Saturday, November 25, 2006

Writing my way to the stars!

Oh, I can taste the rainbow now. Been on a writing tear and am about to go back for more in just a bit so, tonight only, we're going to review early.

Really, not much to review today blog-wise, though. I installed few traffic monitoring doohickey's the other day (Yes, I am watching all you crazy people who come to my site. It's only because I'm more than a little insane myself, you understand.) and I'm still puzzling out just how they work. I might or might not talk more about them when I can actually get them to work. Although, if anyone out there has any tips for good monitoring programs for an extremely minor site then feel free to share.

As I said yesterday I am focusing laser-like on kicking out a coherent collection of 50,000 words by the end of the month so, honestly, haven't really bothered much to post. Oh, it's not like I don't have several ideas bouncing around in my head and I've made a few notes and sketched in a few so I won't forget them - it's just that any time I sit down to write these days I'm forcing myself to pour out more pages of my damn book. It's working so far as, although I haven't bothered to update my word count meter lately, I'm well underway and am just about to crack 20,000 words. If I'm lucky I might even get to halfway by the end of the night. Mostly, I've been blocking in the dialog. It's where I'm working out how the different communication formats - from message boards, to chatrooms, to telephones, and the like - affect the way my characters act and interact. It's also where I'm sticking most of my exposition and development, so once that's out of the way I can go back in and drop some descriptive paragraphs into things (I know, it's a weird way of doing things but, for me, writing how people talk and how things look takes two entirely different modes of thinking and trying to do both at once makes both suffer, especially if I'm writing at length. So, I skimp on one to keep my momentum going with the other. It works. For me, anyway. But the real trick is keeping things consistent.) and that should bloat my word count even further.

As things stand I'm less concerned I'm going to hit 50k as I am that I won't be finished with the story by that point. If what I have so far is any indication, I'm barely going to close out Chapter One (Which, admittedly, I'd planned out as the longest of my five outlined chapters not including a short prologue and "where are they now?" epilogue. It's the one where I need to lay out the world and the characters and set the stage for everything to come. That takes a bit of time. But it's also the chapter I've devoted the most time to and it's suffered from "feature creep" as I've gone along. So, I'm sure the others would get longer as well. Excuse me, but dammit! This was supposed to be a short little ditty I could carve out in a month, not a five volume psuedo-Tolkien wannabe epic.) by the time I've hit the magic number. If I'm lucky. Well, that's why I built any number of trapdoors into my plot structure so that I could pull the plug early and often, if needs and times must. So, I should have a real text by the end of the month, I just won't have told the entire story that I wanted to tell in the space I wanted. And while I could excise some things later on and work on closing things out, I'm not so certain I will without the driving brownsian motion of my fellow NaNoers behind me.

Eh, getting ahead of myself, really, as I think I'll concentrate on finishing my book first before worrying about what I'm going to do with it.

Outlook: I have ingested so much caffeine (or the non-union Mexican equivalent) that I am literally vibrating at this very moment. 50,000 or bust, manic depression here I come!

[1] - 15 again.

From My Cookbook

Because absolutely no one requested it! My by now traditional holiday fare: the maple pumpkin cheesecake.

Sinfully delicious with a creamy texture it tastes just like you’d think a cross between a pumpkin pie and a New York cheesecake would (while still being light enough for those who don’t normally like cheesecake to enjoy). That slight hint of mapley syrupy goodness just rounds out the flavors. It’s more than enough plain but I tend to have a topping (mostly to hide the ever-occurring cracks from cooling – you eat with your eyes first and all that). This year I went with a maple caramel (In the past I’ve tossed some nuts – walnuts, typically – in with but went with the plain version this year) but a sweetened sour cream topping or some kind of peanut butter or chocolate ganache or fruit flavored topping or anything else could easily be applied. Ask me again next year and I’ll probably have a different recipe because I’m always tweaking it, but here’s this year’s (successful, according to my family) version:

Maple Pumpkin Cheesecake with Maple Caramel Topping

Crust

  • 1 cup graham cracker crumbs (fresh crushed)
  • 4 tbl butter (softened)
  • 2 tbl sugar

