#oneaday Day 871: A Change of Heart

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It's not easy to change your own opinions, for any reason. It's even harder to change it when someone else makes a convincing argument as to why you are wrong and therefore a big dumb-dumb poopy-head. But sometimes it's something you have to do in order to move with the times.

I have two very different issues in mind for which I've encountered the above concept. I'll tackle them in order of difficulty to comment on.

First up is mobile gaming.

Last year, I wrote this post. In it, I described how I thought the supposed pressure from Nintendo's investors for the Japanese giant to start developing for smartphones rather than its own proprietary hardware might not actually be a terrible idea. I actually still don't think it's an awful idea, but after a year of reflection, observation and immersion in the mobile gaming industry, it's clear that what I describe and suggest in that post isn't going to happen.

For all some iOS developers' attempts to take the iPhone and iPad seriously for gaming purposes, there are at least ten times as many developers churning out free-to-play or quick-hit casual games. For every developer who is up front about the cost of their app and refuses to nickel-and-dime the player with additional in-app purchases, at least ten times as many incorporate some sort of means of endless monetization, be it an "energy" system, a means for players to buy in-game currency without earning it or the facility to unlock content without having to progress naturally through the game.

I don't begrudge these developers their income, of course — games cost money to make, and every developer wants to make it big with their titles. But, unfortunately, the prevalence of such business models in the mobile gaming space makes it all but impossible for the "core" gaming community to take it seriously. As much as many of us moan about grinding for levels or money in games, a lot of us secretly quite enjoy it — it provides us with "war stories" about how we played Mahjong for six hours straight in Yakuza 2 in order to be able to afford a fancy dress to give to a girl, or how we accumulated fifteen bajillion souls in Demon's Souls only to die and then die again on the way back to retrieving them, losing them all forever.

In short, the effort and personal sacrifice involved in accomplishing feats in some of these games is rendered meaningless if someone can just come along and pay ten quid to bypass all the pain and suffering. Sure, it's convenient, but it renders achievements meaningless — particularly if the game's monetization strategy features "pay to win" items, whereby players can pay real money in order to gain a significant in-game advantage, be it the ability to "continue" after death without score penalty or simply acquiring powerful new equipment.

What this means is that "core" gamers as a community don't take mobile gaming seriously, which means that when developers do come along wanting to do something serious and non-exploitative, they often get ignored — particularly if their game is seen as "expensive" compared to the myriad free and 69p apps out there. If you want a recent example of this in action, just consider the Kickstarter campaign for Republique that I wrote about here. Despite starting as an effort to get "triple-A" games on iOS, the team behind the project gradually had to accept that this mission statement wasn't going to get them the funding that they wanted, and eventually had to expand and promise PC and Mac versions. Even then, it looked for a long time like they weren't going to make it.

Anyway. I was wrong. I accept that. Mobile gaming is its own thing, and that's cool. I will continue to appreciate it when a developer treats me as a player rather than a customer (or worse, cash cow) and provides me with deep, meaningful, worthwhile experiences on iOS, but I'm no longer holding my breath for it to be the next big thing in portable gaming — at least not for the "core" audience. There is still a place for dedicated handhelds.

Now for the second issue. I kind of don't want to talk about this much because there's been a lot of angry table-thumping surrounding it in recent weeks. There are, too, a lot of very vocal commentators on the subject and I really don't want to attract their ire — firstly, because that is by no means my intention, and secondly, because I've seen people really get laid into as a result of such arguments.

I am, of course, talking about gender issues and the question of whether or not the video games industry constitutes a rape culture.

Some context, first. Apologies to those whom the following offends, but it's necessary to include it for context. (NSFW, duh.)

This trailer for the upcoming game Hitman Absolution made a lot of people very angry, for various reasons. The ridiculous nun disguises covering impractical porn-star dominatrix outfits. The question of how exactly a nun conceals a rocket-launcher inside her habit. The fact that this really didn't look like the Hitman series people knew and loved.

By far the biggest concern, though, was the violence towards women depicted in the trailer.

I am not going to get into the broader discussion of whether or not this is indicative of a rape culture here as, to be frank and honest with you, I do not know enough about the subject and therefore feel ill-qualified to comment on it.

What I can discuss, however, is how my own thought processes went.

My initial reaction to the trailer was simply "WTF". This was shortly followed by "that's clearly sexist and unnecessary", and I commented as such on Twitter around the time it was emerging. My opinion was that the trailer was the result of a horny marketing department making deliberately sexually-provocative promotional material in order to get people talking about the game. On that note, it certainly worked.

