jRPGs often mix all three to a weak tea - offering silent protagonists who sometimes maybe get plot significant nods or shakings of the head, while all their constant companions do your talking for you. Frankly, that's combining the worst bits of all three in my book. Bioware is frighteningly infatuated with dialogue trees. Most games place your character in one of these molds, or fail to do something interesting outside of them.

Well, I think we oughta try to assault the status quo a bit with Aduna. What I'm almost certain I want is to allow the player choice in who Aduna is, while maintaining in the narrative that her personality is static. That is to say, the player decides how Aduna's always been, not how she developes as an entity in Ganeden.

What I'm not so sure about is what form this choice should take. I've had three ideas:

1) Direct player choice. Ask at various junctures: what does Aduna think about her potential to control people in Rith? How does she respond to her source's eventual birth and her corresponding termination? How does she view Rith as a whole?

2) Choice by player action. Take some data about how the player's been playing Aduna and Co. and calculate her choices based off of that. On the one hand, that'll allow the aforementioned goal to be implemented all the more invisibly and (possibly) successfully, but on the other hand players may feel robbed of direct control of their avatar - and they may not know how to explore other branches of the plot.

3) Random choice at each juncture, favoring paths as yet unexplored. Not liking this one, as it seems to be just a worse version of 2) - but it's one which resolves my second complaint about it.

What do you guys think about all this? It's 1:00 AM and my sleep cycles a little screwy, so I'm not even sure I'm making sense right now. Anyway!

Ben

Monday, March 23, 2009

Random programming idea

RSS feed that uploads data (like a random wikipedia page) every second. Whenever you check your feeds, you have something to read!

Ben

Sunday, March 8, 2009

Simple Harmonics

On the job - I'll make this quick!

Simple Harmonics
February 14th, 2009

A curious glow overtakes the edges
Of every surface beyond my sight.
A hummingbird sings over a whale's dirge,
And the gulf of their waves forms the perfect harmony.
It leaves me reeling in wonder,
And writhing beyond the horizon.
Fast, high, a bewildering fractal
Spiralling in asymptotic convergence
The hummingbird's contortions
Leap like petals on a pond
Twirling and unfolding with blooming radiance.
And underneath, a vacuum-borne glacier
Drives irresistably onward,
Shattering the walls of my mind
With unmatched clarity and purpose,
Slow, deep, and oscillating in
The whale's repurposed agony.
Alone, each is an idle numbness -
Glee and sadness apart are transient -
But as the winding, chemical staircases
Of unreadable genetic masterpiece,
Together they wreak havoc on my natural form,
And illuminate my essential humanity.

Ben

Wednesday, March 4, 2009

Names!

Hey, I know what you kids want! A list of names for the nebulous game we're coming up with, tentatively titled Prenatal. Extraordinarily tentatively, because that part's supposed to be less than immediately obvious. Character traits will be filled in as I come up with them.

Aduna: Protagonist. While the player's actions determine what her personality is, I want to convey that that's what her personality has been the whole time.

Baram: An early companion, he sees leaving the paradise of Ganeden as both natural and necessary, not to mention exciting. As preparation for living in Rith, the next world, he tries to distance himself as much as possible from the wonders of the environment he is soon to leave.

Caliva: In love with the other residents of Ganeden, Caliva will only be willing to let it go once she's convinced all her friends are coming with her.

Devinor: Fascinated by locations. The mere notion of being somewhere new inspires him to express himself in action, dialog, violence, and creation.

Eth: She trusts the White Hooks (the entities which urge personalities to the physical realm) far more than she ought to. Sumarily, she wants to be born into Rith before she's ready - it beckons her - and is loathe to be in the more abstract layers of Ganeden.

Fatarn: Extremely loquacious. He doesn't care about the Hooks at all, really, he just wants to have a good time wherever he goes.

Galyut: She's affluent, capable, and polite - to everyone but Aduna. Her ill will is mostly born of the difference in effort they exert to make friends; Aduna does so effortlessly, and Galyut compromises so much of herself to exchange trust.