Cheesecake
  • 16 oz (2 packages) cream cheese (softened)
  • 1 1/4 cup sugar
  • 16 oz (1 package) pumpkin (not pumpkin pie mix)
  • 3/4 cup sour cream
  • 2 tsp vanilla extract (any kind of applicable liqueur works here)
  • 3 tbl maple syrup
  • fresh ground cinnamon (to taste)
  • fresh ground nutmeg (to taste)
  • fresh ground cloves (to taste)
  • 1/3 tsp ground allspice
  • 1/4 tsp salt (kosher, for preference)
  • 1/4 tsp ground pepper (fresh cracked is best)
  • 4 eggs

Topping
  • 1/3 cup maple syrup
  • 1/3 cup cream

Equipment
  • spring-form cake pan (wrap the bottom in aluminum foil and place in a larger baking dish filled with boiling water for a home-made bain marie)
  • blender
  • large bowl
  • oven

Cooktime
  • Crust: 10 minutes
  • Cake: 60 minutes
  • Cool: overnight

Oven to 350°F.

Crumble the graham crackers (I find putting them in a plastic bag and having at them with the heaviest pan I can find works wonders for dealing with anger issues. And, of course, reducing the crackers to particulate matter.) and cut in the softened butter (just leave it out on the counter for a bit, along with the cream cheese and you’ll be fine) and sugar until everything’s well mixed. You can use a fork or a whisk as I start out with but I always end up using my hands somewhere along the way. Line the bottom of your springform pan, pressing down firmly until you have a solid floor of sugary crumbs, and up the sides if you have any left over.

Toss it into the oven for a good ten minutes or at least until the butter’s melting and the crackers are drying out so the crust will stay solid. Wrapping the bottom in aluminum foil will keep the butter from dripping out. Afterwards, set it aside to cool long enough so that it’s no longer to hot to touch.

While the crust is cooking, it’s time to mix up the cake batter. Start by creaming the cream cheese in your blender. You don’t have to mix too slow but you should avoid mixing at the highest speeds here if only for the mess factor. Add the sugar and mix it in well with the cheese until the mixture is soft and liquid and starting to form little waves as it pulses through the beaters (And, yes, I have an ancient mixer. Any older and it would be steam powered. You could mix all this by hand or with a stick blender, I suppose, but you could also wash your clothes by beating them with a rock next to a river.). Then, add the pumpkin (you want just pure mashed pumpkin here, not any kind of pre-made pumpkin pie mix. You're basically making your own pumpkin pie mix inside the cheese mixture so get the pure, uncut Schultzy stuff) and blend until well mixed. Then the sour cream. Blend. Then the vanilla. Blend. Then the maple syrup. Blend (sensing a pattern here yet?). Then add the spices. I try to grate or grind them fresh because, well, yum, and try to get at least 1/3 teaspoon of each, give or take. Already ground stuff works fine, too, as would a different blend of spices. Really, anything you wouldn’t mind having in a pumpkin pie will work because, well, that’s what I use. Remember to taste as you go along to see if you need to adjust anything. Next, add the salt and pepper. Yes, pepper. Just a couple cranks from the pepper mill. Trust me, it works. Finally add the eggs one at a time getting them well blended in before adding the next. Tilt your blender (or however it is that your get your beaters out) and let whatever’s on your beaters spin off into the bowl for a bit before turning it off.

Now carefully pour the batter into the by now cooled crust. Slowly at first so the crust doesn’t crack under the pressure of the onrushing torrent of cheesy pumpkin batter. Tamp the pan down – gently - to get any air bubbles out.

If you want to try for a water bath (which does help to prevent cracking during the cooking process but is not strictly necessary) then you'll need to seal your pan with the aforementioned foil and then stick it into a larger roasting pan so it comfortably rests along the bottom. Place the roasting pan in the oven and then, and only then, pour boiling water into it. Should reach up to a few inches on your springform pan. This is a cool little trick because boiling water will help regulate the temperature around your cheesecake in the event your oven has any hot spots (It has to do with how water converts to steam when it boils. Really, just makes me all kinds of chemistry geeky. What? Like there's any reason beyond edible chemistry experiments to learn how to bake.). This is also a dangerous trick because you'll have a pan full of boiling water sloshing around if you try and move it, so, again, make sure it's well and truly in the oven before you pour the water in. Unless you like second degree burns or something.

