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The vast majority of my game playing time is in the online, casual arena, because I am able to sneak in a few minutes here and there. The range of quality you can find in free flash games is vast, but many of them would, as Sturgeon's Law dictates, fall under the heading of 'crud'. (Or 'crap' depending on how you term the law.)
Even so, I have found a number of games that manage to key in on some aspect of fun such that my time is not wasted on them. If, as much of my time recently has been spent, I am playing on Kongregate, these would be games that warrant three or four stars.
On occasion, however, is a game that surprises me.
Thus, Musical Catch 2.
The first Musical Catch was an enjoyable little music game. Simple to control, you move your cursor around with the mouse, picking up shapes while trying to avoid red ones. Yellow shapes increased your score multiplier and size. A combination of relaxation and anxiety, the game had a lot of promise.
But it was somewhat limited. The designer had a full version download, but as an online flash game, it did not go very far.
Musical Catch 2 is an example of a sequel where designer understanding what made the first game work and what to correct to make it better.
In Musical Catch, if you hit a red shape, your score multiplier is cut in half, instantly. The same happens in the second, but you also drop a corresponding number of yellow pieces, similar to how Sonic the Hedgehog lost all his rings if he took a hit. You can pick those back up to recover a bit of your power and size. If you happen to have a convenient purple shape around, you can recover just about everything in short order. The game does not feel quite so punishing because of this.
Musical Catch has but a single shape movement pattern. Musical Catch 2 has the possibility of twenty-five different patterns (two different settings of five options apiece) and has one spectacularly 'Mix it up' mode where the movement will change over the course of the song. This can be quite difficult and surprising at times, but is incredibly fun.
I had gotten through most of the basics, and thought that Musical Catch 2 was a nice update to the first. A strong game, and worthy of a four star rating, but certainly not one of the best.
Then I unlocked the final song option: mp3 from URL. This had been hinted at in the first, since the full (paid) version of Musical Catch had that option for your hard drive, but combined with the added gameplay features and the complete playing in browser experience, Musical Catch 2 is a certain winner.
I realised that the designer had done the perfect thing to get me hooked. Much as Harmonix' Rock Band is a strong experience because of the large (and growing) library of work, musical games that allow for expansion have an easy way to extend the playing experience. Plus, moreso than Rock Band, it is expandable at my whim.
I began to wonder what various musical genres would be like. The classical-inspired piano pieces that are included have a certain feel to them, but what about a rock song, or jazz, or something really off beat. I suppose it would be entirely possible to put in a spoken word track, perhaps from a comedy album. Would Musical Catch work to the dulcet tones of Lewis Black?
It seems I have to try. The rock song I have done was very challenging, as the bursts of notes that come with rapid guitar work would often contain a number of harmful red shapes. More exploration and experimentation are certainly needed. There is a bit of a hassle in that I need to upload my songs to a server to then link; it would be much easier if it had the option to play from my own computer, but that may be beyond the capabilities of an in-browser Flash game. But that is but a minor headache considering the amount of fun available.
Five out of five stars.
Posted by Bia in General | Apr 29, 2009 | 79 Comments | permalink
Over the past month, we have seen all the puzzle designs offered up for Furnishing. Now, in this new year, there is one last week to try them out and offer comments and constructive criticism before they are passed onto the developers to decide which will be added to the game.
Remember that if you try out and give feedback on all of the designs, you will be eligible for a prize drawing.
The puzzles:
Carp - Comment (How to play)
Danio - Comment (How to play)
Fredi - Comment (How to play)
Gilthead - Comment (How to play)
Loosejaw - Comment (How to play)
Mariggle - Comment (How to play)
Shad - Comment (How to play)
Snapper - Comment (How to play)
Remember that you can discuss all of the puzzles and the entire furnishing round here.
I would like to extend a hearty thank-you to everyone who has commented thus far. The discussion will help the developers make the best possible choice for the furnishing puzzle.
Happy puzzling year!
Posted by Bia in General | Jan 06, 2009 | 16 Comments | permalink
And now we come to the fourth and final week of our furnishing puzzle highlights. I hope you have enjoyed trying out all the puzzles so far.
This week our two puzzles are a bit of an abstract approach to the Furnishing idea.
Danio. A variant on a classic mathematics puzzle to include material sturdiness.
Shad. Combine and build patterns with icons.
Combined feedback for the entire furnishing round and all the puzzles may be done here.
Remember, players who comment on all eight puzzle designs will be eligible for a prize drawing.
Enjoy your furnishing as we enter the New Year.
Posted by Bia in General | Dec 30, 2008 | 19 Comments | permalink
Thank you to everyone for joining us in this third week of furnishing puzzle highlights.
This week the GCPP furnishing puzzles will focus on two variations of a similar theme. Both of the puzzles are drop puzzles where you will attempt to put pieces together in patterns. The end conditions are slightly different, however.
The two puzzles are:
Mariggle. Drop pieces to form furniture shapes.
Snapper. Drop pieces to enclose coloured areas.
Remember that all discussion and commentary on the entire furnishing round can be done here. Discussion comparing the two puzzles directly would be helpful.
Anyone who comments on all puzzle designs will have a chance to win a prize.
In light of the severe weather conditions please take all necessary precautions before trying out the furnishing puzzles. Keep warm and enjoy your furnishing.
Posted by Bia in General | Dec 22, 2008 | 18 Comments | permalink
Welcome to the second week of the GCPP highlights. I would like to thank everyone who played and commented on Fredi and Loosejaw. Those puzzles are still open for further comments as well.
This week we bring our focus to two new puzzles:
Carp. Construct patterns by rolling a bed of cubes.
Gilthead. Build the legs to a table with pieces from a stream.
As always, you may comment on the round as a whole here. Please note that anyone who comments on all of the designs is eligible for a random prize drawing after the focus round is complete.
Happy puzzling!
Posted by Bia in General | Dec 15, 2008 | 19 Comments | permalink
We are nearing the end of the third and final round of the Grand Crafting Puzzle Project. This round focused on the furnishing industry. The designers have worked very hard to try and come up with fun and invigorating puzzles that could be added to the game to round out the crafting industries.
Now is the chance for all the players to help out.
Each week we will be highlighting two of the designs for discussion and feedback. To take part, you just need to play the designs, answer some questions, and optionally add other comments you have.
After all puzzles have been highlighted, we will have a random prize drawing for the players who provided feedback on all of the designs.
This week the designs are:
Fredi. A pattern building game similar to tangrams.
Loosejaw. Build furniture out of wood off of a conveyer belt.
Discussion and feedback for the entire round may be done here.
Enjoy the puzzles. And furnish well.
Posted by Bia in General | Dec 08, 2008 | 50 Comments | permalink
Yesterday afternoon I listened to a panel as part of the Casual Games Summit on which our own Captain Cleaver took part. The topic of the afternoon was the changes that casual games will make in the future, particularly the way that the business will change.
As always, the Captain was a compelling speaker. Even while some of the information presented was a bit dry, he managed to remain entertaining for his portion of the talk. One nice point he made is his continued dislike for the term 'User'. The people who engage in our games are 'Players' and it feels wrong to refer to them otherwise.
One other interesting point made is how the casual industry fell upon the 'try and buy' model (exemplified very well by PopCap and various game portal sites) where players will download a trial and then choose whether or not to buy it later on. While it is not a new business model, since shareware has done a similar thing for many years, it was one system that managed to succeed following the dot com bust. However, as the Captain and the other panelists noted, it seems to be a dying business form and will likely be replaced by others in the next few years.
Then, this morning the Captain took part in a panel on Player Generated Content, which is of some interest to me due to the GCPP. While his portion of the talk covered Whirled rather than the rather non-standard format we have used in Puzzle Pirates, it was still quite educational since much of the talk covered the motivation that players find to continue to generate content.
Because this is a rapidly changing area of the industry, with many different games and companies getting into it in some fashion, it is very difficult to tell where it will all end up. It does seem that allowing for player generated content helps increase the depth and longevity of games, which is to the benefit of everyone involved: developer and player.
Posted by Bia in General | Feb 20, 2008 | 2 Comments | permalink
When I took part in helping out at the Game Developer's Conference last year I really had little idea what I was in for. The following week was somewhat surprising, very tiring, and extremely enjoyable. It was a learning experience throughout that I found aided me in surprising ways with my work as an Ocean Master.
This year I came and began to see faces that I had not in the past year. Friendships that began then picked up immediately, which created a wonderful sense of camaraderie. The group I found myself with last year congregated again, and we spent a good amount of time catching up and noting the changes in the industry since we last met.
Thus far, I have not seen many of the talks, although I did catch part of the Casual Games Summit. One gentleman from Big Fish Games made the point that since the video game industry started, much of the progress has had the upshot of closing out potential audience. I missed a panel our own Captain Cleaver took part in, but I hope to catch another one this afternoon.
I did help out at the Intel Interactive Lounge, which had a very impressive set up for Microsoft's Flight Simulator. The chair and controls were such that you had a very immersive experience. Likewise, there was an interesting fully virtual racing game for attendees to try out.
Today has proven to be another light day, but I am sure that there will be new experiences throughout that will surprise me.
Posted by Bia in General | Feb 19, 2008 | 11 Comments | permalink
My, it has been a very long time since I have written a post here. The winter has been especially busy, with extra shifts, December events, and the inevitable family and friends taking time away from work. As such, this post has been much delayed. I believe I intended to write it sometime in November.
In my last post I discussed the importance of analogies in puzzle designs, at least within the context of Puzzle Pirates. This time I will attempt to wrestle with the more important side of design: the mechanics. The mechanics are everything when it comes to playing the game. The analogy may help set the tone, but the mechanics are how the player interacts and will ultimately determine if the puzzle is good in keeping the player interested over multiple sessions.
Because there are a number of different types of puzzles within the overall game, the mechanical decisions are going to differ. Ship puzzles have a different set of expectations and requirements than competitive puzzles which are likewise different from crafting puzzles.
For a number of reasons, there is a specific time limit expectation for a single game in a crafting puzzle. Ideally, this is somewhere between two five minutes, but is not firm. A player should be able to complete a puzzle in less or more time, if desired, but the average time should be in that range. The reasons for this are partially economic - the crafting sessions should retain approximate parity with time spent elsewhere in the game - and partially interest. If a session is too long, the player may feel like the game is not proceeding in a progressive direction. If it is too short, the player may feel rushed and unable to enjoy a more laid-back puzzle atmosphere.
However, somewhat critically, a player should be able to do it faster or slower. Consider Alchemistry, which has no specific time limit. When it first came out, I would literally spend an hour or more on a single board, studying it to get the perfect fills. From conversations with others at the time (in my player days), others were much the same. More recently, in my observation of the crafting bake-offs, I have noticed that players will be able to complete multiple puzzle boards in five minutes.
The second facet of design is the action limit. How many different things can a player do in the puzzle? In most cases, one or two distinct actions is usually sufficient. Three is also a possibility, but we do not currently have a crafting puzzle that does.
To see what I mean, look at each of the current crafting puzzles. Distilling has one major action to swap one piece with another, and one minor action to send up a row early. Alchemistry has two actions: rotate a piece and choose to fill. Shipwrightery likewise has two actions: swap two pieces and match a pattern. Blacksmithing actually only has one action: to pound on a piece.