Halmir: He believes in some world previous to Ganeden, as Ganeden is previous to Rith. He thinks there is an infinite regression of worlds. Metaphysically speaking, he isn't necessarily wrong, but there is no evidence that he's right.

Isa: She is convinced (and accurately so!) that Ganeden isn't real as real as Rith. She searches for hints of the true nature of her experiences in this illusory realm.

Jukrogan:
Kalya:
Lovyol:
Maleet:
Nosvo:
Olavias:
Pietr:
Quanya:
Ruz:
Savi:
Torr:
Urein:
Vizixk:
Wings:
Xeileth
Yureit:
Zunatar:

There's at least three patterns to these names. Can you guess them?

Ben

Wednesday, February 25, 2009

The Descending Princess

The petals drift across her glass carpet,
- swept by the precious hands of enveloping care -
A slow and intimate brushing of the skins of equal valor.
From all sides rest the calm warm gaze
- of their ever-soon-to-be sovereign -
A fey highness delighting at her vision:

Every eye's view of a sculpture,
- twisted in child's joy at a place -
An infinite golden plain, painted unseen
With all the wonders a life can behold
- writhing and exulting together -
In the framework of youth's perfection.

The mirrors capture the form's every surface
- the so recent memory so far away -
Rendered beyond faithfully for her passing enjoyment.

And yet, her eyes pierce past the silvers
- the sycophantic court melts away -
As her mind escapes her radiant tower
Whose spires embrace the stars, yes!
- but leave bereft of enjoyment -
Those other spheres of human fascination.

Her sight cannot sate her, and unknowingly
- she rises from her lotus throne -
Following silken, bare feet as they guide her
Along the prismatic, floral dias
- towards the form's dynamic shape
Her hair whispering marvelous sighs behind her.

The mirrors each turn to light their Lady,
- as she bends, robes flowing -
To kiss the world's lips.

Benjamin Finkel
February 24th, 2009
For Priya

Saturday, February 21, 2009

The Cure for Hero's Kleptomania

Alright, you know how in all the vidjagames, you take whatever the hell you want from everyone? Hero's prerogative, and all that. Ask TvTropes, if you don't care about today's productivity.

The ideas behind The World Ends With You made me think:

What if we could imprint items to our character by touching people's stuff, but without having to take it?

You walk into someone's house and rifle through their stuff, and then just leave. You are able to conjure to your will a facsimile of that item - and, while we're at it, you can sell the ability to do so for spirit currency or whatnot. This allows all of the crunch of the Adventure Game/RPG mechanic of casual robbery, with none of the distasteful suggestions of amoral action. Also, imagine if the really cool items were locked away in museums, and so the difficulty of getting them is in the convincing their owners to let you get your paws on them, or doing it all Sneakers style.

Man, I wanna make a cRPG now.

Thursday, February 19, 2009

Songs from OS

Good day, everyone! Oh, thank you, the overpowering response of crickets sounds is marvelous to hear. In equally guilt-laden news, I am extraordinarily bored in my Operating Systems class, in which I am not likely to perform well. I certainly haven't been so far. So, I give to you here my progress as a writer, as practiced during lecture for these classes. Two songs, the first of a somber tune, as in Conjure One's The Center of the Sun, and the second of a bouncier one. Neither have particularly joyous lyrics, and the latter is as of this moment untitled.

EDIT: The second piece sounds similar to The World Ends With You's Hybrid by SAWA.
______________

Life in the Weightless

A bird plummets softly
--whispers rip the air
Grey clouds wrestle awfully
--As the wings begin to tear

Rising from the black sea
--Her mate is thrown asky
Volleyed upward, uncanny
--How they flash into a twine

(Chorus)
And dots swarm through my vision
--And screams rush about my ears
Twirling skins guard my final fission
--And my birth grows ever near

My oil slick gossamer
--Ripples pinned against a book
And the texts' readers murmur
--Never wondering what they took

As wingless I must serve you
--Must dance under the neon
I know that I am nothing new
--A fact my authors quite agree on

(Chorus)
____________________

Bright! Your eyes
They punch holes - in my sight -
And I am thrown for a whirl

Hot! The wave
That follows - in my skin -
And I sigh and the people twirl

(Chorus)
You are unbearable
--The way--You make--
The world tumble
You are unbearable
--And so--I want--
To let my mind's facade crumble

Dark! The shade
My teachings - from my youth -
Lead me to effortless smiles

Cool! My stride
It's perfect - by those rules -
But how I want to fall to your wiles!

