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Friday, July 30, 2010

3 Things Apple Could Do (If They Really Supported HTML5 iPhone Apps)

Apple's made a big push against Flash/Flex, which is what many would call traditional Rich Internet Application (RIA) development, in favor of HTML5. One can argue the merits of their points, but one part that is somewhat confusing is rather significant gaps which makes it difficult to make HTML5 behave in way that would really allow it to compete with native apps on the iPhone (and iPad).

While you can certainly argue that none of the following are "pure" HTML5 - let's not pretend that the iPhone in particular is a pure HTML5 platform to begin with. Mobile Safari is a great browser, but has some very specific quirks to it. Whether it's the way pages are rendered in their entirety outside of the viewport (which makes, say, creating fixed bottom elements difficult) or that there are unique touch events outside of the normal mouse event structure, developing for Mobile Safari forces the developer to go a little outside the web standards. Apple does provide some useful features, though, like sending numbers over to the phone or linking to the Google Maps app - but they could do a lot more for both the user and the developer.

1. Camera Access
This is really the big one. There is no way to access the camera via pure HTML5. Cocoa based frameworks like PhoneGap attempt to bridge the two, though I've been told that getting PhoneGap based apps onto the normal App Store has been difficult. Being able to utilize the camera is an oft requested feature for business and productivity apps. The first app our company submitted to Apple used it to store images of receipts, for instance. Scanning bar codes is another common request. Apple provides zero interactivity between the browser and the camera - not even giving users the ability to browse into their photo albums.

2. User defined database limits
There is a hard 5 MB limit for offline database storage via HTML5. In most desktop implementations, this is something the user can easily override. While five megs is sufficient for many tasks - there are many where it simply won't work, like storing offline media assets within the database or even attempting to store a complete product directory in some instances. While having standard limits makes plenty of sense, if a user wants to up that limit to 50 or even 500 megs, they should be allowed to do so. I've got 32GB on this phone, and if I want to shove 1GB of product data into it via a web app, I see no reason why Apple shouldn't let me.

3. User friendly controls
Currently working with iPhone web apps is a somewhat hacky affair. Most users don't associate "adding to the home page" with the same notion as "install this app" (hence the reason many web apps are now adding a big arrow pointing to the plus sign for the iPhone) - nor is there any indication if that app is available offline, etc. Apple still maintains its web apps directory, but that's a poor offering compared to the App Store, Apple Store and iTunes Store apps. I could forego a web app store app (sorry for the redundancy there), but users should at least be able to go to one place and see which web apps are installed, what data is stored offline, and check for new versions. Google is moving in all of these directions with Chrome - and to a certain extent shows how serious they are compared to Apple in truly getting people to adopt web apps as a serious platform.

That third one is a luxury - the first two, however, I can report is somewhat crippling the iPhone and iPad as a robust platform for web application development. Apple can produce fancy CSS demos until the day is long, but if they really see HTML5 as the future, then they should give developers the tools to make it so.

Friday, July 23, 2010

For Sunday: Sonic 2006 Bug Reel



Via Wired and @kobunheat.

Ebert Folded

This may be the best evidence to date that film critic Roger Ebert's very public stance that games can never be art was, at best, fodder for flame wars. Ebert recently retreated, saying:

I was a fool for mentioning video games in the first place. I would never express an opinion on a movie I hadn't seen. Yet I declared as an axiom that video games can never be Art. I still believe this, but I should never have said so. Some opinions are best kept to yourself.

At this moment, 4,547 comments have rained down upon me for that blog entry. I'm informed by Wayne Hepner, who turned them into a text file: "It's more than Anna Karenina, David Copperfield and The Brothers Karamazov." I would rather have reread all three than vet that thread. Still, they were a good set of comments for the most part. Perhaps 300 supported my position. The rest were united in opposition.
If you assume I received a lot of cretinous comments from gamers, you would be wrong. I probably killed no more than a dozen. What you see now posted are almost all of the comments sent in. They are mostly intelligent, well-written, and right about one thing in particular:

I should not have written that entry without being more familiar with the actual experience of video games.
-- Okay, kids, play on my lawn[Chicago Sun-Times]

Emphasis is Ebert's, not mine. He continues to ramble on, sometimes his original stodgy stance reappearing but in general giving gamers the due they rightfully deserve. Yet the response now has been largely silent - Ebert is just reassuring us what we already knew, that he was clinging on to a position he didn't have any real reason to have except because it was generating controversy.