The limit on actions is fairly critical because if you have too many, the player is likely to get confused or overwhelmed by the options. It creates a situation where the decision tree is likely to become too complex for the player to adequately plan ahead. If that happens, the outcome of the game begins to feel more luck-based than skill-based.
That is not to say that all crafting puzzles must have just one or two action choices. More are certainly possible, but the actions do need to be considered carefully within the game balance.
Third, the designer needs to consider the ability to forecast the effect of specific actions. When the player is presented a choice between one of two things can the player see what further choices she will have?
Note that the choice need not be between two different actions. It is not just "swap a piece" and "match a pattern" in Shipwrightery, but also a decision between which pieces to swap. As designed, what the player is looking for and forecasting is the order of matches to make in a row without swapping pieces. Part of the puzzle is fitting all the patterns into the available space.
This ability to forecast ties into the different actions a player may choose. As noted above, if there are too many choices, the player will have an increasingly difficult time attempting to see ahead in the puzzle. If there is no ability to see a series of moves ahead, the player cannot develop a strategy.
However, there is a flip-side. The player needs some ability to forecast, not a complete ability. Which brings us to the fourth point. There must be a degree of randomness in the puzzle.
This is necessary for a number of reasons. First, a bit of luck in a game keeps the outcome somewhat uncertain, which is helpful since all of our standings measure relative performance. Second, randomness encourages players to consider different strategies. One decision may work well in one situation but not in another. Third, randomness prevents perfect play. If there was one perfect way to play the puzzle, we would eventually see play for that puzzle stop when players had solved it. Worse, it would be ridiculously easy to program the strategy into a computer to play instead.
I remember discussion in the design of GCPP Knightfish, before it was chosen as Blacksmithing, there was a fair degree of concern that the design could be solved for perfect play. However, upon deeper consideration, the fact that the board is essentially three layers with only the topmost layer being known until a piece is struck mean that any strategy could not be perfect.
Posted by Bia in General | Feb 16, 2008 | 5 Comments | permalink
After about a year to observe the Grand Crafting Puzzle Project where numerous designs have been proposed, refined, put together in play-test versions, further refined, and finally submitted for consideration from the developers, I believe I have finally reached the point where I am able to give some critical consideration to not just what makes a good puzzle design, but what makes a good Puzzle Pirates puzzle design.
What separates Puzzle Pirates from puzzle game collection sites is the degree of immersion. Every major activity has a puzzle, and every puzzle has a defined activity. As a standalone game, a puzzle may be or do anything. It does not need to represent anything at all. Indeed, some of the most invigorating puzzle games I have played are little more than a manipulation of lights and sounds with no connection to the world we inhabit.
Likewise, other MMORPGs may have similar activities, but rarely is every instance going to be defined by playing a game within the game. (Very often, when a friend or acquaintance has espoused the virtues of another game, I silently ask "What is it that you do when you fight something else?")
The critical point for Puzzle Pirates is the analogy of the puzzle. Every puzzle has elements to represent the activity it implies. The degree may vary significantly, from gunnery's nearly accurate depiction of the activity process to the subtle presence of the elements of wind, water, and rope in the sailing puzzle.
Within the crafting puzzles, the importance of the analogy is perhaps even stronger than in the rest of the game. Because the crafting puzzles are for a distinctly material activity, the sense of manipulating the components of the craft to make a finished product needs to be there. Because these puzzles are often intended to be more relaxing, the player will often have the chance to observe the analogy more easily and more critically.
Because of this, the analogy for a crafting puzzle must be quite strong to retain the sense of world. We could not, for instance, make a Tetris clone where the pieces were cloth cut-outs and call it tailoring. Well, we could, and it may make a fun puzzle, but it would not be a good tailoring puzzle. There is a need for the analogies to step further.
However, these are analogies, not simulations. I remember early on in the GCPP there were some designs submitted that seemed to cover the activity in question quite well. They were often quite elaborate, however upon a deeper consideration the question of what the puzzle elements would come forth. Despite mimicking the activity well, the designs were not true puzzles, but simulations. Within the context of a puzzle game they would not have worked.
Striking the balance in the analogy can be quite difficult. Go too far towards a simulation, and the puzzle aspect is lost, go too generic, and the feeling world placement is lost. I am not sure every puzzle within Puzzle Pirates have done the analogy perfectly, but they all do it rather well. As within the narrower context of the GCPP, so is it with the design of the game overall. There is a learning process for what does and does not work.
If this post is an overview of the style of design, next time I shall try to delve into the substance: the mechanics of design.
Posted by Bia in General | Oct 30, 2007 | 7 Comments | permalink
One recurring question we Ocean Masters get is "how do you become an Ocean Master?"
The answers we give may vary. Often the player is asking how he or she may become one. To this the answer is usually that we are not hiring at this time, but may in the future, along with a link to the Three Rings job page.
On occasion, the player will elaborate by asking how we specifically became Ocean Masters. While this is often a request about the hiring process (which is rather typical of any hiring process), it has had me thinking about what skills and abilities one needs to become one.
Obviously, knowledge of Puzzle Pirates is critical. But while depth of knowledge is necessary, it is not sufficient. Many players have equivalent understanding of the game as we do, and some will have a greater understanding in certain areas. But many of these same players would not be good Ocean Masters and often have no wish to become one, either.
To me, the most important skills would be a good ability to establish a rapport with other people, an ability to handle stressful and tense situations, and an good sense of humour. This is important because the primary purpose of being an Ocean Master is to improve the game experience. This is a very general task that covers nearly everything we do in some fashion. Whether it is answering questions from the newest players, dealing with problems that arise, or providing some insight to our veterans, the goal of improvement is there.
The skills I have listed are important because not all situations we approach are easy. We will occasionally have to make a judgment that will be unpopular because it ultimately does improve the game. In such cases we will face angry players, criticism, and be questioned. In such cases, being able to metaphorically smile, explain the decision as best we are able, and remain calm is difficult but necessary.
A greater difficulty arises when we must make a decision which will affect multiple players. This may often be the case of a judgment between two or more positions. A choice that will positively affect one may negatively affect the other. While it may be easy to determine which would affect more players directly, when we consider the effect down the line as well as other situations it becomes more difficult to determine what is the best decision.
Sometimes the difficulty is in keeping a clear picture of what matters, both by not getting caught up in the moment nor by letting ourselves be handicapped by taking a decision to the illogical, slippery slope conclusion. Weighing the consequences between action and inaction is part of the job as well.
We will on occasion make mistakes. Despite our otherworldly appearance, we are only human, after all. In such situations, as with making the difficult decisions, a smile and a helpful demeanor is important as well.
Posted by Bia in General | Aug 30, 2007 | 13 Comments | permalink
The bizarre and damaging fascination the gaming industry has with new technology is perhaps nowhere worse than in the state of the media as it stands. This is not the general media, which has a tendency to focus on narrow, headline grabbing issues that are often not accurately depicted or representative of the industry as a whole, but rather the media that is specifically focused on games.
This focus on technology is often without compelling reason. While in some instances it makes sense, as in discussing the system requirements of a game or the strict comparison between the hardware capabilities of two different consoles, but often it is completely beside the focus of the games as to be a distraction. If there are discussions on polygon count, size of the data, or a hyped sentence of the depth of a physics engine, I tend to become wary.
Because while those may be important parts in putting together the package of the game, they are not, in and of themselves, the game.
I think some may disagree with me. In an early discussion on the Wii Overlords article, one person who agreed with it called himself technophile and mentioned that these things mattered. I frankly must disagree, because the approach with the game industry and media is very different than how the movie industry and media approaches advertising a product.
Movies, even bad ones, will have the focus on the story, on the excitement, drama, and action. Movies will focus the potential customer on the primary experience of the movie: the act of viewing the movie itself. The technology used to create a movie will, at best, be granted an occasional side-story, as was the case for the Massive engine used in the Lord of the Rings films or Deep Canvas system used for Disney's Tarzan. Even the most effects driven movies will not have the technology used in creating these special effects brought into the forefront.
Somewhat ironically, this can create a case where a film will utilise industry shifting technology, and the general public will often not be aware of the effect the film had. For instance, there was a film in 1993 which had a drastic effect on the film industry and the movie viewing experience. While it was a huge blockbuster, few people know the effect it had, because that technology shift was not a large story. The technology helped to improve the viewer's experience, but knowledge of the technology was not necessary.*
In the game's industry, this situation is often backwards. We have the technology used thrust upon us almost from the first announcement, such that it may be easier to find out what goes into creating the game than what has actually come out of the creation.
If you look at a website for information on a forthcoming title, you will often be greeted with picture after picture of screens from the game. These may be very nice, high resolution screen captures with the intent of showing off how much effort has been put into making a game look nice. This will be followed with videos of the game, again showing off the smoothness of animation, clearness of audio, or how good the physics engine makes things act.
What none of these things do is engage the player. For that, you need a game demo. The game demo is the equivalent of a movie trailer. It provides the product for the consumer, in miniature. Demos are nice, but somewhat more rare than the screen capture or movie.
Why does this situation exist? I can only assume that it is because providing information and commentary on upcoming games is big business. Websites dedicated to this do very well selling memberships, providing inside information, and giving those exclusive looks.
A look is all it is, however. While I confess that recently I found myself on one such site looking for information about an upcoming game I have been anticipating (Guitar Hero III: Legends of Rock), at the end of a trailer and two interviews, I had to turn it off. The information was particularly worthless because without the chance to try any of the new gameplay, it is not possible to have an informed opinion. Both interviews ended with "buy this game", which I may do, but I hope to have the chance at a demo version first.
These websites cannot provide demos of games, at least they cannot do so directly. At best they can pass along information that developers could do themselves via press releases and blog posts. However, the public seems to clamor for more information now, so is willing to pay for what could be gotten for free.
I wish there were a stronger analogue of the movie industry. Perhaps a company could provide a very short "teaser" demo. Perhaps it only covers a couple minutes of game play. A single fight in a role playing game, or just the ability to try out a few punches and kicks in a fighting game. It need not examine the entire depth of the game, but if it gives some early sense to the player of what it feels like to play, that is significantly more valuable than seeing screen capture after screen capture.
Further on down the line, provide a few longer demos. Again, it need not be long, but if well constructed, it should provide some of the story (if any), and progression in the game. Such a situation would be far more beneficial to the player and the company, instead of our current situation which seems to put the needs of both behind the business of the media.
*For the curious, the movie was Jurassic Park, which pushed for the change to digital sound in movies and theaters.