(Chorus 2)
I am untouchable
--Despite--Your hands--
Around my shoulder
I am untouchable
--But I--wish I--
Could let my barriers smoulder
____________________

Both still have work to do - each needs at least another verse, and obviously they require some cleaning up, but what do you lot think? I love feedback far more than you would believe.

Ben

Thursday, January 8, 2009

A peculiar chant

It had been at least a year since I last said this aloud, but I just did three minutes ago. I don't know how this string of syllables found its way into my head, or how it's stuck itself there, but it has:

Uhrak thulamensul rithak rakthel
Alamantera rakthelen asthulamanter.

Once, I came up with a meaning for it, by I forgot that. Weird, how the mind works, ne? Someday, I'm going to do something with this chant, but I'm pretty sure it's lodged in my head for keeps.

Ben

Saturday, January 3, 2009

Year Round-up, part 2

Well, someone commented, if a tad derisively, so I'll continue. Perhaps I'll even soon defend my favorites against Alex's wantonly impolite criticism ("And LFD has the depth I would expect from a TC mod for UT2004 or HL2 that someone coded up in 8 hours"? There's no way that's not inflammatory).

So, onward.

MOST INNOVATIVE USE OF THE MEDIUM - Chrono Trigger
For a game that's over twelve years old and is highly respected across the gaming world, I'm surprised that I had missed this one until now. I played it on the DS over the past week or so, and am currently playing my New Game + to collect all the endings. What really surprised me about this game is its repeated peculiar subversions of JRPG mechanics - especially during scenes of story. The game from the very beginning hints at non-linearity (although this game doesn't have too much of it) by allowing you to, for a while, completely ignore the fair you are supposed to attend in favor of taking a cross-continental walk, and even entering your first combats. Later, I was surprised by the amount of freedom Chrono Trigger gives you in what would in other games be straight-up cutscene. It's hard to describe how even the most moderate amount of interactivity amplifies the emotional impact of the scenes in which it occurs. If I ever make a game, I'll certainly employ techniques from this game which, mysteriously, haven't really been seen since.

BEST SMALL GAME - Dyson (From Deadrock-game.com)
Found via Rock, Paper, Shotgun, this tiny game is a simple, beautiful, and peaceful short about solar domination. While its end-game is dull, the beautiful sloth of inter-asteroid spore travel made me quite happy.

KICKASS - Audiosurf
Another February game. Cheap, fun, and fairly synesthetic, I agree with pretty much everything those fine folks at RPS had to say about it in their year's recap. They're a bit better at his "blogging" thing than I am.

More later, possibly even today.

Thursday, January 1, 2009

Games of 2008

Happy New Year, dear reader. 2008 saw me playing a lot more games than I remembered before setting my noggin to compiling a list. I thought it would be rather short, but it appears I actually did purchase and enjoy a rather vast and varied multitude of games. I'll be summing up my favorites over the next few days, and giving them silly little awards.

BEST STORY, BEST MUSIC - Ace Attorney series (Phoenix Wright etc.)
While most of this series came out in previous years (the original Japanese game being released in 2001), both its latest installment and my exhaustive marathon through the series came to the Americas this year. Up front - the music is amazing. Best video game music since Riven, in my book. Very catchy, thematic, and theatrical. Besides the music though, this game is a blast to play. It's like playing a compendium of mystery short stories, except with loads of humor instead of drab attempts at badassery (see CSI). While the gameplay has never pushed any limits, it doesn't have to - both the stories and its beautiful collection of characters made this series skyrocket to "Best DS games ever."