Kudos to him for reversing that, of course, and hopefully in doing so it will serve as a guidepost to others in similar fields to do a little research on modern gaming before trolling for posts, but it still feels like the opportunity to have a decent conversation on the subject was tossed away.

Stick to movies, Roger - Transformers 3 is coming out soon and probably won't be art either.

Wednesday, July 21, 2010

Gameplay: DeathSpank

Having recently joined the rest of the world in enjoying the incredibly well designed Torchlight - I was overjoyed to see that DeathSpank was hitting the PlayStation Network last week. DeathSpank is essentially Diablo for Monkey Island. Which is to say - it's pretty awesome.

There's more of the former than the latter in the game in terms of mechanics - so if you don't like hack and slash action RPG's, you probably won't suffer through enough to enjoy Gilbert's immense sense of humor - though it might be close. The character DeathSpank is essentially The Tick with a broadest sword and no Arthur to keep him in check. The graphics are a slick combination of 2D cartoon and 3D effects, the overall production from voice work to sound effects is pretty top notch and the RPG mechanics have been simplified to make the game extremely accessible.

Actually, if I had any complaint it would be that the game is a little too accessible. My inventory is cluttered with potions I really don't need (except for healing). There is offline 2 player co-op with the second player as DeathSpank's trusty friend Crackles ... but Crackles is essentially just a walking turret without any upgrade paths or inventory of his own. The "justice meter" mechanic is slightly flawed since the uber-attack uses the same button mashing as any other attack, leading to several unintended overkill blows. DeathSpank's inventory management is simple, but also so shallow that you eventually feel more like you're just doing spring cleaning than actually configuring.

These are minor aspects to what is otherwise a brilliant game, though - and aspects which are really just victims of a design which is trying to streamline fun and remove frustration. The goal is to have enough action RPG to get to the adventure game concepts - heavily displayed in the character conversations but also apparent in the slightly less successful puzzles which suffer from some of the same interface problems as every other adventure game puzzles, i.e. letting the user know that a random noun or verb is really what they require. This is, again, a rather small nuisance and rather easily corrected with the ingame hint system.

It's a great game, with a beautiful style and possibly the best sense of humor available for digital download right now ... highly recommend.

Tuesday, July 20, 2010

For Sunday: iDosing - Digital Drugs Are After Your Children!



An astonishing combination of biology, psychology and technology being completely misunderstood all for the cause of moral panic. Via @ShawnElliott.

Monday, July 19, 2010

Antennagate, as a new iPhone 4 user

Look, I've clearly haven't been a proper Apple fanboy for a while, and even briefly considered the same defections some of my geek comrades are making towards the recent crop of Android phones - but the argument that the iPhone 4 is such a massive refinement to the product line as to nearly perfect was something I had to try for myself.

And the office was giving out a discount, so...

I just got my hands on the phone last Friday when I returned to the office after a business trip to California. I had hoped to get it before the trip, but considering I procrastinated ordering until late last week - I was lucky to get it when I did. Before ordering I interrogated the early adopters I knew - the ones who grabbed it day one, and compared their notes to what was coming out from respected portions of the industry - like Consumer Reports.

So I'm right-handed - though I would probably describe my phone usage as 'polydextrous', I kind of fiddle and fumble with the phone unless I'm just talking one on one: which is probably my rarest activity, I email and text far more frequently. Still, I actually had more phone conversations than the norm this weekend, and except for a local pizzeria hanging up on me (which at best I could blame on AT&T) ... I haven't had any problems at all. In fact the reception, especially the WiFi reception - is better than ever. And the WiFi is certainly noticeable better.

I think Apple's recently press events and especially the offer of free bumpers will defuse the situation somewhat. The general consensus from iPhone4 users is that you'll probably want a case with this one, though I'm holding off for a while as I'd prefer to get the slimmest one possible - I really like the feel and form factor of this model.

Once again, I don't think Steve Jobs should be allowed to answer emails anymore - he just can't respond directly to problems customers are having without sounding a bit like an ass. If anything, this fiasco is a case scenario of what happens when a beloved brand comes under fire with a bit of evidence behind it. Did the press exaggerate the magnitude of the situation? I think, but if you don't want to be shark bait ... don't flail around in the water. Apple could have saved themselves a lot of headaches by getting to this point sooner in the game. Or even finding a bumper-like case they aren't wildly overcharging in the first place.