Posted by Bia in General | Aug 01, 2007 | 14 Comments | permalink
Many years ago, I was working on my first novel-length writing project. I wrote it on weekends when I was not focused on work or classes. One day at work, I was talking about it with a co-worker and she mused that maybe she should write a novel. It seemed easy. At the time, I did find it easy. I had a loose plot, some characters, and few distractions. Over the course of about nine months, I actually completed the novel. But I also realised that it was not very good.
Since I had an interest in improving myself as a writer, I began to take classes. I began to converse with other people who were also writers and looked to hone myself. What I found that was while I did improve as a writer, the ability to put together a long piece of fiction was harder. I have started an number of novels since then. None have yet been completed, but some have begun to turn into stories that may, one day, step far beyond the quality of that first completed novel. (Much like many youthful writers, I had a series of aborted projects before that, too.)
In a philosophy class I took, my professor told a story of his days in a writing course. He mentioned that early in the class they were given writing assignments with very loose guidelines. Write about a certain topic with few limitations. These assignments were easy. He could write for hours on a subject with little problem. I am certain most of the population could do the same, if a grade were on the line.
One day they were given an assignment to read a random chapter in their book and then summarise it in under a thousand words.
This assignment had him completely turned around from the previous ones. Before he had had an easy time, now he could not find what to say or how to say it.
The question arises as to why this is the case. Why did my professor, who had such an easy time with the first assignments have such trouble with this summary? Why did my writing, while improving in quality, also have me struggling to complete a story?
My co-worker was wrong. Writing is not easy. Or rather, good writing is not easy. And good writing very often stems from limitations. Consider two different writing assignments. The first is about someone who is waiting for someone else who is late. The second is about two characters and neither is allowed to talk.
The second is a more difficult story to write. But if you approach that story, you have to think about how to make it work. The way you write the story will require a more creative approach, such that it is not possible to write it well without applying yourself.
When I run writing events, I design them with this in mind. If you consider the microfiction tournament, each successive round had requirements that were progressively more difficult. While this was meant to match the increased difficulty on one hand, the other was a desire to see the players involved apply themselves at a greater level.
The common adage "necessity is the mother of invention" applies. Increasing the difficulty by providing an additional challenge forces the writer to engage in the craft at a higher level, thereby improving the writing.
Other creative endeavors will be similar. Poetry is an obvious example, where there are numerous difficult forms. Paint a picture using only tints of blue. Compose a song with only minims and quavers.
This is not to say that such limitations are necessary, just that by using them the writer, painter, or musician will be able to improve his or her craft more than without. Limitations are not obstacles, they are tools to be utilised.
Game design will be similar. If there is a limitation, something preventing the sky being the limit for the designer, he or she will have to come up with a creative way to achieve a goal. In the realm of computer games, this may be near absolute. There are some things that are not possible, due to limitations of hardware.
However, there is constant momentum to bypass these problems by keeping the hardware baseline moving forward. Rather than letting designers work within the limitations, they are told to use the upgraded graphics and sound.
That means time must be spent understanding these upgraded graphics. While this may make for a pretty product, it also means that the designers are working on those and not the core part of the game that makes them fun. In movies when this happens, the product is hollow and forgettable.
Consider the Wii. While it is in some respects and innovative and revolutionary product, the core hardware is very similar to the GameCube. As such, there is far less difficulty for designers on one to transition to the other. Likewise, Nintendo has apparently developed programs that will aid designers in the interface.
What is left is that there is little time that needs to be spent understanding the machine, so that creative energy may be applied to designing the game. However, there are limitations, and from there the more creative solutions will appear and, with hope, make even greater games.
Three Rings, I must note, operates similarly. Our games are programmed in Java, which has a number of limitations in comparison to other languages, such as C++. Overcoming these limitations requires creativity and no small amount of skill. But the games that we have are engrossing and fun. They also have the advantages of Java, in that they may be played on nearly any computer.
With hope the creativity and skill can approach the limitations that exist such that our games continue to be the most fun possible.
Posted by Bia in General | Jul 12, 2007 | 21 Comments | permalink
Much like Hypnos, I have been mulling over the Wii Overlords article for the past few days. Much of the discussion I have read has focused on the viewpoint of the author. Certainly, as the brother of one of the designers for Gears of War he is not unbiased.
My initial reaction to the article is one of great caution. The urge to cater to the hardcore element of the industry is one fraught with danger. One could look at the state of comic books in the United States to see the state of an industry that has done exactly that for the past twenty years. Sales are down to a fraction of what was achieved, and the actual media has been marginalised. Certainly it is not due to a lack of interest in the product; even mediocre movies based on comic books regularly earn blockbuster status in the theatres.
While the video game industry is not a direct comparison, over the past five to ten years it has increasingly catered to the so-called hard-core element. Sales have not yet suffered, but competition has narrowed (both in terms of focus and the number of companies providing products) and budgets have continued to increase. Continuation along the same path could be a very unwise decision, economically.
However, there may be a valid point of core concern within the argument. At the very least, he brings forth some interesting questions. In truth, I do not think the concern is truly about hardcore versus casual but rather a focus on game design choices. What importance should technological advancement play in video games design?
The recent focus on hardcore gamers has gone hand-in-hand with a near religious adherence to advancement. This makes sense, in as much as those players are more likely to be people who will have the latest multi-channel audio systems, large flat-panel HDTVs, and computers running five-hundred dollar video cards. This approach has clearly worked in some ways. Games aimed at this market are very pretty. The production standards are high.
But I must stop and wonder, right now, why is such advancement tied to game design so closely? I cannot think of any other industry where this is true. In most cases, a revolution in design will happen in two ways. First, someone working on a product will consider a piece of technology and how it can make the product better, easier, more efficient, or more impressive. The internet was not a piece of technology developed for fiction writers, but they have managed to utilise it quite well to further their craft.
Second, a creator will want to do something and be force to figure out how to do it. In some cases, this leads to technological innovation. You can see this with movies, as new technology is developed to make special effects more impressive.
In both cases, the creation comes first; technology is a tool, not a directive. In video games, the paradigm seems to be backwards. Technology drives the game design. What this sadly seems to generate is a situation where emphasis is put upon the technology and not the design itself.
We can look at Gears of War as an illustrative example. During this year's Game Developer's Conference, it did quite well in the Game Developer's Choice Award, winning awards for technology, visual arts, and game of the year. Afterward, there was a bit of discussion among the Ringers about the appropriateness of these choices. When I finally got a chance to play the game, this discussion crystallised itself.
Gears of War is a visually impressive game. I am sure it does quite well with the technology it uses. However, as a game, the design felt very dated. The third-person action setting is not innovative and despite the addition of a few interesting manoeuvers it felt derivative of many games that have come before. In comparison to the other options available, it seems the award was more for popularity than innovative design.
While I do appreciate pretty games, I must question why so much energy is dedicated to utilising new technology rather than pushing the boundaries of design. I honestly cannot see, as the overlords article, that the hardcore game design truly provides an in-depth and unique experience that truly utilises the advantages of video games. While I may enjoy the occasional console RPG, I usually do not find the storytelling, characterisation, or immersion to be any more advanced than a choose-your-own-adventure novel. In many cases, even that amount of branched storytelling is too much.
I shall explore some design choices and options next time, as I am more sure that, contrary to what the article argues, technological adherence is detrimental to good game design rather than an enabler.
Posted by Bia in General | Jun 17, 2007 | 14 Comments | permalink
The two plus years I have worked as an Ocean Master have been incredibly fulfilling. Not only have I been able to engage myself in a wonderfully dynamic and active game, I have wonderful co-workers and have met many creative and enthusiastic players. Without a doubt, this is the best job I have ever had.
With that said, not everything we Ocean Masters do is all fun and games. At times, the work can be trying and even a bit annoying. The times I have had to try and patiently explain a concept to a player through a difficult language barrier are ones I do not look forward to. But they come part and parcel with the ability to run events and oversee the efforts of the GCPP.
Some of the least fun times come when we have to essentially tell a person that they are no longer welcome in our game. As much as it may seem otherwise, we do not look forward to banning players. Indeed, from a business perspective, it is an action that seems immediately wrong. Players are our customer base and our livelihood. While my job may be much easier if I never had to deal with players, it would also not exist as a job.
At its core, the decision to ban is one where we weigh the potential benefit from a player to continue playing against the potential detriment for the same. You can consider this as a balance between the positive and negative contributions the player has to the community and game as a whole. Some players do very well to encourage others to have fun with them. Other players are quite divisive and difficult to get along with.
Simply being controversial and argumentative is not enough. We do like to encourage competition between players. Preferably good-natured competition, but it is often difficult to control such a line. But even so, we have rules to provide guidelines for what is or is not acceptable. If you cross a line, we will issue a warning. Cross one too far or too often, and we must regretfully show the player the door.
Sometimes, after a ban, we will be questioned. This can be a question of the nature of the infraction that led to the ban. A few times, we get the question of the appropriateness of the ban. In the case of a rules interpretation, this is usually not difficult, but may lead to some lively debates on the forums.
The strangest, to me, response is one that brings in the character of the banned player. If I may create a fictional argument: "Why was Beardedpirate banned? He is just playing a character in a game who likes to start fights. If you knew him in real life you would know that he is not like that at all. He is really just a nice guy and would not harm a fly."
Whether an unfortunate accident of geography or not, we do not know most players in real life. As such, we really cannot consider their character as such because it has no bearing on the game. If you choose to play a character who breaks the rules, then we must only consider the rule breakage in our decision. How accurate or not that is to your actual demeanor is irrelevant.
Consider two hypothetical players. The first is Mahatma Gandhi. He was a wonderful person, but if he played Puzzle Pirates in a manner inappropriate for the game environment, we would have to ban him, even if he did so as a conscious decision to escape his every day life.
The second player is Attila the Hun, among the more notorious and despicable historical figures. Even if he were a war-loving player, he would be allowed to play as long as possible provided he followed the rules. This is true regardless of how he may conduct himself outside of the game.
Our decision to ban Ghandi would likely be quite controversial, especially if players knew that Attila was allowed to continue playing, but the first broke the rules despite warnings while the second followed the guidelines we have established. Within the context of Puzzle Pirates, that is all we can consider.
Posted by Bia in General | May 18, 2007 | 81 Comments | permalink
Bia's Blog is a part of the Puzzle Pirates Blog Network. More...