I thought little more of it for a while, until articles like this one started to appear, claiming that the trailer was indicative of a larger problem — the trailer was, to paraphrase Brendan's piece, not simply sexist, but evidence of a culture that normalised violence against women, and specifically sexual violence. In short, a rape culture by its very definition.

I had no idea what "rape culture" meant when I saw the initial discussions surrounding this trailer. My initial reaction, like many others, was to assume that "rape culture" in fact meant "directly endorsing rape". Despite being conscious of the fact that I had publicly spoken out against the trailer, the accusations flying around and the increasing anger of commenters on the subject — on both sides — made me feel deeply uncomfortable and, yes, defensive. No-one likes to be told that something they care deeply about has such an odious undercurrent, after all.

But I stepped back for a moment and considered what was going on. This was clearly a hot-button issue for a lot of people, and one that I knew wading into with ill-informed opinions would be desperately, desperately unwise. I'd already seen a few weeks previously that a friend who had inadvertently ventured into a similar discussion got very publicly torn a new one (a little unfairly, I feel — though that's an altogether different story) as he attempted to discuss the matter.

So here's what I did: I stepped away. I read through the various angry tweets, blog posts and articles with a degree of detachment, attempting to understand where these people were coming from and why those who were saying "it's no problem, what's the big deal?" were pissing them off so much. I read up a little on what "rape culture" as a term actually meant.

And I came out of it feeling differently to the defensiveness I felt before. I already knew there was a problem with sexism in the industry, but now I felt I had an increased (though by no means comprehensive) understanding of the issue. I am aware that there are still things I do not understand about issues of feminism, gender, sexuality, rape culture and cultural norms — people spend years studying these things, after all — but I am willing to at least learn about these subjects before sticking my oar into a debate I am currently ill-qualified to have. I am also aware that many of the commenters who feel so passionately about this issue are not, as might first appear, condemning the entire industry and everyone involved in it as sexist, misogynist perpetuators of a rape culture, because gross generalisations are never helpful.

Let's get off the specifics because, as I've said several times, I don't want to get into that particular discussion right now.

The key issue is that a little consideration and reflection goes a long way. Knee-jerk, immediate, passionate, emotional and ill-informed reactions might feel good in the short term, but often they leave you looking like a jackass. I'm glad that I stepped back and considered the way I felt about the discussion surrounding this issue — and why — before even thinking about jumping in and potentially making a twat of myself.

It pays to have flexible opinions, a willingness to educate yourself and, yes, the ability to admit you were wrong (and understand why), in short. That's not to say that you should blindly follow the herd — quite the opposite, in fact. You should take the time to explore an issue, find out as much as possible and gather sufficient information for you to be able to accurately decide whether or not your initial reaction was, in fact, correct.

If it was — in your opinion, anyway — then you'll be well-equipped to argue your case. And if it wasn't, it's important to be humble enough to admit it.

#oneaday Day 865: All Change on Squad Mountain

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Those of you who follow what I do over at the Squadron of Shame may have already noticed that some changes have been going on recently.

First up, longtime mainstay hosts of our podcast Chris Whittington and Jeff Parsons have moved on from their presenting duties to host their own show. Too Old For This… is a show for ageing, busy geeks who still like to keep up to date with the latest happenings in comics, games, movies, music and beer (lots of beer), and it's a great listen. Chris and Jeff have a great dynamic together and their show deserves your support.

With Chris and Jeff out of the podcasting picture over at the Squad, we're going to be doing a lot more in the way of our traditional "mission" podcasts whereby we investigate a "shameworthy" game thoroughly and then discuss it at great length. This decision came about partly due to the success of our show on Katawa Shoujo, which attracted a bunch of new listeners and community members, but also because it's something we've always done well — and something which is still very distinctive in the crowded world of gaming podcasts. That's not to say we won't be doing any more "topic" shows or "genre primers" — but a bunch of listeners have been clamouring for more "missions" for a while now, so it's time to give them what they want.

The long-term goal for the Squadron of Shame has always been to be a place for mature, wordy, niche-loving geeks to call home. The "Squawkbox", our freeform discussion board which I set up temporarily several years ago using WordPress. has been a good start to that, but I figured it was time we took it to the next level. We have a number of talented writers among our ranks, so I thought we should showcase that fact a little better. And those who don't want to write will certainly appreciate some interesting things to read and comment on.

Enter our new experimental Articles section, in which long-form articles can be presented, featured and archived separately from the main Squawkbox discussion. They still appear in the main feed, but have their own dedicated sections now. Over time, this part of the site will hopefully become populated with numerous long-form pieces from our members (and guests) about things they think are truly "Shameworthy". The categories I've put in place so far are largely games-focused, but there's no reason this can't expand to other media over time — the joy of using WordPress is that it's easy to tweak, poke and rejig everything as the need presents itself.