So bottom line? If you're a southpaw and a have phone user - go borrow a friend's iPhone4 for a couple calls. Worst case scenario? Get a case. It's not armageddon, nor is it a killer flaw in an otherwise well designed product.

Monday, July 12, 2010

Notes From Management: See Ya'll Next Week (Probably)

I've got a relatively intensive travel week starting in about a half hour, so probably little in the way of updates unless I actually find myself bored around WiFi (unlikely).

I am trying to start a crop of posts which for a better three-four posts a week cycle, but remains to be seen if that's overly optimistic or not.

Friday, July 09, 2010

For Sunday: Kirk Steals Spock's Bike



Thanks, Corvus.

Tuesday, July 06, 2010

Some Notes On Red Dead Redemption

Red Dead Redemption is one of those games I don't think needs an outright review from the likes of me. All the reviews agree, and I agree with them - it's good. In fact, it may be Rockstar's best. It's interesting that the mechanics are nearly identical to the GTA series, but Red Dead avoids much of the overwrought GTA controversy simply by being a western.

Like the changes in Grand Theft Auto IV, Rockstar proves very capable at surgically altering their core gameplay for the better. While RDR is clearly the first cousin of that series, many small tweaks add up to much better overall game.

No health bar
Red Dead is the first Rockstar game that I can think of that employs the YAMS (Yet Another Military Shooter) style health system. You'll suffer quickly after repeated hits, but a respite will eventually heal all wounds. This saves the player from needlessly finding the wester equivalent of Burger Shots, saving the game or stealing ambulances just to move on to the next mission. This is quickly becoming the norm across all action titles, for not only this reason - but the fact that it also simplifies the interface required to explain things. Do I have 50% health? 20%? You don't really care, the feedback you have is that you are being shot and you will die if that doesn't stop. Not sure if it works for all scenarios (see the multiplayer notes below) - but it works here.

There's always a horse to be had...
This isn't really new, more of an adaptation of GTAIV's system - but it becomes a very important one. You can steal horses if you so wish, but early in the game it doesn't become necessary because you can always just whistle for a new horse. The RDR area is lousy with horses, and one seems always willing to come to your aid (if your horse dies, you just have to wait a bit before it "respawns").

Unrealistic? Yes, but RDR is a vast open area as opposed to the inner city of GTA. Rockstar wants you to ride, and be able to ride even if you were left alone in the middle of a prairie.

...or you can just camp it out.
If you don't feel like riding all the way from Armadillo to Mexico, you can always just set up camp and then quick travel to nearly any accessible point in the map. Again, this works well for the massive amount of open space that RDR offers.

Course, the real problem with these mechanics is that they override others like horse theft and the stagecoach. The stagecoach is particularly disappointing since the camera doesn't even offer much of a view and it is much slower than a horse.

Well that was a good shot
RDR offers players a fast auto-aim if you simply tap the aim button in the general vicinity of the target. It forces you to keep tapping to continue landing hits and to either slow down for fine targeting, or use Dead Eye. Dead Eye slows down time for the player, allowing for highly accurate shots.

The only real problem here is that the auto-aim nearly makes Dead Eye obsolete, except when the game insists that you use it. I think I can count on two fingers when I've used Dead Eye outside of when a mission required it - and neither time was particularly productive. Later in the game when you're trying to do some of the challenges, it has a brief interlude as an interesting mechanic and towards the end when the difficulty ramps up a little ... but you can easily play most of the game without it.

In general though, it does a good job - better than previous Rockstar titles - of making the player feel like a badass bounty hunter without being invincible.

Serious production value
While some of the assets in the game look simply like a westernized version of GTA, one has to give a tip of the hat to the landscape presented in Red Dead. It's ridiculous. My favorite part? The thunder. Whoever did the audio for the storms in RDR needs a medal and in general the environment effects are just outrageously good. And it's bone chillingly appropriate for this game - when your cowboy rides off into the sunset, you want a sunset this beautiful.

And the music? The music is awesome. Thematic and yet properly dynamic - you may find yourself dragging those bounty missions out just to hear the excellent bass line riding along with you.