In either event set the timer for about an hour (or more). It’ll be done when the edges around the pan are solid but the center is still slightly wobbly when you shake the oven rack. Set it aside to cool for an hour or so. Once it’s cooled down you can transfer it to the fridge or just leave it on the counter to cool overnight. The top will probably crack by this point if it hasn’t already – always does for me – but that’s okay, it happens.

And that’s what the topping is for, anyway. To make that just combine equal portions of cream and maple syrup in a pan over medium to low heat. Just hot enough to get things boiling. Stir them well together until you get a brown looking cream. Boil the mixture, stirring so it doesn’t boil over, for about twenty minutes until it turns into a caramelly syrup. The longer you cook it the harder the caramel will be after it cools. I like it at the point where it sticks to the back of a spoon (A good way of checking the consistency when it cools is to toss a spoon in the freezer or just under some cold water and dip it in the mix. Hold on to the spoon for a few seconds and take a taste. That’s how I do it, anyway.). Feel free to throw in nuts or anything else you might think tastes nice at this point. Once you’re satisfied just pour the syrup over the cheesecake and put it in the fridge to harden.

NaNoWriMo Blogging Six

I promised myself even though I have devoted all available creative engines to the production of my novel that I’d make an attempt to post at least once a day. So, since my novel’s on my mind and I have ream upon ream of notes, expect some NaNo blogging ahead. If you want to check out previous posts on the subject just click the NaNoWriMo tag.

As you might or might not remember I’m writing about a bunch of people who connect while playtesting a computer game. Specifically, an MMO like WoW or Guild Wars or something where a bunch of people get online and play a fantasy RPG together. Those sort of games, though, are extremely complex with a lot of moving parts to allow for a bunch of different people to find a way of playing that appeals to them. And, well, I’m obsessive enough about getting my details right that I’ve mapped out a lot of the mechanics of just how my imaginary game would play. It’s based, loosely, on several MMOs I’ve played as well as my own warped little ideas about what would make a game fun and my even more warped ideas about what would work best in my story. I’m not sure if it would all hang together if it were an actual game but I just want to have some consistent rules about how my characters can interact with the game. Not all of them will make it into the text but as long as they’re there then I can have a rough idea about just what can happen and that helps me, at least, to write. So, today I’m going to detail my attribute or character statistics system.

To really explain attributes (And, yes, I have some sort of obsessive compulsive overexplanative disorder so I really do have to do this.) I’d have to explain my elemental system first. But that’s really worthy of another post entirely. All you need to know for now is that there are five basic elements: Air, Earth, Fire, Metal, and Water. Each one symbolizes certain things to the fictional people within my little game world. And each of my five classes - Monk/Adept, Fighter, Mentalist, Ranger, and Sorcerer - is considered to typify the qualities of one of those elements. Mentalists = Air, Rangers = Earth, Fighters = Fire, Sorcerers = Metal, and Monks = Water.

Clans of the Highborn Primer: Attributes

Okay, so there are three main uses for attributes. Every character can use a weapon and armor and any and all equipment. Certain items, however, have attribute requirements which, if they aren’t met, drastically reduce the effectiveness of the item. Characters also have special abilities known as skills which can be affected by attributes as well. Certain skills cannot be used unless their attribute requirement is met and other skills will be more powerful as an attribute is leveled up. And finally all characters have basic characteristics – like health or mana – which can be affected by attributes as well.

There are five attributes – one associated with each element – that every character shares. For example, Strength increases the amount of damage, somehow, that a character will cause. Each class also gets its own attributes associated with some of the skills they gain as members of that class. For example, Sorcerers – my mage class - use elemental magic so they get an attribute for magical spells related to each element, such as Pyromancy. As my story begins passive benefits have been introduced for these class-specific attributes so that they do more than just increase the effectiveness of a character’s skills. Not all of them are in at first but over time each attribute changes an avatar’s characteristics in some basic way.
For example, Pyromancy grants resistance to fire damage. Sorcerers with high levels of Pyromancy will take less damage from fire based attacks.