MOST BEAUTIFUL - Sins of a Solar Empire
A February game by Stardock, Sins turned off most of my friends. In fact, I don't even think Chris plays it any more, and I haven't given it a run in a few months. Regardless, I stand by my assertions that the conflicts in this game are the most epic clashes I've controlled with my mouse and keyboard. Most space films and television shows fail to match the raw inertia and elegant destructiveness Sins' starships posess. Additionally, the factions, while largely unexplored in the game due to its lack of a single player campaign, have unique themes and stories to them. Of the three, the Vasari's hopeless attempts at reclaiming cruel dignity strikes at me the most: they are pitiful, these one-time masters of the galaxy - they are relegated to clawing out conquests as their empire crumbles from deep within by some unspeakable force. The game's most powerful asset is its beauty, and that asset is strong indeed.

GOOD OLD FASHIONED FUN - Left 4 Dead
This game makes me gleeful, as much as Team Fortress 2 does. Playing with friends (even those I've only met online) to reap humiliating defeat on unorganized pick-up-gamers is always a treat, but even being on the opposite side of the conflict can be a hilarious blast. Left 4 Dead's greatest achievement, in my book, is making losing fun (as the survivors, at least). While the game lost any vestiges of scariness twenty minutes in, the unadulterated fun I have playing it is wonderful.

BEST GAME OF 2008 - Mount & Blade
I'll be playing this one for a very, very long time. It has so many things going right for it, that its faults are as nothing to me. Hey, that sounds like Riven, don't it? M&B is sandbox RPG done right. It has the best melee combat simulator to date, a dedicated modding scene I've only started to taste, and addictive, good, world-conquering fun which leaves me awake at 4:00 AM thinking it's before midnight.

Comment, and there'll be more entries to come, with more of my games of '08 and elaborations on those only touched upon here.

Ben

Wednesday, November 19, 2008

The Thing with the Music

A few of my friends with Facebook - a shudder runs up my spine - have posted these little music quiz things. Very silly, I know. But, for the proverbial faeces and giggles, let's do it with my collection.

Le Rules:
Step 1: Put your music player on shuffle. (What better way!)
Step 2: Post the first line from the first 25 songs (WITH LYRICS)that play, no matter how embarrassing.
Step: 2.Ben: On the same line, post how many instrumental songs were in between the ones with lyrics.
Step 3: Strike through the songs when someone guesses both artist and track correctly. (Assuming I remember the tag for striking through)
Step 4: For those who are guessing -- looking the lyrics up on a search engine is CHEATING! (But you probably should anyway)
Step 5: If you like the game post your own. Especially if your collection is saner than mine.

FIGHT!
1 - I've told you this once before - can't control me (1)
2 - Oh, Danny boy, the pipes, the pipes are calling (8)
3 - Sound Effects Record Number 33 (7)
4 - Spy's sappin' mah dispenser... (13)
5 - Samus is under fire! (4)
6 - Now, faster! (1)
7 - Abide with me - fast falls the eventide (2)
8 - If you want me to, I can hang around with you (14)
9 - Thirsty. I need wahwah (0!)
10 - Are you still into it? 'Cause I'm still into it (8)
11 - Another tear, look what you've done to your forlorn and once beloved son (1)
12 - Sir, if you won't be needing me for a while, I'm shutting down (16)
13 - Father, where are you now, when I need you most of all? (2)
14 - Thirty days have Septober (22)
15 - You're the top - you're the Colosseum (15)
16 - Che gelida manina - se la lasci riscaldar (2)
17 - Hey, hey! She's gone away! (8)
18 - Atzma gotang lubia dobarstan no victa nunca lo (3)
19 - Here's a little bonus room, 'cause I know you've had it tough (5)
20 - System, system, system system system system (13)
21 - Spring has sprung and spring has hearts a'glowing (2)
22 - Falling. Fall of an angel - you can see the fall. (9)
23 - Darth Vader! Dark Darth Vader! Dark lord of the Sith (4)
24 - Just walkin' in the rain, getting soaking wet (9)
25 - Outside gets inside, ooh, through her skin.

Let's see, 194 songs played before I could get 25 with lyrics. I must be getting better!

Ben

Tuesday, November 4, 2008

Didja know there's an election a happenin'? Crazy stuff, ne?