An odd sense of justice
Where in GTA the concept of having a wanted level and escaping the police is baked right into the middle of your game session - Red Dead Redemption alters the setup a little where you rarely require a wanted level at all. In the place of trying to evade the cops, several missions will have gunmen trying to hunt you down and stopping you from reaching your destination. This is one of the chief dynamics with the bounty hunting side missions - do you rush back to the sheriff or wait for the droves of minions to fall and offer more loot?

In general, this works pretty well. What doesn't work is the more direct analog from GTA where you get a bounty for doing something wrong. The problem is that "wrong" is very loosely defined and so it is hard to tell what will get you in trouble. For instance, I went up to see if I could open a door and got a bounty for trespassing. I accidentally pointed my gun at a lawman and suddenly had five people on horseback chasing me.

Poker, side missions, and ambient design
Rockstar has always seemed to insist that being able to play games in random locations is part of the overall open world experience. If you want to be a completionist in RDR, you'll need to excel at playing poker, liar's dice and various other in-world mini-games. The design isn't bad, but can be haphazard. While I enjoyed liar's dice, the imposed strategy of arm wrestling, for instance, was simply annoying. You ignore them completely for the most part (there's a single mission I think where playing a little poker is required) - so they're mostly a plus.

Dueling is ... odd. For one thing, you can stumble on dueling before the game really introduces it and hence be completely lost. The mechanics are strange - while it is one part trigger finger it is mostly about timing and placing all of your shots on the target. Once you get the hang of it, it works - but the game does little service in getting the player up to speed with it.

One huge success is RDR's "ambient" missions, which are random encounters you'll run into around the frontier. This includes everything from running down thieves to getting in the middle of gunfights. They're impressively fluid and have a bare sheet of artificiality imposed on them. By the end of the game they can get somewhat redundant - but it takes some time to get there and they add a great layer of depth to the open world in general. This is a natural extension to the otherwise random events that take place in Rockstar's games (one example in RDR - I actually had a stranger save *me* from an animal attack instead of the other way around) and hopefully it evolves even more in the future.

Bottom Line
I think this is easily Rockstar's best work. The beauty of Rockstar's games is that they are always slightly flawed - but usually because they're tweaking their own formula. In the next iteration, those flaws are usually addressed and yet replaced by new ones as they experiment with new mechanics. If you're going to have flaws, that's probably the best way to do it.

Monday, June 28, 2010

Movie Watch: Alice In Wonderland

Alice is interesting source material - the nonsensical landscape has been a Disney movie, a video game, a surrealistic stop-motion animation, 70's song and now Burton movie. The Burton movie takes a safer route than many adapations, relegating Alice to a now older (and hotter) role returning to Wonderland in what constitutes a semi-sequel to the original narrative, keeping some elements and replacing many, many others with a boilerplate Hollywood action plot.

There is a lot of compromise here. Fans of Carroll's work will both recognize and miss many of the elements, and probably cringe at some of the handling of some characters - especially Mad Hatter. Burton's style works well with many of visual aspects of the work: Chesire Cat and bringing many of the Jabberwocky material into line as well.

If it wasn't for the flair that Burton brings to the canvas, this would likely have been a disaster, with the Hollywood elements riding right over the literature ... but the combination of strong cinematics and acting make the movie highly enjoyable in the long run.

Recommend - though not terribly strongly. Serious fans of Carroll should be prepped for the handling, but anyone looking for a just a fun summer film can dig right in.

Fun Fact:"Jabberwocky" was meant by Carroll as a satire designed to show how not to write a poem. The poem has since transcended Carroll's purpose, becoming now the subject of serious study.
-- [Wikipedia]

Friday, June 18, 2010

2010 E3 Impressions

I'm not at E3, nor am I even remotely close enough to making a profit off of gaming in any sense to attend it anytime soon (nor do I figure The Girl would sign off on it as a holiday).

But I have Twitter, and opinions - and not afraid to use either. So, from what I can gather:

3DS
I think the main win here for the big N is that the 3DS appears, from all reports, to be everything Nintendo wants it to be. True 3D, no glasses, backwards compatible with DS but finally some real new tricks to give developers for 3DS only titles. As Nintendo themselves put it - this isn't just another rendition of the now what, four times redone DS? It's a new beast altogether, and whatever magic they put into the 3D screen sounds like it might pay off.

Wii
Wii-wise, there seemed to be some decent enthusiasm behind some of the new titles, but stance remains the same: the Wii's endurance is going to be tested in the next 12 months, as Kinect and Move hit the scene and now HD equipped casual gamers wonder about the only SD console remaining on the scene.