Also, since my fictional game is in testing it’s subject to frequent changes. Just shake-ups in the way things are as the game gets closer to release. My basic healing class, the Monk, eventually transforms into the Adept class, for example, which is basically the same thing just going by a different name. And another major change in the game’s design is a shift in attributes. The system itself doesn’t change much once my story gets started but the attributes themselves get jumbled up. And some lesser used ones get replaced. The original basic, general attributes were:

(Original) Base Stats:

  • Charisma: Water. Decreases merchant prices and influences NPC reactions.
  • Dexterity: Fire. Increases movement speed, armor
  • Intelligence: Metal. Decreases casting speed, mana costs, and increases mana regeneration
  • Luck: Air. Increases critical hit chances, item drops
  • Strength: Earth. Increases weapon damage, inventory space, health regeneration

As you might be able to tell, in this setup Intelligence is, as we say in the gaming biz, totally imba. Especially for any caster. It’s the sort of thing that no intelligent designer would ever intentionally put into their game. Unless they were trying to create an imbalanced stat that everyone would gravitate towards. Like I am. At least in the first part of the story I want my characters to encounter problems in the game that would be familiar to any playtesters, the stupid little things that get argued over and eventually fixed, somehow, before the game ships. I’ve sprinkled a few such intentional design errors throughout so that my characters can find them, fix them, and have a feeling of accomplishment if not ownership over the game. The first iteration of the Intelligence stat would be one of those. Not only does it lower the amount of mana a character has to spend by cutting the mp costs of skills, it also raises the effective mana pool of characters by speeding up the rate at which lost mana is returned. As if that wasn’t enough it also lets characters cast skills faster so they can better spend their greater mana stores.

It’s just amazingly good. Too good, really. What some people would call degenerative – it creates a state in the game where there is no other reasonable alternative so the game becomes balanced for everyone having high levels of Intelligence. Compared with the next to useless Charisma, which only lowers item costs and gold pieces, while not being limitless are trivial to get (It also changes NPC reactions which means you’ll get some different flavor text from time to time and maybe an extra non-essential quest or two). The only way I can see that stat becomes useful is if a player is making a lot of trades with the NPCs. There are people who play these sorts of games for the economic game, so to speak, but the real money there is in trading with other players – computer controlled merchants are, by and large, a gold sink taking money out of the economy and acting as an unofficial tax to keep inflation down if not a break on rapid player advancement – either in-game or through some form of RMT. And there Charisma doesn’t help you a bit. Luck is also a bit on the underpowered side as, in my game at least, critical hits only occur with weapons not when using skills. The item drops are nice but like the crits it’s a random, hard to observe die roll added on top of an already random and obscured mechanic. It’s hard for players to get a sense of feedback from that sort of device as opposed to Intelligence where the effect of a few points difference is consistently and measurably effective.

So, at some point during the test (which I might or might not get to at this point. Chapter One is swelling and might top out at 50,000 words in and of itself.), the developers decide to scrap the old attributes and implement a whole new set:

(Redesigned) Base Stats:
  • Dexterity: Earth. Increases evasion rate (percentile chance to avoid attacks) and weapon accuracy (percentile chance to hit target)
  • Intelligence: Metal. Decreases casting time
  • Strength: Fire. Increases melee weapon damage and accuracy
  • Resilience: Water. Increases magical resistance (percentile chance to avoid debuffs)
  • Vitality: Air. Increases health regeneration, recovery rate from adverse effects

So, the first change is the drastic one to Intelligence. It’s still nice but not as completely and utterly insanely good. Now it doesn’t affect mana at all it just cuts casting time (By up to half at 100Int). Its mana related duties get shifted to other, class-based attributes (Which, as this is running long I’ll talk about if and when I ever post about my character classes). Luck is dropped in favor of Vitality which helps characters to stay healthy. And Charisma gets the boot in favor of Resilience which provides some protection against magical attacks. Dexterity changes elements from Fire to Earth (to better suit Rangers as they evolved in the test) and likewise offers protection from physical attacks – by switching from flat protective armor which would cover almost all damage sources to evasion which only works against weapon attacks. Strength swaps its element with Dexterity, of course, and becomes much more offensively oriented by ceding health recovery to Vitality and concentrating on making weapons more powerful. Both ideas of attribute variable movement speed and inventory space are lost in favor of making everyone equal in those areas (Well, some skills can affect movement…) and having attributes more easily customized on the fly.