Ben

Friday, May 30, 2008

Deus Ex Free on Gametap

In case you haven't played the amazing experience of Deus Ex, for this upcoming month it's free on Gametap, a game service run by Time Warner. I enjoyed my run with Gametap while it lasted, and if I weren't swamped with games and books I want to experience, I'd sign right back on. Anyway, Deus Ex is currently free, so nab it at gametap.com if you want to (hint: you do).

Ben

Thursday, May 22, 2008

Review: On the Rain-Slick Precipice of Darkness

Penny Arcade Adventures and Hothead Games yesterday released "On the Rain-Slick Precipice of Darkness: Episode One". I swiftly downloaded the demo and, eager to see the rest, purchased and enjoyed the rest of the game. It certainly warrants a repeat play from me, despite its brevity, and I gained much amusement and engagement from it.

So let's start with what I didn't like. Load times were abysmal. Maybe it's the Torque engine, but even small levels took around thirty seconds for my computer to piece together. Larger ones made me wait around a minute, which I found hard to stomach. In one zone, Pelican Bay, a piece of disjointed carnival music plays during the level load, which was creepy the first time, but really annoying thereafter. After a while, I started muting my computer whenever I transfered to that zone. All the other music in the game, though, is great - that piece would have been, too, if I only had to hear it once.

I agree with other reviewers that most of the dialog was pretty lame, but I truly loved Tycho's interactions with his mad-scientist niece Anne-Claire in which the battled wits concerning the existence of paranormal entities. The language they used was both amusing and vivid, as Anne-Claire protests Tycho's undulating fear of the dark gods as it mixes with nostalgia for his days achieving his Apocalyptica degree in university. Good times.

My gameplay concerns only come in when we get to the wandering around phase of the game. In case you didn't know, RSPD is a role playing game that I suppose mostly fits under the Final Fantasy-esque umbrella. Like many RPGs, a good deal of the game involves taking your characters around the environment to have them meet NPCs, collect items, and fight things. In RSPD, unfortunately, I experienced rather shoddy pathfinding in many cases - I would click on a box for the protagonist to shatter with his nightmare landscaping implements, and he would continuously walk into the lamppost between him and this goal until I manually commanded him to go around it. It was a little embarrassing.

And now we get to the good part - what I liked!

Combat was fan-flaming-tastic. Fighting things was extraordinarily fun, once I got Gabe and Tycho on my team (very early on, and near the end of the demo). The combat is a mixture of real-time and turn-based, with the player controlling all three protagonists in skirmishes against up to (I think) seven opponents at a time. It is turn-based in that each character has a speed stat which determines how quickly their actions can be "charged up," but it's real-time
in the fact that the game doesn't pause once an action is charged, and opponents (who also have a speed statistic) will attack when they "choose" - not necessarily the moment they're ready. It's a bit hard to explain - perhaps it's best just to try it out.

The characters each have three types of moves - item usage, basic attacks, and special attacks. The last category is the interesting one. Each protagonist has a little mini-game that you play to successfully pull of a special attack with the maximum violence. Tycho's, for example, requires the player to correctly "Simon says" the WASD notifications on screen within a very short amount of time, making as few mistakes as possible. Their effects can be devastating, and pulling them off is fun. In addition, each party can attempt to block the other's moves by timing a block at the right moment. If pulled off properly, this also enables a counterattack. In short, combat was engaging throughout the game, requiring the player to manage his attention as well as the move order.

One resource I'm grateful that we didn't have to manage with much complexity was the collection of items. In games like Golden Sun and Baldur's Gate, I was always very afraid to use potions or scrolls or whatever because they were in such scarcity. By making those items able to be found only in chests or very rarely on monster drops, they discouraged "hoarding" players like me from using them. In RSPD, while acquiring the items is done in the same way, those chests (boxes and trashcans, in this game) respawned whenever the player left the area. This made the items much more disposable, and summarily more often-used in my play of the game. Managing those items during combat became about determining which effect was necessary, not about which item I felt I most likely wouldn't need in the future.

In addition, the setting was great. New Arcadia, 1922, was a fun place, and the protagonist's quips as you examine each bit of it were very enjoyable to read.

In short, try it out! There's a demo, and the game sums to $20. While I finished it in a day, I was playing rather voraciously, and I still feel it was worth it. I certainly want to see combat like this in the future!