I'm excited about what the future might hold for our little site, and this is the first step towards that bright future. Be sure to drop by, join the conversation and let us know what you think.

#oneaday Day 863: Trash-Talkin'

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It's not often I feel able to say this and mean it, but there's a piece over on Kotaku right now that is an excellent read. Go check it out, then come back to me.

I can't comment on being a rape survivor or anything like that, but I think that article sums up why I feel deeply uncomfortable with the idea of playing online with strangers in competitive games. I hate abuse, particularly pointless, rage-filled, deliberately offensive abuse designed to provoke an intensely emotional reaction out of the victim — and competitive online gaming seems to pride itself on this so-called "trash talking".

In my own case in the past (and not in games, in the "real world") abuse I have received has been in the form of hurtful comments about my appearance and my weight. I can't begin to fathom what must have gone through the minds of the bullies in question as they said those words that lashed at me like a cat o' nine tails, but they hurt. They perhaps weren't intended to hurt quite as much as they did — "I was only having a laugh" is seen as a valid defence by many these days — but the fact is that they utterly ruined my day when they burst into my ears, regardless of intention.

If I feel that shitty after some stranger makes some low jab at my appearance, I can only imagine how awful it must feel to be a rape survivor and hear how freely the word "rape" is bandied about to mean "beat" or "defeated". I feel uncomfortable using the word, given that I know at least a couple of survivors (to my knowledge), so picturing how it must feel to have such an awful thing trivialised by, say, Gears of War players is disturbing, to say the least. Like the behaviour of the bullies I described above, the intention may not necessarily have been to offend or upset, but there are plenty of people for whom such comments could completely ruin an otherwise fun experience — and, really, let's face it, there's no need for it, is there?

Lest you think me some sort of prude, I will point out at this juncture that I'm certainly not above light-hearted insults with my friends, which often skate into sexist, racist, homophobic and other generally offensive territory. But that's something that we do among ourselves in private — we've set the boundaries as to what is "acceptable" in our group, we stick to it and, crucially, we don't do it in public where anyone might misinterpret our words as genuine sexism, racism, homophobia or any other form of misanthropy. Not one of us would even contemplate the prospect of telling a complete stranger that they'd "raped" them — or indeed hurl any other sort of abuse at them, whether or not there was social "context" for such behaviour.

An example springs readily to mind. I was playing the then-new Dungeons and Dragons Online MMORPG, and I was doing my first run through one of the game's cooperative dungeons with a "pick-up group" of random players. All had been going well until we got to the end and there was an unnecessarily difficult platforming section. The platforming controls in D&D Online were not very good, to say the least, so it took me a good few minutes to get through the bit that the other (evidently more experienced) players had passed with ease. I apologised and made light of it, hoping that they'd do the same. Instead, I was confronted with a torrent of abuse through the private chat channels. I turned the game off at that point and never played it again.

The unnecessary, unprovoked wrath of a complete stranger had ruined the game for me. Whether or not they had intended to upset me that much was irrelevant. It had happened. I grant that I am the sort of person who is very easily upset even by heated arguments, debates and disagreements, let alone abusive words, but being sensitive about such things shouldn't preclude you from taking part in certain activities. Something like an online computer or console game — regardless of whether it's cooperative or competitive — should bring people together, not leave them feeling marginalised, or that their own anxieties, issues and mental scars are somehow trivial. There's no excuse for it, and it's something which gaming culture really needs to clean up if we want our hobby to be inclusive to all.

Therein lies part of the problem, I think, though; some people don't want that inclusiveness. Some people want to feel powerful, to be the top of that little clique, to feel like they have achieved something important and are therefore "better" than others. And they go about that by lashing out at the weak spots, triggers and hot buttons of others. Anything goes in the quest to make them feel like The Big Man. (Or Woman. But let's face it, it's significantly more likely to be a male person.)

It feels like such a futile question at times, but why can't everyone just, you know, get along?

#oneaday Day 853: Friend Collecting

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I didn't understand it back in the MySpace days, and I still don't understand it now.

Friend collecting. Why? Just… why?

I am, of course, referring to the phenomenon seen in the comments thread of this Facebook post here:

(with apologies to Kalam, who is nothing to do with this.)

"Who wants 2,000+ friend requests?" asks Ahmed Hamoui, only with poorer use of punctuation and a seeming inability to use the number keys on his keyboard.

To his question, I answer "Not me. Fuck off."