Kinect
Speaking of that though: Microsoft's big push, Kinect, sounds like it is going to run into early adoption problems with the $149 price tag. I honestly think this is mostly perception: it seems closer to the Wii's $199 price tag, and the Wii has better brand power at the moment. So there will be a lot of people doing the apples to oranges comparison and just deciding to get the Wii instead.

Fair? I'm not sure it is - but I think Microsoft will need to get some impressive software reviews out there to get away from it. A Halo-esque flagship title would go along way to making it distinct ... or perhaps a better way to put is a Wii Sports that in no way resembles Wii Sports.

Move
Sony's real advantage is position Move more like an accessory with a $99 bundle. How much of a difference in MSRP this is in reality when a second controller is what - another $49? And the MoveChuck is another $29? I think people who go to stores and buy the two products would quickly have similar totals.

Move sounds like it has the advantage of being more appropriate for compatibility with existing games, having those buttons and all. This could prove a serious boon to Sony in the long run. I may be more willing to pick up Move just to try Killzone 2 with the new controls - more so than I am just to replace my Wii Sports with an HD version.

3D Gaming
Sony made a big push on this and to be honest, I can only find it pretty bizarre. Prior to E3, Sony had started updated the PS3 software to handle 3DTV's. I jokingly sent the official PlayStation twitter the question if this was the kind of 3D that required $5 glasses or a $5,000 TV. This was their response:

3D TVs are starting to roll out now, they use "active shutter" glasses with embedded circuitry. In a year or two, most TV will be 3D & cheap


I'm assuming they mean "most" as in "most available". Let's not forget that HD only became truly commonplace (as in over 50% market) in the last year or so, something like half a decade after becoming commercially available. And if by "cheap" they mean "around the same cost as my current television" - then Sony's 3D revolution has already failed. I'm not about to replace my perfectly good TV for a single feature that only one thing attached to it would really offer.

Or to put it this way: I'm already doubtful paying the surcharge at the theater to see the 3D version is worth it, I'm not about to drop a grand to do it in my living room.

Nintendo seems to understand this: the 3DS is really the only part of the 3D platform I can get behind. It doesn't require glasses and I'm only replacing my already aging DS for less than a couple benjies.

Now, I've continually been asking why a new TV is even necessary - and even poked the Internet Bear a little about Sony showing the Killzone 3 demo on a 100 foot project screen (clearly not a 3DTV). It looks like an odd mosiac of technology limitations that actually makes this true, and I'll post a follow up on that later.

Valve on PlayStation 3
Hurrah!

So Why Does 3D Need A 3DTV?

My earliest memory of 3D is watching the decidedly un-spooky yet relatively funny Three Stooges "Spooks", which had a wide variety of object on wires dangled in front of us.

And that was on our old, decidedly non-HD television. So when Sony starts beating the pulpit that you need a TV to experience games and movies off the PlayStation 3 in 3D ... should I believe it?

Well, like so many things in technology - the answer is: sorta. Let's go backwards from the new technology to the old Stooges technology.

Active Shutter Glasses
This is the 3D of choice for television providers. It works by having a signal sent to glasses which alternates the right and left lenses being closed at a very fast refresh rate. The advantage to this tech is that it doesn't put any filter between your eye and the screen, only alternates them - and hence you don't get the muted or distorted colors that other glasses provide.

It is also the technology which requires the most hardware. Since each frame is alternated, you halve your refresh rate. So if your isn't a 120hz television (and many HDTV's in the home today are not), you won't get the 60hz that most moviegoers are used to viewing. Also, something needs to send that signal to the glasses. In theory, you could have an add-on device if you television is 120hz or more ... but hardware providers are focusing on new sets, not add-ons.

However, the technology that is distinct 3D from HD isn't that expensive, so new 3D ready sets should resemble HD prices in the relatively near future.

Polarized Glasses
Also called "passive" glasses, polarized lenses are what cinemas like IMAX used, and I'm guessing what Sony must have used at E3 to show off Killzone 3. These glasses rely on having an image displayed with two different polarities, and quite like those old red and green glasses from the Stooge days ... only one lens allows one kind of polarity to pass.