Ben

Can be found at:
http://www.playgreenhouse.com/game/HOTHG-000001-01/

Tuesday, April 1, 2008

April Fools!

The joke was, there was no April Fools! Hah!

Ben

Missteps in Logic

I can't believe the cracks between the tiles
- how much a part of things they seem!
And when I sit with my boot abreast irregular
Straight divides with scruff beneath

Words and Pictures
Provoking my invisible shame

I realize that not even my old tricks
Will serve to prove my confusion
Concerning my inability to count.

April 1, 2008
Ben

Yeah, didn't do so well on last week's logic test. Not horrible, but hearing how the problems were to be done - before even seeing my grade - was embarrassing. No wonder I was looking at the floor. April Fool's? Meh, this ain't the post for that. Maybe later? Check out xkcdQCdc.

Wednesday, March 5, 2008

The Couple at Cape Town

In queue, with a
pair of bags housing
my portable life and my
windows turned beyond,
I wait, encapsulated by
my fellows of blood and journey.

Fluorescent, the putrid
taste of expected formality
settles upon me as I
chafe about chafing under
the tiredness of warmth,
buffeted by harsh jets of
air and ambiance.

Then apart from me
There whispers a soft wailing,
A swan's tears into the winds,
Silence and resolute exhaustion
Greeting that final realization
Of Farewell.

And as under the harsh
normalcy of stinking light
the epic of anguish unfolds,
I stare, agape and
sickeningly proud;
As beauty sunders
The Homely,
These clipp'd Wings
Illuminate the sky
- with Color,
rich and pure.

As I later ascend
into my home amidst the clouds,
I am still washed in purity
Unending.

Benjamin Finkel,
March 5, 2008

That is a powerful memory, right there. We were in Cape Town, as a family, last summer. When we were at the airport heading to Windhoek waiting to go through security, Aaron and I noticed a very beautiful couple who were separating from each other, the man leaving on our flight and the woman staying behind. There was an anguish in both of them that, as you can see, still has an effect on me. The thing was, both of them were so dignified - the woman's tears were quiet, the longing, regret, and fear in her eyes so pure and powerful; the man's silence was almost comforting in its conformity to the needs of the situation, his feigned certainty so convincing. Even as I saw love - obvious, true, and undoubted love - get torn apart, I felt (beside the pity) an asymmetric comfort; to me, the situation proved that love is possible, and can exceed even my highest expectations.

Evidence like that is hard to come by. The rest of the trip was, of course, brilliant, and I expect to write about other memories at some point. But seeing as thoughts on love, relationships, and trust have been sieging my mind recently, I felt that writing this now would give me a good perspective on things. I feel it has.

What's interesting, though, is that afterwards, Aaron asked me, "So what did you think of that little soap opera back there?" My quiet rage had to be stilled as I explained to him my thoughts on the event. Even when we are so alike, out differences can be staggering.

Ben

Monday, March 3, 2008

About the Axel, Part II

In quantized continuity
The shadow passes over
The enumeration
Of deeds and falling
And the presence dwells
Over the closest, longest
Sweeping swiftly over
The far.

Ben Finkel
Wednesday, February 27

Right, so that was late. I'm noticing that my inspiration skyrockets at Theatre guild meetings. Maybe because I have chalkboard access there. Writing on paper, for some reason, isn't as solid to me - it's more of a place for scattered half-sentences regarding fact, not complete visions of patterns which form perception. Or whatever it is I write about.

Hung out with old friends - yeesh, that's weird to say - on Saturday. Saw Jumper, which is a total crap movie, but has pretty teleportation effects, then we played Nintendo games, talked about life, and watched videos on the You-Tubs. Jacob's going to Colorado next year - good for him but it still makes me a bit sad as such. Hopefully we'll still find times to hang out.

There might be a part three, a counterpoint to this part's argument. I kind of regret not doing this one as a single-thrust poem. Dividing it, while a new experience, definitely makes this ring as a set of dinky poems rather than a decent, serious one. But maybe that's part of the message. Who knows? - it's art.

Ben