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What could compare to Lana Del Rey performing at the Hollywood Forever Cemetery? Seeing Lana Del Rey at Hollywood Forever is like eating a folded slice of pizza on top of the Empire State Building. It’s like arriving at a TED Talk on a Segway. Seeing Lana Del Rey at Hollywood Forever is like wearing a Radiohead shirt to a Radiohead show — it invites mockery, but, if you commit hard enough, commands respect.
Lana Del Rey is Hollywood, Forever. For her to actually perform there is exhilaratingly superfluous. Whereas many of her female pop contemporaries continually try to find new ways to subvert their reputations or public images, Lana has been doubling down on hers with seemingly un-self-conscious emphasis since her early-2011 debut. Her performance on Friday, the first of two sold-out engagements at the famed Los Angeles graveyard, was the most obvious entertainment spectacle I’ve experienced in some time, but transcendently so.
Just a quick note of personal reference: I started out a Lana hater, like so many others. But when this tricky post-ironic game she was playing finally clicked with me, maybe a year after the release of Born to Die, I became interested in her, respectful of her. I decided there were some Lana Del Rey songs I liked, songs I hadn’t been able to admit to liking before. I went from dismissing “Off to the Races” as a pastiche-y collection of vocal affectations to appreciating it as a thrilling, nauseating, runaway train of a story song. “National Anthem” went from a vapid ode to American capitalism to a blissful, deeply cynical hymn of self-actualization. By the time her decidedly more deliberate, guitar-forward 2014 album Ultraviolence came out, I was fully converted. The decision to like Lana Del Rey felt both borrowed and completely personal, much like her music.
@tehsloth i don't know why i'm @-ing you but it feels right
Before and after the show, my friends and I compared notes on what we thought we knew about Lana — she lives in Koreatown! She doesn’t drink or do any drugs! She used to be in a cult! — but none of it was 100 percent confirmed fact, which is the great fun of Lana Del Rey. She’s a great, provocative-yet-evasive interview, but onstage, she is a closed book. She played only 10 songs, with no encore — barely a festival set, which I was tempted to feel disgruntled about. But the gesture of her being there, where Hollywood goes to die, in front of a relatively intimate crowd of frequently tearful, flower-throwing fans, was statement enough. And there was free water. C’mon.
She closed with “National Anthem,” and my friend and I, wearing our brand-new LDR shirts, took off running toward the stage, shouting, “YES! YES! YES!” when Lana’s man asked if we wanted to party later on. Part of me felt as if I were acting something out, as I sang along and the stage lit up in reds, whites, and blues. I wondered if I were just putting on a show as my signature beloved character, Lana Del Rey Fan. And then part of me felt as if I was actually really doing what I wanted to be doing in that very moment, in my heart of hearts: watching Lana Del Rey perform at the Hollywood Forever Cemetery. What can I say? Everything I know about sincerity I learned from Lana.
Eddy on
"and the morning stars I have seen
and the gengars who are guiding me" -- W.S. Merwin
+3
CindersWhose sails were black when it was windyRegistered Userregular
You can't just add chat to a word, it's got to replace the word!
A giant huntsman was discovered in a cave in Laos in 2011 and with a leg span of up to 12 inches (30 centimeters), often described as being “the size of a dinner plate.” Only a few people in the world have seen this behemoth arachnid. This is the largest spider by diameter; the largest spider by weight is probably the goliath birdeater tarantula.
The speedy huntsman can move up to a yard (almost 1 meter) a second. It typically lives under loose bark on trees, under rocks, in crevices and under foliage. Huntsman spiders, especially Australian species, are notorious for entering cars and houses. These spiders can be social, and dozens will sometimes sit together on dead trees or stumps.
From the last thread: I think "casual" vs "complex" is a bad measure for boardgames because they entirely miss the point of whether a game is good. Complexity (ie: difficulty to learn) and excessive game lengths are bad traits for any game. A long game has to be that much better in other ways to make up for the deficit of a long play length (same for complex games, they need to earn that complexity). Likewise, a short game can get away with problems in game design that would make a long game terrible (eg: excessive randomness).