Facebook is noisy enough at the best of times. Can you imagine how chaotic and useless it would be if you 1) got 2,000 friend requests and 2) accepted all of them? It would completely negate the core concept of Facebook (or what it used to be, at least) which is to be a "social tool" that helps you to connect with family and friends. The very nature of the way Facebook works pretty much encourages you to limit the friends you add to being people you actually know, otherwise there's that horrid risk of people seeing photos they shouldn't. Because despite the fact that everyone knows you shouldn't post embarrassing photos online, everyone still does. (Not to mention the fact that you have no control over what other people post.)

This sort of thing happens on Twitter, too, with the whole "#TeamFollowBack" thing, whereby certain tweeters promise to follow back if you follow them. At heart, this sounds like a relatively admirable thing to do, promoting mutual, equal discussions and– oh wait, most of them are just collecting followers for no apparent reason then filling their entire timeline alternating between bragging about how many followers they have and bleating about how close to the next "milestone" they are. (Please RT.)

I trimmed my Twitter list massively a month or two back because it was just getting too much to deal with. I flip-flopped between two equally annoying problems: things moving too fast for me to be able to keep up with, and everyone posting the exact same thing at the exact same time either due to press embargoes or the death of a celebrity. So rather than complain about it, I cut the people who were irritating me or whom I hadn't "spoken" to for a while, and now enjoy a much more pleasurable life online. Sure, my timeline still gets flooded every time a celebrity (usually one I've never heard of) dies, but at least I can keep up with the conversations for the most part.

Which makes me wonder why on Earth you would want to put yourself in a position on Facebook or Twitter where it is literally impossible to follow and engage with that many people. Surely at that point social media ceases being at all "social" and simply becomes white noise?

Or perhaps I'm just getting old. It seems to be mostly young kids (particularly Justin Bieber fans for some reason) engaging in this behaviour. Perhaps they have a much greater tolerance for being bombarded with crap than I do. Perhaps they're numb to it. Perhaps they don't really want to "socialise" at all online, simply grow a bigger e-peen than their friends and/or strangers they don't know.

Whatever. I don't really care. I have cultivated a relatively small but close-knit circle of friends online, much as in "real life", and I'm happy with it that way. It's nice to have occasional new people trickle into the mix through, say, this blog or Twitter or what have you, but I certainly don't feel any need to bellow at the top of my lungs about how close I am to 1,500 Twitter followers, and I have no idea how many friends I have on Facebook — nor do I care.

If you'd like 2,000 friend requests on Facebook, simply "Like" this post then go fuck yourself.

#oneaday Day 844: Hope was Kept Alive

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So, it was a somewhat tense finish, but the impressive-looking Republique from Camouflaj (a developer that includes, among others, one of the creative minds behind Halo and Metal Gear Solid) is fully funded. The outcome was by no means looking certain, but a last-minute push saw the team sail past their $500,000 goal to over $550,000 with, at the time of writing, 14 minutes to go.

Why the hesitation, though, when projects like Wasteland 2 and Double Fine Adventure breezed through the crowdfunding process?

Part of the issue centres around the very thing that Republique is trying to do: bring a "triple-A" gaming experience to the iOS platform. Not in the form of a crippled console port with awful touchscreen controls, not in the form of a spinoff game with awful touchscreen controls, but a brand new game specifically designed for smartphones.

When Republique's Kickstarter launched, the plan appeared to be to release the title only on iOS. (This angered the Android fans, but that's a whole other issue.) It sounded like the thing people have been clamouring for for all this time — "bring us proper games on iOS," they bellowed. "We're sick of this 69p physics puzzle crap!" — but when it came to time for people to actually speak with their wallets, no-one wanted to cast the first dollar.

Whether this was people suddenly deciding that actually, they didn't really want to play a triple-A iOS game after all, or simply waiting to see if that guy over there was going to chip in some money before they did, we'll never know. But it certainly got off to a slow start despite considerable enthusiasm from its backers, its producers and the press — not to mention the fact that backing something on Kickstarter is essentially risk-free. If the project doesn't meet its target, you don't pay. Simple as that. You'd think that would make people a bit more willing to show a bit of faith in it.

After a little while, Camouflaj announced that the game would be coming to PC and Mac as well. They assure us that the desktop versions won't just be straight ports of the iOS version and vice-versa, but naturally this made backers wonder if it's taking away from the original point of the project. (I say it's a good thing, since it means more people will be able to play the game, even if it somewhat dilutes the original message.)

Still the project struggled, however. The team brought in PR pro Billy Berghammer to help muster up some further enthusiasm for the title. Backers, developers and press alike continued to promote the project — in some cases drawing the ire of the community, such as when Garnett Lee mentioned it on the Weekend Confirmed podcast. But still it was looking questionable as to whether or not this promising-looking game would ever get made. (I had a sneaking suspicion that after all the community and press attention it would have got made anyway even if the Kickstarter had failed, but I guess we'll never know now.)