Every character has those five attributes but they also get attributes from their class. These attributes are mostly linked with skills – increasing their effectiveness – at first, but as I said, they start to have passive benefits like the base attributes do shortly before my novel begins. As each class has at least four unique attributes I’ll leave them aside for now until I decide to go into greater detail about my imaginary classes – for the most part the important part of each of those attributes is what they do to the various skills in the game. The important thing to glean from this paragraph is that each character will have at least nine attributes to invest in. Five that everyone else has and four from their class.

Now, each character starts off with 50 attribute points to be spent on any of their attributes. As they level they gain 100 more points for 150 total. Each attribute can be raised from a level of 0 to a level of 50 through spending one attribute point to raise an attribute one level. So each character has enough attribute points to max out three different attributes (Though most characters find it better to distribute their points across several more). This also means that a max level character has only two better stats – potentially, at least – than a starting character. If, at this point, you’re guessing that I think that you shouldn’t have to be max level with the best gear in order to compete in MMOs, then you’d be on the right track. 50 isn’t the maximum in any attribute though, as stat bonuses from equipment range up to +50 and are added on top of a character’s base attributes making for a maximum level of 100 in any one attribute – 50 from attributes and 50 from items (bonuses from items don’t stack past 50, so it’s a firm cap). Certain skills, effects, and items can provide temporary bonuses that push attributes past that point on occasion, also. Although, as my story begins that’s become a problem as players have found ways of getting their attributes to ridiculous levels. So those skills that create attribute bonuses are being toned down while those items that proc stat bonuses are being phased out.

So, there it is: Attributes in my fictitious game have a variety of effects. Each character has nine or more of them and up to 150 points to spend in improving them. The attribute cap is 100, fifty of which comes from a character’s items although characters can temporarily push past that limit through special means.

Friday, November 24, 2006

…and We’re Back

Well, had a lovely holiday myself so I hope the rest of yours went fine. Taking a break seems to have done me a world of good. As I’m more than anxious to get back to teh blogger at this point. However, things are probably going to be a bit light around here as I’m making the final push to get my novel done as we speak. I refuse to be bested by the blank page, after all, and I’m confident that if I can just sit down and write and write and write I can just ease over the finish line by the closing bell. Not going to be a great work of literature or anything but, then, it never was so I’m off to the dungeon to claw that novel out of me if it takes me the rest of the week. 50,000 here I come cuz my sentences will run but I never shall!

I’ve learned that promising to post something is the surest way of not getting it written so no promises about what’s going to go up in the next few days. We’re just going to chillax and let things happen as they develop. Some people call it a mature philosophical policy that recognizes the fundamental uncertainty and impredictability of the universal stream and our place as mere flotsam in it. Others call it lazy. Hopefully, I’ll come to call it “realistic”. But, if you really want to know what's tumbling about in the old brainpan, well...

Current research material:

  • Elwood Reid
  • Neal Stephenson
  • Electronics catalogs
  • Michael Richards
  • Performance Artists
  • New X-Men #32
  • MMOs
  • Game Theory
  • A.L.F. (in non-pog form)
Outlook: Plenty of leftovers in the fridge, again. Plenty of things on my mind, again. Feeling the love, again. Yep, things are trending upwards. Again.

[1] – Bang on fifteen minutes there. Had a few false starts, though.

Wednesday, November 22, 2006

Sleep Depravation does strange things...

Okay, maybe it's just me and the late hour but I find this story the absolute height of comedy.

Happy Thanksgiving

Well, I'm still churning out dreck. Oh, I'm getting a lot done lately just not so much with the putting one word after another kind of thing. Just stacks and stacks of things I'd like to talk about - to say nothing of, you know, that novel that's getting typed but not getting written - but I can't quite express them properly. The tiny typewriter in my head is broken somehow and I'm not sure how to reboot it at this point. It's not quite writer's block though it is somewhat similar - I'll start something and look back and go, "Man, that is just horrible" or "Wait, where was I going with this exactly?" Writing, well, much of anything at this point is like chiseling a statue out of a block of granite. With my teeth. And about half as much fun as that sounds. I dunno, maybe I'm just trying to force things too much at this point.