Off the top of my head the bad traits that boardgames should balance against their good ones include:
Game length
Complexity / learning difficulty
Player downtime (ie: time spent waiting for your next turn or action or decision)
Random outcome
That is not to say that any of these kill a game there just must be good aspects to make up for the problems. Such good things include:
Interesting choices
Promoting positive social interaction
Interesting theme
The physical medium of the game (good art, high quality pieces etc...)
Suspense or other emotional engagement with the outcome
The games that I was picking on as "bad" aren't bad because they are "casual" (cause Munchkin isn't all that casual for one thing) but because they have an abundance of negative traits without much in the way of good ones to balance it out.
Games with a lot of randomness (often called "ameritrash" for historical reasons) in particular are often difficult to review well because that very randomness means that sometimes they can be a lot of fun while other times, purely by chance not by any choices of the players, they are terrible experiences. Arkham Horror in particular has this problem.
Attacked by tweeeeeeees!
+5
CindersWhose sails were black when it was windyRegistered Userregular
@organichu that last paragraph about sincerity echoes every issue i've had growing up that we talked about while transatlanticism was playing in our dorm room and we were staring straight up to the ceiling lest we realize that we loved each other, back then
"and the morning stars I have seen
and the gengars who are guiding me" -- W.S. Merwin
What could compare to Lana Del Rey performing at the Hollywood Forever Cemetery? Seeing Lana Del Rey at Hollywood Forever is like eating a folded slice of pizza on top of the Empire State Building. It’s like arriving at a TED Talk on a Segway. Seeing Lana Del Rey at Hollywood Forever is like wearing a Radiohead shirt to a Radiohead show — it invites mockery, but, if you commit hard enough, commands respect.
Lana Del Rey is Hollywood, Forever. For her to actually perform there is exhilaratingly superfluous. Whereas many of her female pop contemporaries continually try to find new ways to subvert their reputations or public images, Lana has been doubling down on hers with seemingly un-self-conscious emphasis since her early-2011 debut. Her performance on Friday, the first of two sold-out engagements at the famed Los Angeles graveyard, was the most obvious entertainment spectacle I’ve experienced in some time, but transcendently so.
Just a quick note of personal reference: I started out a Lana hater, like so many others. But when this tricky post-ironic game she was playing finally clicked with me, maybe a year after the release of Born to Die, I became interested in her, respectful of her. I decided there were some Lana Del Rey songs I liked, songs I hadn’t been able to admit to liking before. I went from dismissing “Off to the Races” as a pastiche-y collection of vocal affectations to appreciating it as a thrilling, nauseating, runaway train of a story song. “National Anthem” went from a vapid ode to American capitalism to a blissful, deeply cynical hymn of self-actualization. By the time her decidedly more deliberate, guitar-forward 2014 album Ultraviolence came out, I was fully converted. The decision to like Lana Del Rey felt both borrowed and completely personal, much like her music.
-tehsloth i don't know why i'm @-ing you but it feels right
Before and after the show, my friends and I compared notes on what we thought we knew about Lana — she lives in Koreatown! She doesn’t drink or do any drugs! She used to be in a cult! — but none of it was 100 percent confirmed fact, which is the great fun of Lana Del Rey. She’s a great, provocative-yet-evasive interview, but onstage, she is a closed book. She played only 10 songs, with no encore — barely a festival set, which I was tempted to feel disgruntled about. But the gesture of her being there, where Hollywood goes to die, in front of a relatively intimate crowd of frequently tearful, flower-throwing fans, was statement enough. And there was free water. C’mon.
She closed with “National Anthem,” and my friend and I, wearing our brand-new LDR shirts, took off running toward the stage, shouting, “YES! YES! YES!” when Lana’s man asked if we wanted to party later on. Part of me felt as if I were acting something out, as I sang along and the stage lit up in reds, whites, and blues. I wondered if I were just putting on a show as my signature beloved character, Lana Del Rey Fan. And then part of me felt as if I was actually really doing what I wanted to be doing in that very moment, in my heart of hearts: watching Lana Del Rey perform at the Hollywood Forever Cemetery. What can I say? Everything I know about sincerity I learned from Lana.
I'm not familiar with the venue but that sounds delightful and is definitely about the same trajectory I had with liking LDR.