As that big countdown on the Kickstarter page ticked inexorably down, people were worried. Would this promising project make it? Or would it forever be stillborn, The Game That Never Was?

The final hours came, and those jazzed about the game went into overdrive, bombarding social media with exhortations for those who thought the game looked interesting to back it, to show that they were hungry for this type of experience. As time counted down, it looked like something wonderful was happening. The phoenix was rising from the ashes, and that "amount pledged" counter was growing, faster and faster. By the time there were just a few hours left, the team was within $100,000 of its goal. As the deadline got closer and closer, the number crept higher and higher. Existing backers tweaked their pledges upwards to help push it over the edge until eventually, finally, with the hammer falling, the project lurched across the finishing line — and kept going.

It called to mind the way popular eBay auctions typically end up going. Actually, the way pretty much any eBay auction tends to end up going, in my experience. Nothing, nothing, nothing for days, a flurry of activity towards the end then a few "snipers" pushing it yet higher at the last minute. On eBay, this behaviour is at least understandable because bid-sniping is a proven (if immensely irritating) tactic for securing the thing you want. On Kickstarter, there's no good reason for it to happen, short of people who had been intending to back the project for some time and hadn't got around to it suddenly going "OH SHI~" and racing to their computers brandishing their credit cards.

Perhaps one explanation is that some prospective backers — let's call them "floating backers" — have their eyes on several Kickstarters at once, and as they count down towards redemption or oblivion, they pick whichever one looks the most promising and/or likely to be successful, then jump on board with that one. Why? For the swag, of course. Ain't no point putting up your money if you don't get no cool shit for it, eh? And you wouldn't want to inadvertently find yourself paying for ten projects that all got successfully funded, would you? So naturally you wait until the eleventh hour, pick the one with the coolest swag and then back the shit out of it before time expires. That way you get to come out of it looking like the hero — "I helped Republique over the finish line!" — and back a project you genuinely like the sound of in the process.

This is all conjecture, of course. Short of polling the entire community of over 11,000 backers for Republique, it's impossible to know exactly why things unfolded the way they did. I find myself happy for the team that the game has been successfully funded, and I'm looking forward to playing it — but I find myself skeptical as to whether or not this game is, in fact, going to herald a revolution in "triple-A" iOS titles.

I guess we'll have to wait and see!

#oneaday Day 843: This World Ain't Big Enough...

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Ever get the feeling that the world just isn't quite built for you?

It's a feeling I've been getting quite a bit as I've got older. I suspect such a feeling is largely age-related, as it centres around the fact that certain things quite simply don't appeal, because they're not aimed at me.

It just seems a little odd that "popular culture" is often taken to mean "people under the age of 25 who aren't that bright".

Let's take Britain's Got Talent, for example, which Andie's been watching recently — primarily to get annoyed at, lest you judge her harshly for it. Any time I've watched Britain's Got Talent, I've got annoyed too, but I don't find the experience of getting annoyed at it particularly fulfilling or fun. If anything, I just get inordinately frustrated about… well, everything about it. Simon Cowell is a douche, the judges' comments are vapid nonsense that don't mean anything, the acts are cringeworthy and the audience is made up of the very worst kind of braying moron who thinks that constructive criticism is a personal attack and thus must be booed.

Take gaming, too. I have zilcho, zippo, nada interest in the upcoming "big" games that are bearing down on us like multi-million dollar juggernauts. I don't want to play Call of Duty, Assassin's Creed III, Halo 4 or anything like that. (I did recently play Binary Domain, which certainly was a an impressive experience, but one destined for obscurity)

Or the Internet at large. Everything must be social these days, it seems. And long-time experience has taught me that if you make something social, you will generally attract illiterate, ill-informed, angry morons. Just look at the comments section of any website ever. (I often find myself wondering why the most notorious cesspits don't just close comments forever. It's rare that any meaningful discussion takes place on them. Obviously I'm excluding my own blog from this because I have a small group of intelligent people who sporadically comment here and are willing to engage in actual conversation, as opposed to a vast community of pillocks.)

Fortunately, any time I start to get frustrated by any of the experiences I describe above, a moment's reflection simply reminds me that they are not the only experiences out there — just the most visible. And while that can in itself be frustrating in that you have to look a little harder to find people with whom you have things in common, we're certainly not beyond hope just yet.