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"AMERICA'S NEXT TOP MODEL" � (9:00-10:00 p.m. ET)
"Hawaiian Hip Hop" (CONTENT RATING TBD)
ONLY TWO GIRLS LEFT STANDING � The final four girls learn some hip hop hula moves before channeling Pele, the Hawaiian goddess of volcanoes, during this week's photo shoot. Jay reveals that two girls will be sent home in this week's elimination. The guest judge is Seventeen Magazine editor-in-chief Ann Shoket. (#1311).

subset: commoncrawl


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- BizPaL
- Business Directory
- Business Visitation Program
- Community Profile
- Economic Development Strategy
- Fabricated Metals Cluster
- Foreign Trade Zone
- Incentives
- Physician Recruitment
- Port Colborne Pilot Incubator Project
- Real Estate
- Service - to - Business Database
- Start A Business
- Youth Entrepreneurship
- Contact Us
Port Colborne's Fabricated Metals Cluster
The availability of a skilled workforce, affordable serviced land, and multi-modal transportation links has long made Port Colborne home to a fabricated metals cluster. Port Colborne's strength in the field has contributed to Port Colborne adding manufacturing jobs in recent years, in reverse of the North American trend.
With large-scale, capital intensive manufacturing facilities, custom production drop forges, and machine and welding shops, Port Colborne offers many advantages to producers looking to contract fabricated metals work.
A locally owned and operated rail-way, docks and stevedoring facilities, and transportation/logistics companies are all based in Port Colborne. This gives a comparative advantage to all producers, capable of sending products to markets across North America and the world.
The fabricated metals cluster in Port Colborne has extensive experience in:
-Custom quality forgings;
-Fabrication, machining and assembly for power generation, oil and gas, mining, transportation, and milling industries;
-Custom fabrication and welding from plate steel, stainless steel, carbon steel pipe and tubing, structural steel, and other materials; and
-Rebuilding, repair, and assembly of large diesel engines, gearboxes, air compressors, and related equipment.
The fabricated metals cluster in Port Colborne is represented and supported by the Niagara Industrial Association.
Fabricated Metals Cluster Companies
The following list of companies involved in Port Colborne's fabricated metals cluster is sourced from the 2009-2010 Niagara Canada Business Directory, sections "332-Fabricated Metal Product Manufacturing" and "333-Machinery Manufacturing".
Allied Marine & Industrial
Barber Hymac Hydro Inc.
Algoma Ship Repair
I M T Partnership (PC Forge)
ITT Ontario Pro Services
J T L Machine Limited
J. Oskam Steel Fabricators Ltd.
Magnum Crane Sales Inc.
North American Tool & Die
P R W Fabrication Ltd.
R.J. Gillespie Enterprises Ltd.
Thurston Machine Co. Ltd.
For contact information on these companies, view the Service to Business Database at http://www.portcolborne.ca/page/service_to_business_database
Contact Information
For more information or further assistance, please contact:
Economic Development Officer
City of Port Colborne
66 Charlotte Street
Port Colborne, Ontario, L3K 3C8
Tel: 905-835-2900 ext. 502
Fax: 905-835-2939
Email the Economic Development Officer


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Jim Yong Kim plans to announce reforms that will make it easier for the World Bank to have more impact on ending global poverty. The head of the institution plans to discuss those changes with leaders next week when the World Bank and International Monetary Fund (IMF) member countries engage in a series of meetings.
Reuters reported late Thursday that Kim will have his first chance to make a real impact on the bank at the meetings, scheduled for Oct. 11–14 in Japan. He said that he wants the World Bank to lessen its emphasis on approving loans for development and concentrate more on getting results that make a difference.
He was quoted saying, "We're not ready to ask for specific changes yet … but if we are going to be really serious about ending poverty earlier than currently projected … there are going to have to be some changes in the way we run the institution."
Kim went on to say, "Specifically, I am going to ask the governors to work with us so the organization can move to a model where we move more quickly, we can make midcourse corrections more easily and where our board and our governors focus much more on holding us accountable for results on the ground in countries, rather than focusing so much on approval of large loans."
More specifics would come in April at the next meeting of member countries, he said, but added, "The need for these changes have been clear for a very long time."
He also pointed out that now was not the time to ask member countries to boost contributions to the World Bank, saying in the report, "At this point, I see really no appetite … it is not the time for us to have a discussion about a capital increase; this is something I don't think the donor countries are ready for."
Instead, Kim said the Tokyo meetings would focus on higher food prices and the struggles of farmers all over the world to keep producing in the face of climate change. Drought in the U.S. and in Russia's Black Sea region have driven yields down and prices higher, though not yet to the levels seen in 2008.
"This is the first drought that scientists clearly attributed to manmade climate change," Kim said in the report. "Climate change is real, the scientific community is in overwhelming in agreement about the dimensions about manmade climate change and we simply must face it."
An indication of the new direction he wants the bank to focus on is helping governments to create atmospheres in which businesses can thrive and create jobs.
In the report, he said, "One of the things we are trying to do is define more clearly what is the bottom line for the World Bank, what is it that we really do, and how we are going to organize ourselves so that every day we are working toward that bottom line." He added, "It seems clear that what we're best at and what people have the greatest passion for is to work to end poverty. The way we do that is by boosting prosperity."