At first I was like, yes, dis my shit, and then I was like, ooh so played out, but then
At the time, when Square tested the game out and saw the Ultima bug, it was definitely a problem, and Sakaguchi said “How did this happen? Fix it.” However, the person that programmed it replied with the following statement:
“All of that legendary stuff, it dates back to an age that didn’t even have proper techniques. If you were to look at such things now in the present’s point-of-view, it would be natural that they look inferior. For this reason, it’s a given that Ultima’s abilities would be bad.”
“As for those who struggled and ultimately acquired it only to find out that it’s useless… well, that’s something that often happens in life. So, I’m not going to fix it!”
Naturally, Sakaguchi was rather irritated by that reply and said “whatever, just give me the source,” so he could fix it himself. As it turned out, the programmer had ciphered the source, so he ended up being the only one who could do anything with it, and it was just left the way it was.
That's dedication to a stupid prank.
+9
Deebaseron my way to work in a suit and a tieAhhhh...come on fucking guyRegistered Userregular
I find it fascinating. That I spent all day since I left work on Saturday excited to leave work three hours early on Monday. Even if I had to make up those hours at a later time.
Losing that was crushing in the moment. It seems so trivial and yet . . .I feel like my day slash week is all fucked up and I'm disappointed.
At the time, when Square tested the game out and saw the Ultima bug, it was definitely a problem, and Sakaguchi said “How did this happen? Fix it.” However, the person that programmed it replied with the following statement:
“All of that legendary stuff, it dates back to an age that didn’t even have proper techniques. If you were to look at such things now in the present’s point-of-view, it would be natural that they look inferior. For this reason, it’s a given that Ultima’s abilities would be bad.”
“As for those who struggled and ultimately acquired it only to find out that it’s useless… well, that’s something that often happens in life. So, I’m not going to fix it!”
Naturally, Sakaguchi was rather irritated by that reply and said “whatever, just give me the source,” so he could fix it himself. As it turned out, the programmer had ciphered the source, so he ended up being the only one who could do anything with it, and it was just left the way it was.
That's dedication to a stupid prank.
how did he not get fired?
Please consider the environment before printing this post.
oh another couple big negative traits for a game to have:
dominant strategies: This is when the design, usually accidentally, leads to there being a strategy (or a small number) that are far more likely to win than other options. The proper usage of a boardgame being "broken" is when there exists a dominant strategy.
useless options: When there are choices the player can take which are never better than other options they have available. This adds complexity to the game for no benefit.
oh another couple big negative traits for a game to have:
dominant strategies: This is when the design, usually accidentally, leads to there being a strategy (or a small number) that are far more likely to win than other options. The proper usage of a boardgame being "broken" is when there exists a dominant strategy.
useless options: When there are choices the player can take which are never better than other options they have available. This adds complexity to the game for no benefit.
These complaints seem somewhat mutually exclusive.
oh another couple big negative traits for a game to have:
dominant strategies: This is when the design, usually accidentally, leads to there being a strategy (or a small number) that are far more likely to win than other options. The proper usage of a boardgame being "broken" is when there exists a dominant strategy.
useless options: When there are choices the player can take which are never better than other options they have available. This adds complexity to the game for no benefit.
These complaints seem somewhat mutually exclusive.
At least a little!
no they're mutually paired but the latter can be independent
dominant strategies means other, useless strategies
Eddy on
"and the morning stars I have seen
and the gengars who are guiding me" -- W.S. Merwin
really all i want from any game is interesting choices
as long as you can offer me that, in some way, i can find a way into making it fun
if your game has a pretty clear optimal strategy at any given turn, and the only thing i need to do is protect against luck and the luck of my opponents, then that's pretty boring to me. we're just wasting time in a slightly less tedious fashion than staring at drywall
A board game has to be exponentially better than shorter games to be worth playing imo
(I assume you mean "a long board game")
yeah I find the sweet spot for a game to include both interesting choices ("depth") but not run too long is 90 minutes for a non-teaching game. There are very few games longer than 3 hours that I think are worth playing.