Since each lens requires a polarized screen, colors are muted when using the passive glasses. However, the big reason you aren't using this at home is because it's suited for projection screens. Flatscreen TV's are already polarized to properly display their pixels and don't really have the capacity to split the views. Existing projection sets may also require additional

Whether games and movies could be made to send out a mode for projection TV's, though - I don't really know. But it doesn't sound like Sony has any plans to offer such a feature.

Anaglyph Glasses
These are the old school, two color, Stooge glasses. The advantage is that they work on nearly anything that can display more than two colors. The bad thing is that they are well known for all the problems 3D can have: ghosting, eye fatigue, washed out colors, etc. So I think there's an unspoken concept of the "new 3D" that they don't want to support the "old 3D".

So the big question is...
Would the availability of anaglyph, which has been used to bring 3D to your home as recently as Coraline, outweigh any of the problems traditionally associated with it? Anaglyph poses two problems for TV makers like Sony: it's a substandard experience and they don't sell any new TV's with it. So having software which supports both active shutter and anaglyph is a cost which would only reduce sales - potentially not the best business strategy.

So the answer might be: you could do anaglyph 3D gaming on your TV, but there's a chance it might make you want to vomit.

I can't feel like I'm missing much. I have yet to see 3D is use where it is really a game changer. Interesting, sure - but maybe by the time I'm ready to retire the not-so-old plasma ... we won't even be using googles anymore.

Tuesday, June 15, 2010

TV You Might Have Missed (or are missing, or are about to miss...)

Lost is gone. I've accepted the end, and I've dealt with the grief. I've moved on. Amazingly, the TV still works fine. Here's some shows that either just ended, or is ending:

Spartacus: Blood and Sand
When the first season of this show ended, I had the sudden realization of just how densely packed the narrative had turned out. This is Shakespeare meets soap opera - plenty of well written drama even in the middle of the blood and boobs. The acting is solid, the production is generally good when it doesn't imitate 300 too much. If you've dismissed this show because of the gratuitous use of nudity, you're missing out.

Though yes, there is plenty of nudity.

Justified
I've raved about this show before, but with the recent season finale - I can't help but recommend it again. It just feels like a good, gritty novel playing out on your TV and I'll say it again - Timothy Olyphant was genetically engineered by a secret government agency to play a cowboy. This was one of the most tightly produced first seasons I may have ever seen, the show just hits on all cylinders from the first scene of the first episode and rarely misses a beat until the conclusion.

Happy Town
Having nearly given up on high concept shows in general, I gave Happy Town a bit of suspicion ... though comparisons to the somewhat campy yet utterly fun Harper's Island helped make the case.

The show is good - it takes itself more seriously than Harper's ever did, but the core mystery is unique and engaging. The characters are strong and the writing doesn't try to follow the ensemble formula, but only focusing on characters as they are important to the current plot. Also, they aren't quite as paranoid as certain other shows about giving reveals to the viewer, and the story is an interesting combination of things you know and don't know, and what various characters know and don't know.

Sadly, Happy Town has already been cancelled. I'm hoping we get at least a full first season and something other than a complete cliffhanger - the show deserves it.

Party Down
Available via Starz and Netflix Instant at the moment - this comedy from some of the people originally responsible for Veronica Mars is just over the top excellent. The second season is about to wrap and while we weren't sure where the misfit bunch of wanna-be writers and actors slumming it as caterers would go ... it has only gotten better since the first episode. The show has a low-budget, indie kind of feel - but the writing and acting are top notch. The only downsides of this show is the short length of the season.


What's the rest of the blogosphere watching?

Friday, June 11, 2010

Kate's Horse

At the end of Lost ...


..and it should be noted that when I say "end of Lost", I mean the final episode of the final season of the TV show and hence, everything in this post is nothing but a series of serious spoilers for anyone still planning on watching the show. So if you haven't seen the show to the end, I would go find a video about a cat playing piano or something.

Ahem.

At the end of Lost we discover that the Smoke Monster was a cigar ...

Ah. See? Big spoilers. Now go away.

Now let's see if I can do this in one grammatically correct sentence:

At the end of Lost, we discover that the Smoke Monster was in fact an entity transformed when his brother Jacob, protector of the island, tossed him into a well of mysterious light and that his (if in fact genderless amorphic beings can be called such) prime motivation was to kill Jacob and any candidates for Jacob's position as protector so that he (the Smoke Monster) could leave the island.