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Kotaku has heard from a source that, beginning tomorrow, the Xbox 360's 250GB configuration, and the 4GB bundle that includes the Kinect sensor, will both get $50 price cuts at GameStop.
UPDATE: Our source says the drop is all versions of the 360, at least at GameStop. The 4GB 360 goes down to $150, the 250GB and 4GB w/Kinect down to $250 and the 250GB w/Kinect down to $350.
Additionally, Cheap Ass Gamer has heard the same thing according to this forum post.
We've reached out with additional inquiries as to how long this price cut will last—it seems to be only for GameStop, though, not an overall product price drop. Still, if you were in the market to buy a machine, like, oh, after its disc drive failed on the same day you paid $350 for plumbing repairs, there's never been a better time to buy. Mine, naturally, arrived on Tuesday.


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And a quick word to Trina from Beginner Beans before I move on - Thank you for the interview! I enjoyed myself and am so thrilled to be a part of your blog today! Read the interview HERE.
Originally it started with cinnamon, apples, and lots of cream... now it's vegan-ized and depends on the produce available.
Baked Oatmeal holds a lot of memories. We first indulged in our favorite variety in Oklahoma (mentioned above); our brown L-shaped couch swallowing us as we cuddled and watched TV or Paul studied for his next exam. The next memory comes at another great time in my life - My sister made a lovely version with rice milk found at Veggie Meal Makers for me just after Big Blue Eyes was born. Everything else seemed to bother her tummy (we had not yet found out about casein causing her colic-yness) but this didn't. I was overwhelmed and, I'll admit, depressed (postpartum depression is a real thing, ladies and herbs can help!). It felt like I couldn't do anything but hold my precious baby who was so pained at the time and cooking was the last thing I had on mind, especially in the morning when I was starving. When Alli brought a large pan of baked oatmeal, it saved me for a week. And then in five minutes, I threw the next week's batch together. Oats can also help increase breast milk supply which can be helpful those first couple weeks. This is a great recipe with gentle ingredients to make for new mothers. I know it's what I will be turning to next time someone is in need of a dish.
I slowly forgot about baked oatmeal and what a relief it can be to your schedule and your wallet.
However good things always make their way back around! We stayed at my mother's house this summer and she whipped us up a batch using coconut milk and her farm-fresh eggs. She modeled it after a recipe in Super Natural Every Day by Heidi Swanson.
Heidi Swanson blogs over at 101cookbooks and has three books published. She is a renovator in the kitchen and all of her recipes (although not all gluten or dairy free) and photographs have such love put into them that I can't help but daydream about making each and everyone.
This is my version of baked oatmeal inspired by mother, my sister, and Heidi Swanson's recipe. I love that Heidi put slices of banana underneath the berries which creates this wonderful sort of caramel banana flavor.
Change up the flavors if you like and use different berries or use cut apples or pears for the fruit with double the cinnamon and a dash of nutmeg. I made this for Independence Day and baked blueberries on bottom with raspberries on top - red, white, and blue looked great and would be fun for kids! You can also add chopped nuts or shredded coconut if you like.
Of course, I used whole chia seeds. But you can feel free to use ground chia or ground flaxseeds to substitute.
2 c oats (gluten-free certified if sensitive)
2 T whole chia seeds (ground flaxseeds also work here)
1 t baking powder (I have to admit I frequently forget this)
1/2 t sea salt
1 1/2 t cinnamon
1 can coconut milk (I've used both light or heavy with success - 400 ml)
1 T vanilla extract
1/3 c maple syrup or 2 T agave nectar or 2 t stevia extract (make your own)
1 1/2 t coconut oil for greasing
1 banana
1 1/2 c berries
1. Preheat oven to 375 degrees.
2. Grease 8x8 ovenproof dish with 1 1/2 t coconut oil
3. In a bowl, mix oats, chia seeds, baking powder, salt, and cinnamon. Add sweetener of choice and vanilla extract while stirring.
4. Slice a banana to cover bottom of dish in layer. Top with one cup of berries and then oatmeal mixture. Pour coconut milk over the top of the oat mixture. (Heidi suggests giving the dish a couple of good thwacks against the counter). Top with remainder of berries.
5. Bake 40 minutes. Let cool 10 before serving. Refridgerate remainder to be eaten cold or reheated the next day. Serve with banana ice cream if you like!
The longer you let this cool, the more it will stick together so don't disheartened if in your eagerness you grab a slab right out of the oven and it falls apart. Mine did too! It still tasted delicious though!
IF you are looking for gluten-free oats, Amazon has a great price on Bob's Red Mill Gluten Free Whole Grain, Rolled Oats, 32-Ounce Bags (Pack of 4). Vitacost also has them (here's a $10 gift coupon).
Shared this recipe on Allergy-Free Wednesday.
A few pictures from the weekend at my Mother's House. Also if you missed it, there's an interview over at Beginner Beans HERE.


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Helen Mirren talks royalty and 'Doctor Who'
LONDON (AP) — Helen Mirren is a star of stage and screen — and now stage on-screen.
Mirren's award-winning performance as Queen Elizabeth II in "The Audience" will be beamed this week from London's Gielgud Theatre to hundreds of movie theaters around the world in a live broadcast.
It's the latest step in Mirren's glittering regal procession as the monarch. She won an Academy Award for playing Elizabeth in the 2006 movie "The Queen," and gained an Olivier stage trophy in April for her reprise in box-office hit "The Audience."
But the actress, who has made a career of not being typecast, had to be persuaded to wear the crown a second time.
"I really didn't want to play the role again," Mirren said in an interview before another evening donning tiara and pearls. "I was very resistant."
Mirren was won over by the quality of the creative team, which includes director Stephen Daldry, award-winning stage designer Bob Crowley and playwright Peter Morgan, who wrote both "The Queen" and "The Audience."
"It was just an amazing team, and I thought, 'If you walk away from this, you're an idiot,'" Mirren said.
She also felt there was more to explore about the queen, an intensely private and uniquely public figure.
"She's at the same time completely known and completely unknowable," Mirren said. "So there's this extraordinary dichotomy of a very familiar person who is a complete mystery at the same time."
"The Audience" imagines the private weekly meetings between the monarch and Britain's prime ministers — 12 in all — over her six-decade reign. Mirren gives a delicately nuanced performance, both regal and vulnerable, in which the queen grows from a tentative 20-something to wise octogenarian while retaining a core of solitude.
Mirren is not a monarchist, but says she has come to sympathize with Elizabeth and the burden of her position.
"This is a woman who has lived with nonstop admiration and a lot of sycophancy, but at the same time is a very straightforward, pragmatic, down to earth person, I suspect.
"It's a life of incredible luxury in many ways, but I don't think luxury is her default mode. I don't think she likes luxury, actually. I think she'd be far happier on a tractor with muddy boots in the kitchen and lots of dogs running around."
"The Audience" will be broadcast to cinemas across Britain and around the world Thursday. Some movie theaters will show it live, while others will show it at different times throughout the summer.
Live theater broadcasts have become a surprise hit since Britain's National Theatre launched its NT Live program four years ago with — fittingly enough — a production of Jean Racine's "Phedre" starring Mirren.
What began as an experiment inspired by the Metropolitan Opera's cinema broadcasts has quickly become a cultural fixture. From an initial 280 theaters, the broadcasts now go out to almost 700 venues in 25 countries.
Eight shows a year get the NT Live treatment. Most are National Theatre productions, but some, like "The Audience," come from other theaters. Next up is Kenneth Branagh's "Macbeth," to be broadcast from the Manchester International Festival on July 20.
"It's been way beyond our wildest dreams," said David Sabel, executive producer of NT Live. "When we launched it, it was very much an experiment. We were quietly confident, but there were a lot of questions about whether it would work.
"In the past when theater has been filmed, they've put the cameras at the back or on the side so as not to disturb the audience," he said. "And that's why you end up with a product that looks like it wasn't meant to be filmed."
NT Live's approach was to treat the plays like live sports broadcasts, using multiple cameras, tracking shots, and close-ups to merge the immediacy of live theater and the intimacy of film.
Mirren knows from experience the challenge of playing to a live audience while cameras, occupying some of the seats, film the action.
"It's very tricky, because there's such a world of difference between theatre acting and film acting, and this absolutely is right in the middle," Mirren said.
"It's not a process that you get to practice a lot, so it's a bit of a crapshoot. You're working in the dark really, and there's no chance of going back and going 'Oh God, can we do it again?' You just have to go for it, in the way that you do in the theater."
"The Audience" ends its West End run on Saturday, but Mirren may not be finished with the queen yet. She says the play may transfer to Broadway — "but not for a while."
At 67, Mirren is at the top of her game. In a 45-year career, she's gone from the Royal Shakespeare Company to screen notoriety in the racy "Caligula" to movie classics such as "Excalibur" and "The Long Good Friday." Millions know her as steely detective Jane Tennison in the long-running TV series "Prime Suspect," and she can currently be heard as the voice of a sinister creature in the animated movie "Monsters University."
Dame Helen Mirren — she received the female equivalent of a knighthood in 2003 — is as much a national treasure as the queen, though a considerably less buttoned-up one.
She has even been suggested as the next star of "Doctor Who," the beloved BBC sci-fi series about a space-hopping, time-traveling alien hero. Eleven actors have played the role since the show began in 1963, and a 12th is to be announced soon.
That has sparked intense speculation among the show's millions of fans, with some wondering whether the role might go to a woman for the first time. One bookmaker is offering 25-1 odds on it being Mirren.
"Oh, please — I would put much longer odds on it than that," she scoffed.
"But I think it's absolutely time for a female Doctor Who. I'm so sick of that man with his girl sidekick. I could name at least 10 wonderful British actresses who would absolutely kill in that role."
The Audience: http://www.theaudienceplay.com/home/
NT Live: http://ntlive.nationaltheatre.org.uk/
Jill Lawless can be reached at http://Twitter.com/JillLawless