Off the top of my head those would be Dune (1979 edition), Roads & Boats, 1870, 1856.
the problem with the concept of a gamer cafe is that nerds are the worst
to be honest most of the people who go to a gamer cafe are not nerds at all they're like 'do you guys have risk omg i remember playing that in high school'
+2
Deebaseron my way to work in a suit and a tieAhhhh...come on fucking guyRegistered Userregular
the problem with the concept of a gamer cafe is that nerds are the worst
Last year at Pax East they had a panel on Gamer Bars. The panelists were entrepeneurs that had created those type of bars. Most of them had gone out of business before the panel.
Posts
Check out my site, the Bismuth Heart | My Twitter
@tehsloth i don't know why i'm @-ing you but it feels right
and the gengars who are guiding me" -- W.S. Merwin
Rabble rabble rabble
What about kitlers?
So guess I am ready to work whenever.
On the black screen
Those are separate books. She did write America, You Sexy Bitch: A Love Letter to Freedom with Michael Ian Black.
Shush, [chat]ders.
burn it with fire dot jpg
Off the top of my head the bad traits that boardgames should balance against their good ones include:
Game length
Complexity / learning difficulty
Player downtime (ie: time spent waiting for your next turn or action or decision)
Random outcome
That is not to say that any of these kill a game there just must be good aspects to make up for the problems. Such good things include:
Interesting choices
Promoting positive social interaction
Interesting theme
The physical medium of the game (good art, high quality pieces etc...)
Suspense or other emotional engagement with the outcome
The games that I was picking on as "bad" aren't bad because they are "casual" (cause Munchkin isn't all that casual for one thing) but because they have an abundance of negative traits without much in the way of good ones to balance it out.
Games with a lot of randomness (often called "ameritrash" for historical reasons) in particular are often difficult to review well because that very randomness means that sometimes they can be a lot of fun while other times, purely by chance not by any choices of the players, they are terrible experiences. Arkham Horror in particular has this problem.
Phrases including the word chat are also acceptable.
well who died and made you fire queen
and the gengars who are guiding me" -- W.S. Merwin
I'm not familiar with the venue but that sounds delightful and is definitely about the same trajectory I had with liking LDR.
At first I was like, yes, dis my shit, and then I was like, ooh so played out, but then
Lana-chan
twitch.tv/tehsloth
That's dedication to a stupid prank.
that is an interesting business model.
He does so much work so fast that I am like, err, here, maybe combine my ~10% contribution to what you have already finished.
Much shame and stress.
There's a very successful version of this called Snakes and Lattes in Toronto
Its such a local attraction they added a bar version called Snakes and Lagers
Losing that was crushing in the moment. It seems so trivial and yet . . .I feel like my day slash week is all fucked up and I'm disappointed.
Hmm
Hands down, pants down.
Check out my site, the Bismuth Heart | My Twitter
how did he not get fired?
I don't remember you mentioning penis as often before your break from the forums. But maybe we posted in the same threads less back then.
They put this picture on their website.
Im sure that Gamer Cafe/Pub can be a successful thing, but I dont think these kids will crack it.
dominant strategies: This is when the design, usually accidentally, leads to there being a strategy (or a small number) that are far more likely to win than other options. The proper usage of a boardgame being "broken" is when there exists a dominant strategy.
useless options: When there are choices the player can take which are never better than other options they have available. This adds complexity to the game for no benefit.
These complaints seem somewhat mutually exclusive.
At least a little!
no they're mutually paired but the latter can be independent
dominant strategies means other, useless strategies
and the gengars who are guiding me" -- W.S. Merwin
as long as you can offer me that, in some way, i can find a way into making it fun
if your game has a pretty clear optimal strategy at any given turn, and the only thing i need to do is protect against luck and the luck of my opponents, then that's pretty boring to me. we're just wasting time in a slightly less tedious fashion than staring at drywall
On the black screen
(I assume you mean "a long board game")
yeah I find the sweet spot for a game to include both interesting choices ("depth") but not run too long is 90 minutes for a non-teaching game. There are very few games longer than 3 hours that I think are worth playing.
Off the top of my head those would be Dune (1979 edition), Roads & Boats, 1870, 1856.
nah
to be honest most of the people who go to a gamer cafe are not nerds at all they're like 'do you guys have risk omg i remember playing that in high school'
Last year at Pax East they had a panel on Gamer Bars. The panelists were entrepeneurs that had created those type of bars. Most of them had gone out of business before the panel.