On TV, I don't have to watch Britain's Got Talent. I can watch Community. My Little Pony. And a whole host of other stuff thanks to the magic of streaming video, giving me access to a whole ton of quality entertainment that doesn't make me want to throw bricks at my TV. I haven't seriously watched live TV for ages, a couple of episodes of The Apprentice aside. Instead, I can binge on Star Trek thanks to Netflix, or dig up obscure Channel 4 shows on YouTube.

In the gaming world, I can play everything from Binary Domain to Pandora's Tower and A Valley Without Wind to escape from the blockbuster insanity. Gaming is now so big that you literally can't play everything that comes out.

On the Internet, there are mature communities. I have the Squadron of Shame. You lovely people who comment on this blog. Twitter (at least the people I've trimmed my "following" list to, anyway). Gamers With Jobs. Fitocracy.

While the world may not be built with me in mind any more, I certainly don't have a problem living in it for the moment.

Unless you make me watch Britain's Got Talent. Then we might have a problem.

#oneaday Day 836: Brandwatch

20120504-010317.jpgSo, at the time of writing, the No. 1 free iPad app and No. 2 free iPhone app is this game. A quiz. About logos.

This seems to be something of a craze at the moment, as it's far from the only title like this available in the App Store, and doubtless there are similar offerings on Android that I can't be arsed to look up right now.

This is what we're reduced to for entertainment now? Seeing how deep the brainwashing of advertising has burrowed into our skulls? I'd argue that scoring highly on one of these quizzes is not anything that we should particularly be proud of, as all it simply proves is that advertising has successfully drilled its way into your subconscious.

The same goes for anyone who uses the word "simples", describes anyone as being "so Money Supermarket" non-ironically or sings that bloody "Go Compare" advert. (If you do the latter, I will likely punch you in the face. If you do the "so Money Supermarket" one, whether or not you get punched in the face will depend entirely on how good your Patrick Stewart impression is.)

The counter-argument to this, of course, is that many of these brands, logos and slogans have transcended their original meanings and become pop culture phenomenons or memes in their own right. And to an extent that's true, but I can't shake off the feeling that these things have been forced into the public consciousness, while true phenomena and memes should grow organically, naturally and without marketing spend. In many cases, they do, of course — look at the Know Your Meme page for Katawa Shoujo or the astonishing popularity of My Little Pony among people that it wasn't originally intended for, for example. But I think we can all agree that anyone who takes an opportunity to sing the Go Compare song is a grade-A arsehole of the highest order.

Perhaps I'm just being grouchy. Or perhaps I'm just fed up with feeling like I can't escape advertising any more. It seems to encroach on my time more and more. It's all over the Internet. I get text messages from lawyers inviting me to seek compensation for the accident I supposedly had (funny, I don't remember it). I get phone calls from twats trying to sell me shit even though I'm registered with the TPS. (Note: this is the main reason I never answer my landline. Call my mobile if you need to speak with me.) I get people knocking on my door trying to sell me double glazing or get me to switch energy suppliers. It's plastered over certain games. It's smeared all over Facebook like festering shit. It encroaches on Twitter occasionally in the form of "Promoted Tweets" and "Promoted Users" — though these are, thankfully, easy to ignore. I even had to remove a Chrome extension yesterday because it was inserting an ad at the bottom of every page I viewed.

Ads allow things to be put out there for free, of course, and without them we'd be having to pay a lot more money for the things that we do, so I guess we should sort of be grateful for them. That said, it doesn't excuse the sleaziness of some ads, particularly on the Internet — take the large "Download" links on software sites, for example, or the "You Have 1 New Message/Virus/Picture" banners you get on mobile apps. Or indeed the "lose 3 tons of belly fat with one weird old tip" thing. (Spoilers: you probably won't, otherwise the world would be talking about it.)

You know what? Thinking about it, I'd actually be happy to pay for more things and have them advertising-free. I pay for Spotify premium and don't have ads. I'll happily pay to remove ads in iOS games I intend to play for more than five minutes. I pay for Netflix and get movies and TV shows without ad breaks. I'd even happily hand over some money to WordPress if it became a premium-only service, such is the excellent use I've got out of it for free over the years.

In short, provide me with a quality product and the means to not be battered around the face with people trying to sell me shit I don't want, and I'll happily hand over some money. Yell "Buy! Buy! Buy!" repeatedly at me with no means of respite and I will, yes, punch you in the face.

#oneaday Day 834: RUMOUR: Rumours 'Rumoured', Says Rumour-Monger

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If you've ever started a conversation with "I heard that…" and then gone on to explain exactly how you heard somewhere/from some guy in the pub/from "The Internet" that something awesome/awful is going to happen, then I urge you to think before you speak in future. Because if you continue with that sentence, you're simply feeding the rumour mill, and the rumour mill doesn't produce good things and help us make the Bread of Truth. It produces garbage and poo, and then squishes it all out into the world's most unpleasant pâté.