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Reynolds returns to lineup as slump persists
CLEVELAND -- Mark Reynolds' career has been filled with peaks and valleys. The Indians' designated hitter is currently trying to find his way out of a canyon.
Reynolds was back in the starting lineup Sunday after sitting Saturday for the first eight innings of the Tribe's 9-4 loss to the Tigers. Reynolds entered as a pinch-hitter in the ninth and struck out, continuing his recent slump.
"It's just a confidence thing," Reynolds said. "You get in those funks and it's tough to get out. I've done it before, so I'm not freaking out or anything. I've just got to go back to square one and square a ball up, and hopefully things will turn for me."
Reynolds entered Sunday mired in an 0-for-20 spell that included 11 strikeouts over a span of six games. In his past 53 games, Reynolds hit .177 with a .273 on-base percentage and a .249 slugging percentage. In that span, he had four home runs, 18 RBIs and 74 strikeouts against 22 walks.
That is a drastic contrast to Reynolds' first 31 games, in which he posted a slash line of .291/.367/.645 to go along with 11 homers, 29 RBIs, 32 strikeouts and 14 walks. Reynolds averaged one strikeout per 3.4 at-bats during that stretch. In the 53 games since, he has one strikeout per 2.4 at-bats.
The recent strikeout rate is more in line with Reynolds' career, which has included an average of one whiff every 2.6 at-bats over 853 games. The designated hitter (and part-time first and third baseman) has seen his batting average drop to .220, below his career .235 mark from tours with Arizona, Baltimore and Cleveland.
"Pretty much everything is off," Reynolds said. "I pretty much had the worst four at-bats I've ever had [on Friday], and things start snowballing on you and it gets in your head. I've got to go back, get in the cage and work and get out of this thing."
Reynolds said he has been over-aggressive on inside pitches and has watched outside pitches go for strikes. Earlier this season, he did a better job of going with what the pitcher gave him, hitting outside offerings to the opposite field at a higher rate.
Right now, Reynolds is looking for anything to get him going again for the Tribe.
"It's a swinging bunt, a blooper, anything," Reynolds said. "It's like anything in life. Once it starts rolling the wrong way, it's tough to get out of it. I told you guys, it happens. It happens to the best of us. Hopefully I'll be laughing about this in a couple of weeks."


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All technical terms relevant to pairing are defined in the [Glossary] at the end of this manualTraining
You can also set the probability that a player does not get paired at all. This can happen in real life if you impose too many restrictions on the draw via the [Group] function for example. You will then need to edit the draw manually.
Of course in normal circumstances there should be no need to edit the draw. It is Sods law however that when you do need to, you will be doing tthis under pressure and so GoDraw has made this as easy as possible. It is your duty as DrawMaster to be prepared for this eventuality!Error Messages
You are given a warning box when deleting players or trying to exit GoDraw with unfinished edits in progress.Bug Reports
If you do get a software error alert, please just exit GoDraw and email the error log to [BGA DrawProgram] with a description of the event. There is no point in emailing anything to the vendor of the operating system! Errors will be dealt with promptly. Very often the error will vanish on reloading the program.


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IBM seeks standard to link chip models with tools
Keywords:interface standard? chip model? design tools?
An IBM executive has called for standards to link chip models with simulation tools in an effort to lower design costs and shorten time-to-market. The Power.org group IBM leads is about to start an internal effort to define such a standard for cores used in Power CPU-based designs.
The call came at a seminar on design virtualization hosted by Vast Systems Technology in the U.S state of California. At the event, speakers agreed engineers need to use virtual platforms to shrink design time and cost, but they indicated the emerging methodology still has many holes, including a lack of cost and energy models.
"We develop models for our cores within IBM, but for the design process to be effective we need to get these models into the proprietary tools of companies such as Vast and others," said Michael Paczan, chief technology officer of Power.org and a former lead Power PC designer at IBM. "That's where we need interface standards," he added, speaking on a panel at the event.
"Within the Power.org group we are in the process of defining the scope of a new technical subcommittee in modeling and virtual prototyping," said Paczan." In the next 45 days this subcommittee will start defining interfaces to allow interoperability between tools and portability of models between them," he said.
Last year, Vast made a proposal to the Power.org group on the issue, Paczan said. The group aims to embrace the work of new tool vendors such as Virtutech as well as other efforts based on SystemC and many other existing models and tools from other vendors.
"People have an installed base of tools and models they can't just throw away, so standards have to try to work with them all," said Paczan.
Accurate, high-speed models
Speakers at the event said engineers need to move to a new model where hardware and software are developed in parallel using accurate, high-speed models at the chip and even the system level. Several dynamics are driving the new direction.
"There is massive complexity today when cellphones are as complex as desktop PCs were 10 years ago," said Paczan. Virtual prototyping is "the only economical way in which you can build systems," he added.
Shifting from design based on a more linear model where hardware engineers hand off their work to software developers will take time, said Mark McDermott, a professor of engineering at the University of Texas in Austin who was also on the panel, "It can take a couple generations of engineers to change a design mindset," McDermott said.
McDermott and others praised the tools from Vast and others that are giving engineers choice in modeling more processor types at greater speeds than has been possible with other methods such as dropping a CPU core into an FPGA design flow. However, there are still gaps in the emerging approach of using virtual prototyping.
"One thing we are missing is accurate cost models," said McDermott who developed SoCs at Intel Corp. and Motorola Inc. "The software can still kill us because we have no idea how long it will take to develop," he added.
Missing energy models
In a world increasingly driven by mobile systems, energy models are also missing, said Grant Martin, chief scientist with Tensilica Inc. who attended the event.
"We are much farther behind in this area," Martin said. "We have done some things with energy modeling for our devices at Tensilica, but you really need to know about the energy models for other devices in a system—so we need lots of friends," he added.
Paczan pointed to the complexity of three major ASICs in the Playstation3 as an example that shows system-wide models are needed for virtual prototyping.
"I'd also like to see these tools get into mechatronics because there will be a lot of work ahead in sensor networks and robotics," said McDermott.
- Rick Merritt
EE Times
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In-person services may vary during the semester. Please see our listed hours and contact information. It's a good idea to contact us before arriving.
High School and Homeschool Programs
Ready to start earning college credit? Finger Lakes Community College has several options for high school and homeschool students looking to get a jump-start on a successful college experience.
Take college classes:
At your high school
FLCC's Gemini program provides high school students the opportunity to earn college credit while they're still in high school. That's right—you can earn college credit during your regular school day without ever leaving your high school! Get the details »
At an FLCC campus
FLCC's Early College Scholars program is perfect for students who want to get a head start on their college career by completing courses at an FLCC campus location. A popular option for homeschool students and select high school students, there are also opportunities to apply for a scholarship to help offset the cost of tuition. Learn more »
About the Office of Concurrent Enrollment
FLCC's Office of Concurrent Enrollment offers educational opportunities for high school-aged students (including homeschool students) who are seeking to get a head start on their college education. We provide students with an individualized advising plan that takes into account the student's educational and career goals and finances.
Our Programs
Pathways Speakers Program
For any student, choosing the right academic or career path can be challenging. To help navigate this process, FLCC's Pathways Speakers Program will provide students at local schools with expert knowledge from professionals in a variety of fields.
ContactsOffice of Concurrent Enrollment
3325 Marvin Sands Drive
Canandaigua, NY 14424
Phone: (585)785-1669


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How long would you wait in line to see your favorite band perform? For some fans of One Direction in New York City, the answer is upwards of four days.
TVGuide.com checked out the scene at Rockefeller Plaza where hundreds of fans have been camping out in anticipation of the British boy band's performance on the Today show Tuesday morning. The line spanned multiple blocks, with kids (and even some parents) waiting excitedly to get a glimpse of Niall, Zayne, Liam, Harry and Louis.
Check out photos of the One Direction fans camped out for Tuesday's show
Watch our video below to find out why "Directioners" are the best fans in the world, what they'd do to see the band perform and which guy is their favorite. Plus: How many kids ditched school for the show?