OK: here is my first piece of evidence that Lost failed as a show. I'm betting that if anyone just starting the show ignored all those warnings and just read that bit, they wouldn't make it past season three.

Why? Because of Kate's Horse. See, the sad thing is that even if it is nearly an accident of convenient writing, the fact that Smoke Monster can't directly kill the candidates but rather must trick them into killing each other or offing themselves is a neat premise. Kind of like Saw but with brains, which is something I wouldn't mind watching.

And this is the main conflict of season six - that the candidates must save the island before Smoke Monster figures out a clever way to end them.

So why is Kate's Horse a problem? Because it shows that this wasn't the main conflict of the show ... just season six. In fact, I don't think Lost ever really had central source of conflict - it was always just Man versus Crazy Shit The Writers Made Up. If we were to believe season six as the "reveal" of the show, then we would be able to look back at past seasons and see how it was all playing out.

But let's look at the Smoke Monster's victims have died: crushed in tree, chewed off arm, crushed in tree, crushed against tree, slammed into tree, buried alive, stabbed by Ben, slammed against floor, slammed against person, slammed against person, crushed by ceiling, slammed into cage, blown up, drowned, broken neck, shot, slit throat.

You'll notice a theme. A lot of slamming, and a few creative incidents like getting Nikki buried alive after biting her in the shape of the spider. Oh, that Medusa Spider was the Smoke Monster, confirmed by producers. You can hear the mechanical sound when they approach and (thankfully) setup Nikki and Pool Boy for their final scene.

So in other words - occasionally Smoke Monster stuck to the premise, but usually it just slammed things around. When it wasn't slamming things around, it would occasionally appear as Christian Shepherd.

Or Kate's Horse. Why would the form of Kate's Horse be useful to the goals of the Smoke Monster? Well, it wouldn't. But gee golly it was neat, wasn't it? Where did that horse come from?

And that, ladies and gentlemen, is how Lost was written. Just a series of distractions lumped in a row. So without any further adieu, my final final thoughts on the show:

It was a character driven show that ran out of character development
The first defense people give for Lost's feel good reunion of a finale is that Lost was, in fact, "all about the characters" and not really about the origins of smoke monsters or how the island does stuff or DHARMA or anything. Prior to the finale, the producers stated they would only answers questions about the show "the characters cared about". Which considering how bad these characters were at figuring out what was happening around them meant: not much.

The first three seasons of Lost had a consistent formula: character backstories interwoven with island mystery. It was getting pretty obvious by Season Three, though, that most of the relevant history of all the main characters - even the Tailies that had been added in Season Two, had been well illustrated. In Season Three, Lost fans suffered through two completely unnecessary characters: Nikki and Paulo, for more backstory fodder.

In Season Four - we start to get flashforwards and other twists on the backstories ... but they serve little in the way of adding to these characters. Actually, at this point most of the "off island" content actually serves the mystery plot. Who is the person in the coffin? Why does Jack want to return to the island and how will they get that done?

Truthfully, the characters of Lost work well as sketches and often in ways to offer up some brilliant dialogue ... but the note that the show ends on ... that love is what will get you to heaven ... is easily the weakest part. The motivations the characters have to fall for each other, with obvious exceptions like the Kwans, is often somewhat forced and probably best attributed to jungle fever as opposed to "the most important thing in their life".

Here's my proof on this: can anyone tell me why Kate loves Jack? What is it about him? They've already endured one failed relationship. She often acts closer to Sawyer than anyone else (particularly physically - the only steamy scenes we get with Kate are with Sawyer, not Jack). And Jack - oh, Jack. People - Jack is a complete loser. Every one of Jack's plans fails miserably throughout all six seasons and all the way up to the last episode. In fact, the only version of Jack which is isn't a loser is the one that wasn't even real. No, more likely Kate "loves" Jack because at the last minute the writers decide that love conquers all and Sawyer made a little more sense with Juliet.

The writers became pathological about not revealing anything
If the crown jewels of the show was the characters, as the producers like to say, then why was it that the writers went so far out of their way to only offer explanations about the island in short discrete bursts, usually during season opener and closers? By the end of the show, the cast includes two characters - Ben and Juliet - who once were part of The Others, the mysterious antagonistic group for most of the first half of the show. Ben was the leader of The Others, and nobody ever bothers to ask to get even basic answers from them like who they are and what they want, except to get inanely vague answers like "We're the good guys."