Tortured (and gross) metaphors aside, it's a fact that I wish more people — particularly in the press — would cotton on to.

Today, for example, saw news that Liberty X "might be" reforming for a new album and a tour. Firstly, I don't think anyone wants that, and secondly, the only evidence that such a reunion "might be" happening is the fact that they were photographed together outside the ITV studios and — get this — they were smiling. Stop the fucking presses.

There are a ton of journalism sectors that are particularly prone to this. Showbiz columns report who might be sleeping with whom. Sports columns report who might be moving to some other club for a disproportionately enormous amount of money. Music and arts columns report who might be working on what. And then, of course, there are the tech-related industries.

Anything related to Apple is accompanied by an inordinately huge amount of rumourmongering, for example. In the run-up to the company's announcement of the third-generation iPad, all sorts of nonsense was flying around. This ranged from suggestions that it might not have a Home button to the frankly astonishing assertion that the reason iOS apps had started having textures like leather and the like in the background was because the new iPad would have a haptic display — i.e. one where you could feel textures as well as see them.

The video games industry is far from immune, either. Rarely a week goes by without one outlet reporting on some rumour from a mysterious, anonymous source and the "story" then being picked up by every other news site on the Web as if it were fact. This particular rumour mill goes into overdrive as a hardware generation starts to wind down and people start wondering what the next generation of consoles might look like. Inevitably, the vast majority of stories turn out to be absolute bollocks, and on the rare occasions when an outlet or reporter writes something that turns out to be true, there's at least a day's worth of smug, self-satisfied cries of "Called it."

No you didn't. You were throwing darts blindfolded, and you happened to hit a lucky bulls-eye. Your other fifteen darts are embedded in the barman's testicles, the barmaid's left boob, the right ear of that hard-looking dude who drinks absinthe by the pint and the TV that was showing the Bolton v Wigan match. (Everyone is angry. I'd run, if I were you.)

So why do we persist on reporting on these festering sores on the very arse of journalism? Because they attract attention, particularly if they're controversial. If one site prints a story that Liberty X is reforming, or that the next Xbox will feature a system to prevent used games from working on it, or that the iPhone 5 really, totally, absolutely positively is coming out this time, then that will attract commenters like flies around shit. And that means page hits, advertising revenue and the little graphs that make the men in suits happy moving in an upward direction. Who cares if it's absolute nonsense dreamed up by someone who cleans the toilets at Microsoft? Print it!

I make a point of not reading any stories that start with the prefix "RUMOUR:" now. And should I ever find myself back on the news desk for a popular gaming website, I will most certainly do everything in my power to avoid reporting on such nonsense — unless some actual investigation turns up something interesting, of course. But blindly parroting another site's "anonymous source"? No. Just no.

So, then, I reiterate: think before you speak/write/publish. Because rumours are rarely helpful. Remember that time it spread around the whole school year that you'd shat your pants when in fact you'd just sat in some mud?

Yeah. That.

#oneaday Day 825: Bull, Horns, That Sort of Thing

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The Black Dog of depression has been rearing its ugly head a bit again recently for various reasons, and I'm sick of it. While there's not necessarily much I can do about it showing up and being a pain in the arse, I can at least try and work on some things to make me feel a bit better about myself.

For starters, getting upset at one's own reflection isn't particularly great news, and it's something that I can at least attempt to do something about. I have been fitness-ing off and on for some time now, but I figure it's Time To Get Serious. That means I'm going to hit the gym every morning before I start my working day rather than leaving it until last thing in the evening when it's easy to go "nah, fuck it". (Of course, it's easy to stay in bed and say "nah, fuck it" also, but I'm going to attempt to get out of this habit before it starts.) I won't necessarily be doing everything every day, but I'm going to attempt to get at least an hour of cardio stuff in per day at the very least. This will likely mostly be done on the exercise bikes, where I can sit back and play Final Fantasy VI on my fancy-pants tablet while I'm sweating. At other times, I'll use the crosstrainers and whack on a podcast — the Exploding Barrel Podcast from my good buddies Mike and AJ Minotti is always a favourite — or some inspirational music of some description.

As motivation and progress tracking, I'm going to be using Fitocracy, which I've posted about before here. I also considered resurrecting my Jedi Health Kick Tumblr from a while back, but given that Fitocracy provides the ability to post lengthy, blog-like status updates and has its own built-in community features, I'm going to stick with that. As well as tracking my workouts, I'm going to write a short post each day detailing how it went, how I'm feeling and what I'm aiming for. I'm also going to use Fitocracy's excellent Quests feature to take on some challenges that I might not have otherwise thought of — this will help prevent complacency if I'm making a "game" out of it all.