So, anyhow, what with all the cooking and traveling I’ll be doing in the next day or so, I think I’ll be taking a break from extensive blogging tomorrow. And, obviously, Thanksgiving as well. Just a quick vacation so that I'm rested and recharged - again - for the weekend when I'll take another headlong run at things. So, I wouldn't expect much from me tomorrow beyond maybe some recipes (Oh, they've got me cooking desert this year. *rubs hands and cackles* This is going to be fun.) and the like. At least until I get my head on straight.

Outlook: Headed to the kitchen.

Monday, November 20, 2006

My finger is all owie

Review time again.

Wish it wasn't because I'm really not feeling "it" today. Whatever it is. Had it just the other day, you know, and now I'm just suffering from the blahs. No real reason, everything's going pretty fine, just everything also feels a bit out of sync. It's just I'm struggling today to push my way through the fog and put words on paper, so to speak. Too easy to get distracted. Not cracking the whip and getting shit done. And, dammit, I'm pissed at myself. Looking over my output from last week there's precious little that I think is actually worth a damn. All those days when I can hardly find the time to find a place for everything in my head and I'm finding the big posts are going unwritten. The important stuff, the good stuff, is just sitting on my hard drives collecting dust as I dick around with the petty stuff. Well, fuck, that's not what I set out to do. I know I'm not the greatest around, I know that succeeding at this blogging thing is going to take more than a little time, but I guess I thought I'd be getting better by this point not worse.

I mean, the only thing that saved me from posting less today than I ever have was a few things I've had kicking around and some real reaching. Just blah. Not very happy with myself at the moment, obviously.

But don't worry about me, though. When things get a bit rough that's not when I call it a day (Now, when things get a lot rough, well...). No, that's when I get motivated to get. shit. done. There's a good post in me today and I don't care if it's going to take me all night to claw it out, it's getting written. Been a while since I pulled an all-nighter, anyway.

So tomorrow I'm either going to be exhausted or have a lot of stuff to put up. Either way, should be value for your entertainment dollar.

Outlook: Inching towards the abyss once again. Not really sure why.

[1] - 15 minutes, give or take, total. Spelling has gone to shit, though.

NaNoWriMo Blogging Five: Unheard Phonecall

Finally making a bit of headway on my novel. Unfortunately, nothing I’m really comfortable with sharing at the moment. Instead, I’m going to post another “writing exercise” I like to do sometimes when I’m stuck. You see, I’ve taken a writing class or two and the teachers always have an exercise or three for the class to try. Just something to get the pen moving, nothing major. I know a bunch of them, of course, and whenever I hit a road block I trot one out just to keep myself from getting too frustrated. Sometimes I use ones I’ve heard elsewhere, sometimes I just make up something on the spot (Yes, I know. Believe me, not even the weirdest thing I do from time to time), and some that I’ve come up with that I keep coming back to for a quick burst of creativity. This one’s one of the later.

Try and write a story – beginning, middle, end, plot, pathos, the whole ball of wax, and then try to make it good – in a single sentence. Or a single line of dialog. I’m not picky. I call it the unheard phonecall. Just like in the movies when they want to get some exposition or character development (There. Is. No. Plot! Only characters and reactions.) out there, they have them pick up a phone. You only get to hear one side of the conversation so it doesn’t sound anything like someone really talking on the phone, of course. But at the same time there are still a lot of gaps and assumptions a viewer has to make to follow along. This here’s the same idea. Cram a whole story’s worth of movement into a single little scrap. By creating assumptions and implications I find it’s possible, if a bit weird. But, then, people write haikus. The idea is to explore your abilities by limiting yourself and stepping away from your familiar tools. I know how I solve this little dilemma. But I don’t know how you do. I’d like to see. So, I’m not going to post an example just yet. I’ll wait. At least until someone manages to post an example all their own. Because I don’t want to spoil your process by allowing you to focus on imitation, on iteration, we’re after innovation here today. I’ll also have to, you know, actually bother to write one so someone - please - up and give me an excuse.

Holding an Onion to Your Eyes

Open your five eyes wide and follow these links, if you’d be so kind:

http://www.theonion.com/content/node/55329

http://www.theonion.com/content/node/55260

Kinda says it all, doesn’t it?