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If you like the style of your current cabinet doors but want to change the color, cabinet painting is one of our services that might work for you. (Please note that this service has limited availability and is only offered in some locations.)
What is cabinet painting
Cabinet painting involves removing all of your cabinet doors & drawer boxes. Then we prep them for painting by cleaning any residue or build-up, and fixing minor defects in the wood. The doors and drawer fronts are professional primed and painted off-site. We will also prep the cabinet boxes and face frames and apply new matching panels or primer and paint in the color of your choice. We then re-install all of the doors and drawer boxes. Depending on the type of cabinets you have, in some kitchens the hinges can be updated to a more modern style if requested. Adding new knobs and handles can also create a more modern look. When cabinets are painted a new color, the difference is very dramatic.
Is painting the right choice for my cabinets?
If your cabinet boxes are in good, solid condition and you're happy with the current style of your cabinets and layout of your kitchen, this may be a good option for you. Painting is the most affordable way to change the overall look of your kitchen. The most common cabinets that homeowners want painted are oak. Please note that the heavy graining of this wood type can sometimes make it challenging to paint them without any of the grain showing through.
Similar to painting your walls, painted cabinets are prone to nicks, dings, and scratches from every day use. If you are looking for a solution that will last approximately 2-5 years (depending on the use of your kitchen), this might be the right option for you. If you are looking for a more durable and long-lasting change in your space, considering our redooring or refacing services.
Is cabinet painting expensive?
Painting your cabinets is an affordable solution to change your cabinet color, however it is not a long-lasting solution. Is less expensive than redooring and refacing, but redooring and refacing include installation of all new doors & drawer fronts, custom-made to fit your kitchen in a new color and style of your choice.
Is it messy and time consuming?
Our process keeps mess to a minimum on most projects. Cabinet painting typically takes about five days, which means you can update your kitchen in time for an upcoming event. Cabinet painting is also a popular choice when prepping a home or rental property to place it on the market. When your cabinets are being painted, the doors and drawer fronts are taken off-site for approximately one week.
Are there other options?
If you are considering refacing your cabinets but that doesn't fit your budget right now, consider painting your cabinets now if they are good candidates for the service. You can upgrade the cabinet painting service to include the installation of end panels instead of paint on the boxes. Adding end panels will improve the appearance of the sides of the cabinet boxes, and also reduced the time and cost needed for refacing if you have us back in the future. If you decide to reface your cabinets later, we will order and install new cabinet doors, drawer fronts, molding, and veneer to match the existing panels that were installed.
Free Design Consultation & Quote!
What's the best way for YOU to get more kitchen for less money? Our experienced designers can help you decide—and give you a quote—for free!


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Teeny Lamothe's Grapefruit Pomegranate Pie
There are several fruits in this pie, but not in the way you'd expect. First, an egg yolk-and-cornstarch grapefruit custard is made, into which is added a cup of pomegranate seeds. The entire thing is ensconced in a whole-wheat crust, garnished liberally with whipped cream and, of course, more pomegranate seeds.
Why this recipe works:
- We are a fan of pies that use standard ingredients in a new way: lemon and lime curd has been done to death, but a grapefruit custard is something refreshing. Especially with the addition of pomegranate seeds, which provide a pleasing contrast in flavor and texture.
- The whole wheat crust works wonderfully well with the bittersweet bite of grapefruit. It's hearty, but with enough butter to give a fatty finish to every bite of pie.
Excerpted from Teeny's Tour of Pie: A Cookbook by Teeny Lamothe. (Workman). Copyright © 2014. Photographs by Sara Remington.
- Yield:makes 1 9-inch single-crust pie
- Active time: 1 hour 30 minutes
- Total time:several hours, including baking and cooling
- 1 1/4 cups granulated sugar
- 4 tablespoons packed cornstarch
- 2 cups freshly squeezed grapefruit juice (from 3 to 4 grapefruits)
- 3 large egg yolks
- 2 tablespoons unsalted butter
- 1/2 teaspoon lemon extract
- 1 1/4 cups pomegranate seeds
- 1 prebaked 9-inch whole wheat crust (ingredients below)
- Whole Wheat Crust
- 1 1/2 cups all-purpose flour
- 1 cup white whole wheat or whole wheat flour
- 2 teaspoons salt
- 2 tablespoons granulated sugar
- 3/4 cup (1 1/2 sticks) cold unsalted butter, cut into small pieces
- 1/2 cup (4 tablespoons) cold vegetable shortening
- 1/4 cup (4 tablespoons) cold vodka
- 1/2 cup (8 tablespoons) cold water, plus extra as needed
To make the pie crust: In a large bowl, stir together the flour, salt, and sugar until everything is thoroughly combined. Add the butter and shortening and cut the mixture together using a pastry cutter until it forms small pea-size crumbs coated in flour.
Pour the vodka evenly over the dry ingredients, a few tablespoons at a time, using a rubber spatula to press the dough together. Similarly, add the water, and continue to press the dough together to form a large ball. The dough should be fairly wet and sticky; if for some reason it seems particularly dry, add a little extra ice water a tablespoon at a time until everything comes together easily. (Be careful to work the dough as little as possible; otherwise the crust may be tough.)
Divide the dough into two equal balls, press each into a disk, wrap each in plastic, and refrigerate for at least an hour or up to 2 days before rolling out.
Note: This recipe calls for only one disk of dough; the other can be kept in the freezer up to 3 months.
To prebake the shell, place dough in pie plate. Prick the bottom and sides with a fork. Freeze for twenty minutes, until dough is hard.
Preheat oven to 350. Remove frozen dough and line with parchment paper or aluminum foil, taking care to press it up along the sides. Fill the paper or foil with pie beads or dried beans or peas. Bake the crust until it's set, about 15 minutes, then lift out the weighted parchment or foil and let the crust bake until it's golden brown, an additional 10 minutes or so.
Let the crust cool on a wire rack or countertop, and fill with grapefruit curd.
To make the filling: Whisk together the sugar and cornstarch in a medium saucepan until combined. In a small bowl whisk together the egg yolks with 3/4 cup water. Stir in the grapefruit juice, and pour into the saucepan. Whisk everything together until the mixture is smooth and a little frothy; the sugar and cornstarch should be fully incorporated.
Cook the grapefruit mixture over medium heat, whisking constantly, until it begins to simmer slightly, about 8 minutes.
Continue to cook, still whisking constantly, over medium heat until the mixture comes to a full boil, about 1 minute. Let boil for 1 minute, again whisking constantly and scraping the bottom of the pan so the mixture doesn't scorch. Immediately remove from the heat. The mixture should easily coat the back of a spoon and look smooth and glassy.
Add the butter and the lemon extract to the grapefruit curd and whisk until smooth. Fold in 1 cup of the pomegranate seeds with a rubber spatula until they are evenly distributed.
Pour the hot grapefruit curd into the pie shell and let sit, uncovered, at room temperature to set and cool completely, at least 1 hour.
Spread whipped cream over the cooled pie, scatter with the remaining pomegranate seeds, and serve.