I'd also like to eat better. I think I eat when I get depressed, and I get depressed a fair bit, which doesn't help matters. I'd rather kick that particular habit in the face if possible — or at the very least change it so I munch on, say, carrot sticks instead of ALL THE BISCUITS, but that's the sort of thing that will take plenty of teeth-clenching willpower to resolve. I have faith in my own ability to do this, however — if there's one thing I'm good at it's clenching my teeth and stubbornly resisting things. Sainsbury's cream cakes are my most formidable adversary to date, however, so it remains to be seen whether I'll be able to defeat them using the power of my clenched teeth (and/or buttocks) alone.

So that's the plan. We'll see how long I'm able to stick with it. I'm saying this publicly so I have a bit more pressure to follow through on it. If anyone would care to join me and work out alongside me or just offer some words of encouragement, come cheer me on over on Fitocracy — it's free to sign up and there's a nifty companion iPhone app too.

#oneaday Day 823: Information Diet

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Know what I hate? Chavs. Know what else? Teaching. Know what else? We could be here a while. I'll tell you. Press embargoes.

I get why they happen, obviously — publishers and their PR people want to ensure that coverage of something is coordinated nicely so that everyone gets suitably whipped up into a frenzy all at the same time. But there's an unfortunate side-effect if you happen to, say, follow a bunch of different video games outlets at the time a major announcement happens: everyone bellows the same fucking thing at the exact same fucking time.

It's happening more and more nowadays, too. The most notable examples that stick in my head in recent memory are Assassin's Creed III and Borderlands 2, both titles that I have a passing interest in but find myself becoming curiously resistant to the more and more I get battered in the face with the same information from slightly different angles.

I think, on the whole, this is the "problem" I have been having with mainstream gaming overall. There's too much information out there — too much coverage, too many "behind the scenes" videos, too many "exclusive" interviews, too many press releases announcing a single screenshot (yes, that is a real thing I received today and I have no shame in naming Square Enix as the perpetrator). After a while, you become completely saturated with information about a product and subsequently have absolutely no inclination to want to touch it, ever. This was a big part of why I didn't want to play Mass Effect 3, for example — EA's appalling behaviour was just the straw that broke the camel's back, really.

I feel for my friends who work in games PR for "B-tier" games, too. It's hard enough to get a title like, say, Risen 2 noticed at the best of times but when you're competing with everyone beating themselves into an orgasmic and/or angry frenzy over Mass Effect 3, there's little hope for your title outside of groups of people like me who have forsaken the mainstream in favour of enjoying less heavily marketed titles.

Conversely, the games I have been playing and enjoying are the ones where information has been trickling out slowly, usually straight from the developers mouths without dribbling through the PR sieve. Take the "Operation Rainfall" RPGs Xenoblade Chronicles, The Last Story and Pandora's Tower (which I'm currently playing), for example — these received very little in the way of press attention despite being fantastic games. The aforementioned Operation Rainfall, a grassroots campaign to get these three excellent games localised and released in Europe and the US, received plenty of press, but information on the games themselves was conspicuously absent. As a result, I was able to go into all three of them pretty much blind and have a fantastic experience in the process — a big part of what made all of them great is the sense of discovery inherent in all of them. That just doesn't happen if you've been smothered in information for the six months leading up to the game's release.

As a result of all this, I've come to a decision, and if you're feeling the same way as me, I recommend you follow it too.

Cut back. Cut out the crap. If you follow a buttload of games journalists and outlets on Twitter, unfollow them. If you want some gaming news, pick one outlet and keep it on your follow list, but chances are if you follow lots of gaming fans, someone will retweet the news as it happens anyway. Otherwise, go seek out the news when it's convenient for you. Check the sites when you feel like it. Subscribe to their RSS feeds. Use Google Currents or Flipboard to receive information in an easily-digestible format. Receive information on your terms, not that of a carefully-crafted PR campaign.

This doesn't have to apply just to games — it can apply to pretty much anything that suffers from the problems described above. Film, TV, celebrity news, business, tech… anything, really.

I'm going to give this a try. It will doubtless initially feel somewhat weird to not see some familiar faces and logos in my Twitter timeline, but I have a strange feeling that I'll be a lot happier, less frustrated and less cynical as a result. Check back with me in a week or two and we'll see.

(If you're one of the people I do happen to unfollow, it's nothing personal. You just might want to consider getting separate professional and personal accounts!)