Oh snap.

New X-Axis went up yesterday – just had the time to go over it as I seldom miss a chance to do so. As always an interesting read. At first it seemed as though Mr. O’Brien was past his crusade against Marvel advertising but, nope, check out the second review (Cable/Deadpool which I’ve heard good things about but just haven’t been able to check out as yet. Being nearly broke kinda hurts my ability to buy all the comics I want, you know.) and watch him tee off. Again, always an interesting read and more than a little fun.

And, for the record (as there seem to be some people who can actually argue the point in the face of such red hot fury), I’m in agreement with Mr. O’Brien. Marvel is a comics company. True, they need to make money. But they also need to put out a product which allows them to do so. I would think this would be an elementary point in their business model but putting out nearly unreadable comics seems to be a bit of a misstep. One that evokes the ire of Mr. O’Brien – a longtime and, no doubt, more than a bit obsessive, at some point anyway, fan – to the point where he makes a point of mentioning as much as he can. If it’s annoying him then it seems likely, to me at least, that there are several more people – without well-written and frequently visited websites – that are approaching that level of anger. And more besides who are hovering at that point of slightly annoyed. In other words, in an increasingly small and competitive marketplace the Marvel corporation has decided to release an inferior product – from a readability standpoint – that serves to annoy if not anger a good portion of their fanbase. This, to me, doesn’t make a lot of sense. But, then, I’m not a businessperson or anything. If I were I’d say something like the temporary gain of increased ad revenue has to be weighed against all those people who are going to throw up their hands and stop reading comics, so to speak – not just against the “artistic” vision of the creators. These comics might be published with very lofty goals and extraordinary craft, of course and many are, but at the end of the day they exist to move product. No matter how fanatical or enthusiastic about the company’s line with enough mistakes then even the most loyal of customers will start to fade away. People, for whatever reasons of their own, will stop buying. At least, in the monthly format. As Mr. O’Brien points out there’s more than one way for people to get their fix these days. And many of them lack the intrusive and annoying advertising that’s swallowing up more and more of the content of Marvel’s comic books. If the Marvel editorial team want to transition away from publishing monthly comics, well, they’re off to a great start – getting people to stop reading the comics that way sounds like a great first step. But, until they’re ready to abandon individual issues for some other format then monthly sales seem to make up a large proportion of their revenue. Protecting and encouraging that segment of the market would seem, to me anyways, like a good idea for the present, anyway. Then there’s the issue of, you know, actually making comics people will enjoy reading, of course but I think I’ll let the point go now.

I’m also in agreement with regards to “Astonishing X-Men”. Although I do like the details, the small moments, and the character Hisako (Who, really, is what I think the X-Men line needs a whole lot more of. Even if she's not the most original of ideas, she's well executed, for me at least, and that's really all I want.) my impression of the book really hasn’t changed since the first arc. Whedon might be a great television writer but he doesn’t really seem to get comics. The whole affair is just a little too padded for my tastes. Even in trade which is where I read it. Especially compared to the Morrison run – which, by co-opting Cassandra Nova (One of, I feel, the weakest aspects of the early part of those issues – being a poorly explained concept and serving little purpose other than to set up the more interesting elements. The heart of that run, to me, was really to catapult the X-Men out of the superhero rut they’d been stuck in and it’s things like Cassandra Nova and the U-Men that drag it down. It would just take me a while to explain why) Whedon has opened the door to, if only unintentionally – it just seems like the series is spinning its wheels. Coasting on the strength of a few half-way decent ideas and some nostalgia, it relies on slight-of-hand and misdirection to create any real sort of momentum. Back during the first arc I was told that I was more than a little wrong for seeing things that way but, well, it’s my money and I dropped the book because I thought it would only get worse instead of better – there were serious problems just with the conception, for me. In short, I stopped reading Astonishing a while ago and it sounds like I’m glad I did. Other people might be enjoying the book but I’m not sure I would. I’m probably going to have to read it at this point, though, if only to understand just why I don’t like it. I’m not sure exactly how to put it – which only means that I probably should sit down and try, I guess – except to say it doesn’t feel earned.