Bizarre examples from the show: Sawyer at one point has Karl, a refugee from The Others with certainly no love for Ben at gunpoint. Instead of bringing him back to camp, he tells him to run off. When Sayid, our stalwart interrogator/torturer asks why - Sawyer doesn't really have an answer. Locke at one point inexplicably destroys an entire DHARMA building, despite the building having tons of documentation and apparently access to the outside world.

Or my favorite: Man In Black had a name, people. It was Samuel all along. The point of making it such a secret? They just wanted to give the audience one more thing to guess about. Anyone looking for deeper meaning in the absence of his name will come up empty handed.

Much like everything else about the show.

The finale capped off six seasons' of inconsistent, convenient writing
Even a defender of the show recently admitted the Smoke Monster started off as a mindless beast, to some kind of calculating security system, to an actual man - and it is not an easy or smooth transition if you go back through episodes. It has the appearance until about Season Five that they are simply revealing new aspects of the creature, but the revelation that it is Jacob's brother and the rules that go along with it breaks that trend and any sense of cohesion that was being setup in the first half of the show. The Smoke Monster can't hurt the Losties? He is stuck in Locke's form? If you were to re-watch the show from the beginning now, what used to be a great and original threat is now shrouded with questions like, "doesn't Jacob control this thing with his rules anyway?".

And in the finale the show can't even follow the same concepts it had outlined episodes ago ... even within the same season, Jack's interaction with the Magic Light Cave is completely different from Jacob's in Across The Sea. For some time the show makes a big deal about details, lists and rules - but by the end credits of the finale it is hard to find any that the show itself decided were worth paying any attention.

There was an underscored theme of Season Six: why ask questions?

The big questions that fell off the table after Season Three are numerous. The sickness, a massive portion of the island events early in the show, is never really explained despite having Doctor Juliet join the cast. One might be lead to think that pregnancy and children are very important to some deeper mythology of the show, but one would be wrong. One would be simply thinking too much.

It would work better as a dream
Why is Kate's Horse in the jungle? There is no reason plausible based on the events of the show. What happened, happened - and it apparently always about faith and not reason.

The only way to reconcile six season's worth of dropped plot concepts is to accept that normal logic just does not apply. This is why I think so many people mistook Jack's final scene as an indication that they were dead all along - it makes the cognitive dissonance required to watch the show beginning to end so much easier. As Neil Gaiman might say, sometimes dream logic is the only way to tell the story.

And here is why I am so disappointed in Lost: they couldn't even give us that much. They couldn't even give us a cliche excuse of an explanation but instead pulled a mass cop out and went for the heartstrings. And then acted as if the show was never really about the mysteries of the island in the first place.

Meh. Lost, we had some good times - but I wish I had broken up with you seasons ago. Now I get to listen to The Girl brag about how right she was about the show until the end of time.

So, you know, thanks for that.

Wednesday, June 09, 2010

The Great AT&T iPad Security Breach

Sweet Jeebus.

Then we began poring through the 114,067 entries and were stunned at the names we found. The iPad 3G, released less than two months ago, has clearly been snapped up by an elite array of early adopters.

Within the military, we saw several devices registered to the domain of DARPA, the advanced research division of the Department of Defense, along with the major service branches. To wit: One affected individual was William Eldredge, who "commands the largest operational B-1 [strategic bomber] group in the U.S. Air Force."
-- Apple's Worst Security Breach: 114,000 iPad Owners Exposed [Gawker]

So, here's the short version: AT&T had an open web service for an AJAX process which would deliver a valid email address if you gave it a valid ICC-ID. And ICC-ID is what phone SIMs, like the one in the iPad, use to identify the unique device (and hence, user).

Note that this was an open web service. So anyone on the net could hit it. Anyone was free to keep trying ICC-ID's until they get an email back. ICC-ID's aren't particularly secure, Gawker points out that they show up on Flickr as part of photo tags.

According to Gawker, AT&T has not informed users of the presumably now fixed breach and it isn't clear if they've contact Apple.

From a security point of view, this could be worse. There's no passwords involved, though emails could be considered usernames in some situations. ICC-ID's themselves are relatively benign - though I don't think I want a black hat hacker having both my email address and device ID. It is a nightmare for a portal where people trust their private data though, and a real red flag for the kind of protocols and practices AT&T has in place. I've always thought their site was somewhat miserable, this is beyond bad.