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Not sure how I missed this.. I really like this case. May have to look for one aftermarket.
Hello, any update regarding this?You've mentioned previously that the wired PCB will come with a set of single-colored SMD LEDs and will be available in different color options.Any information on which colors would be available?
Since I already started communicating with Victor, I decided to send him another email. Below is what he said about the wired and bluetooth PCB and estimated production finish. I will post the pictures later, when he sends them to me.First,about the wired-PCB LED color option.Of course, it still available.I had bought some kind of color SMD LEDs. They are Red,Pink,Golden,Blue,White,Green and Yellow.For users who have purchased a wired version,I will send a statistical form. Btw,I will send the photos of those LED light on the PCB to you tonight.Second,about the production schedule,in the past Mid-Autumn festival holiday,I went to the factory located in Shenzhen city.According to their internal production schedule,our TR-60 case still need about 10 working days,because of the Chinese National Day holidayit about 6~7 daysso it will take about 17~20 days.Third,about the wired PCB,the wired PCB production goes well,and because of the personal SMD LED color option,everyone need solder the LED by yourself.about the blue-tooth PCB and website, it is the biggest challenge in this project, the firmware engineer re-build more than 1/4 code of the firmware.The website, we had an functional prototype,and now only have Chinese version and not translate to English, and the new GUI is not finish yet.I hope I could give you or some others interesting this website an testing URL and account in 10 days later.
Here is Victor's reply about the LEDs, so you can think about which colors to choose. Below is the imgur link with images.LEDs are green, blue, pink(looks like purple), yellow, red and white, and according to the supplier said the pink is a little color deviation.By the way, in the last email I said the color had golden and yellow, but supplier said the two kind of LEDs is very similar light in vision. So finally they are 6 color options.Color----Green, Pink(Purple),Yellow(Golden), Blue, Red, White.https://imgur.com/a/1zWELqP
As you can see in my previous update he said that he will send a form to those who ordered the wired PCB.As far as I know Victor still has no access to foreign websites so the only way to communicate with him is through email.Since I am just a middle man and have nothing to do with the GB it's best if you write him an email for more specific questions.
I tried to email him but he did not respond. Are there any new updates regarding this? o-o
Quote from: Aerizu on Thu, 18 October 2018, 09:15:04I tried to email him but he did not respond. Are there any new updates regarding this? o-oHe usually needs a few days to answer so it might be a while. He sent me an email on Saturday and a second one on Monday but I haven't had the time to post it here yet. Below are the two emails and attached pictures.The first batch of five cases had arrived my home and I found I make a very silly mistake.When used the standard GH60 pcb which used the Mini-USB plug.Between the plastic sheath on the Mini-USB cable and the keyboard case had interference.This is my fault,and I think adjust the size of the back plate will solve this problem.I will send you the new design map snapshot today or tomorrow.I had adjust the back-plate size and render some pictures.The back-plate is resize from 15 millimeters to 17 millimeters.You can see an Mini-USB Female Plug in the render picture.I had sent it to the factory and they will fix the wrong back-plate size as sooner as possible.https://imgur.com/a/7parZSSI apologize for the late update but I was very busy during the week. It seems that the production is coming to an end and I don't think the backplate problem will add much additional time.I will write another email to Victor tomorrow (in cca 30h) regarding the ETA on shipping date, so if any of you have any other questions regarding the GB drop me a message on GH and I will include it in the email.
TriangleLabs last activity was September 3rd? Should I be worried ?Anyone else get any info shipping ?
It would be good if anyone of you who ordered the wired PCBs, can confirm or deny, that you received a form to choose the LED colors, so we can know everything is going according to plan.Victor said those should be sent out on 28th of October.
Hi Everyone, As mentioned in the GB post on GH, the wired PCB (TR60w) support SINGLE color 3528 LEDs. Each PCB comes with one set of LEDs in one color. As the production is almost done, it's time for you to choose the color of LEDs.For each wired PCB you ordered, you need to specify the color of LEDs you want. If you don't fill in this form in time, the LEDs will be white by default. Here is the URL on the google doc, please fill in this form, and I could buy all the LEDs from the supplier.By the way, because of the personalization options, the wired PCB's LED should soldering by yourself.
When are these going to be delivered? May try and keep an eye for after market.
I have received the form and have filled it out. He sent one email stating:He didn't include the google doc form originally and had a follow up email to include it. Along with this photo
...the hotswap pcb won't be compatible with cherry profile keycaps.
Quote from: suddenZenith on Wed, 14 November 2018, 15:18:15...the hotswap pcb won't be compatible with cherry profile keycaps.Isn't the capability issue only a problem when you have 3mm LEDs? You're talking about when the key cannot fully bottom out right?
if you're actually reading other people's posts on geekhack in 2020 you're doing something wrong
Uhh, I have an addiction and this looks cool. I'm up to grab one from someone lol
I def never received an email of any kind from OP for my wired pcb's
Victor sent me an update today, so just leaving it here.The Bluetooth PCB is USB + Bluetooth. The cases re-CNC and the re-color is almost finish, because of mistake of the backplate, and the case and the wired will finish first. Maybe this week or next week.It looks like the cases are slowly getting ready for shipping so you should be expecting shipping invoices soon.
Quote from: jakl on Thu, 22 November 2018, 01:08:10Victor sent me an update today, so just leaving it here.The Bluetooth PCB is USB + Bluetooth. The cases re-CNC and the re-color is almost finish, because of mistake of the backplate, and the case and the wired will finish first. Maybe this week or next week.It looks like the cases are slowly getting ready for shipping so you should be expecting shipping invoices soon.I would say the BT pcb being both usb and BT is an improvement. Does that mean it will utilize a rechargeable battery now?
Im very sorry for the delay of the group buy, and the case is almost finish and still waiting some little things such paper package box, acrylic backplate and so on.
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LONDON — Hugo Boss will sponsor British GQ's Men of the Year Awards 2013, WWD has learned.
"We have a superb long-standing relationship with GQ — a title perfectly fitting with our image. It's fantastic to unite all our key elements — fashion, fragrance, eyewear, and watches — to celebrate the Hugo Boss universe with GQ," said Bernd Hake, managing director of Hugo Boss UK.
This story first appeared in the January 31, 2013 issue of WWD. Subscribe Today.
The annual awards ceremony, which takes place at the beginning of September, marks the start of the fall fashion season in London. The awards will take place this year on Sept. 3 at the Royal Opera House in Covent Garden.
In addition to the award categories presented in previous years, Boss will offer a new one: Most Stylish Man. It will be presented to a man with classic and timeless style.
The sponsorship deal is for one year, initially, a Condé Nast International spokeswoman said.
"We could not have found a more fitting partner, embodying the spirit of the GQ man, and are looking forward to hosting the Men of the Year Awards with Hugo Boss," said Jamie Bill, publishing director of GQ.
Dylan Jones, editor of British GQ, said: "With Hugo Boss, we'll be bringing together the giants of 2013 across all the realms our magazine covers, and yet again creating quite a night."
In September, GQ celebrates its 16th awards, and Hugo Boss fragrances, licensed by P&G Prestige, will also celebrate 16 years of its best-selling Boss Bottled.
Hugo Boss takes over from Alfred Dunhill, which had sponsored the awards for the past five years. Past sponsors have included Lab Series, Giorgio Armani and Chanel.


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Twin Frozr 7 Thermal Design
Dragon Center
The much anticipated return of MSI's iconic dual fan GAMING series. Combining a mix of black and gunmetal grey with a classy brushed metal backplate, this masterpiece provides you premium design with magnificent and smooth RGB light effects on the outside. The new MSI GAMING card is designed to amaze you!
The 7th generation of the famous MSI TWIN FROZR Thermal Design brings the most advanced technology for ultimate cooling performance. It features the new TORX FAN 3.0 combined with groundbreaking aerodynamic feats. This means stable performance and a silent experience are guaranteed thanks to low temperatures.
Underneath all the metal are the multilayered electric highways that make up the Printed Circuit Board. They connect all the vital components and allow them to communicate at lightning speed.
Get the most out of your MSI graphics card in terms of performance and experience almost unlimited customization options with the included software.
© NVIDIA Corporation. All Rights Reserved. NVIDIA, the NVIDIA logo, GeForce, GeForce Experience, G-SYNC, NVIDIA GPU Boost, and NVLink are registered trademarks and/or trademarks of NVIDIA Corporation in the United States and other countries. All other trademarks and copyright are the property of their respective owners.
All images and descriptions are for illustrative purposes only. Visual representation of the products may not be perfectly accurate. Product specification, functions and appearance may vary by models and differ from country to country . All specifications are subject to change without notice. Please consult the product specifications page for full details.Although we endeavor to present the most precise and comprehensive information at the time of publication, a small number of items may contain typography or photography errors. Products may not be available in all markets. We recommend you to check with your local supplier for exact offers.


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Silk Road Garden: Discovering Uyghur Cuisine In Los Angeles
In the far eastern corridor of Los Angeles County, there's a restaurant aptly named Silk Road Garden that features some of the most authentic plates of Uyghur (pronounced way-ger) food in Los Angeles. Muslim tapestries boldly grace the walls, and on the counters are golden artifacts and miniature replicas of the khustar, a bowed instrument with four strings.
The Uyghurs are a Turkic ethnic group concentrated in Xinjiang, an autonomous region in northwest China that borders Russia, Afghanistan and India. The name of the restaurant is appropriate—Xinjiang is located at the heart of the famous Silk Road, and like its storied trading route, the cuisine is bridge between Turkic and Han Chinese culinary styles. Noodles and lamb appear aplenty and spices like cumin and black pepper are at the heart of every dish.
Silk Road, whose menu is entirely halal, has been open for a year, and both the chef and owner hail directly from Xinjiang. Their most popular dishes include the appropriately-named big plate chicken, seasoned expertly with dates, star anise and Sichuan peppercorns, and long hand-pulled noodles drenched in cumin and meat sauce. The thick Xinjiang yogurt--topped with sesame seeds, honey and raisins--is also made in-house, providing a tangy contrast to the heavy, tongue-numbing spices typical of the cuisine.
Not sure where to start with this little-known cuisine? We've compiled a guide to Silk Road Garden's most popular dishes.
Silk Road Garden
18920 E. Gale Ave., Rowland Heights, CA (map) 626-999-6165
All products linked here have been independently selected by our editors. We may earn a commission on purchases, as described in our affiliate policy.


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Vasily Semyonovich Grossman (December 12, 1905 – September 14, 1964) was a prominent Soviet-era writer and journalist.
== Quotes ==
=== Life and Fate (1959) ===
The more difficult a man's life had been before the camp, the more furiously he lied. This lie had no practical purpose; it served simply to glorify freedom. How could a man be unhappy outside the camp?
Chapter 2, page 5National Socialism had created a new type of political criminals: criminals who had not committed a crime.
Chapter 2, page 5
=== 1960s ===
From Vasily Grossman's transcript of his conversation with M.A. Suslov, member of the Presidium of the CPSU in charge of ideology. The conversation took place on July 23, 1962:
We are restoring the Leninist norms of democracy. But Leninist norms are not the same as the bourgeois norms of democracy. You know yourself: when Gorky—affected by traumatic impressions, deprivation, hunger and housing difficulties in the first years after October—abandoned his revolutionary position, Lenin did not hesitate to close down his newspaper Novaia zhizn'.You believe that we have violated the principle of freedom in your case. Yes, this is so if one understands freedom in the bourgeois sense of the term. But we have a different conception of freedom. Our understanding of freedom is not identical to the one in the capitalist world—as the right to do anything without taking into account the interests of society. Only the imperialists and millionaires need this kind of freedom.Our Soviet writer must be guided in his world only by the need of the people, useful for the society.I have not read your novel but I have carefully read the reviews of your manuscript, responses to it, which contain many excerpts from your novel. Look how many quotes from them I have written down.Everyone who has read your book are unanimous in their judgment. They all think it is politically harmful for us. There is no point in giving it for an evaluation to the writers Fedin, Leonov, Ehrenburg, etc. The reviewers could have made a mistake in their aesthetic judgment but they were unanimous in their political judgment, and I have no doubt that their political judgment is absolutely correct.It is impossible to publish your book, and it will not be published in the next 200 years.No, we have not destroyed it. Let it sit. We cannot change its fate.We should not underestimate the harm it would bring should it be published.Why should we add your book to the atomic weapons arrayed against us by our enemies. Publication of your book would help our enemies.We would only multiply the number of victims. Our duty is to strengthen the state and defend the people, why, then, should we publish your book.Your book contains direct analogies between us and the Hitlerite fascists. You book incorrectly describes our people, communists. Could we have won the war with the kind of people you describe? In your book you say positive things about religion, God, Catholicism. Your book defends Trotsky. You book is full of doubts about the legitimacy of our Soviet system.You know what enormous harm we have been dealt by the publication of Pasternak's Doctor Zhivago. Everybody who has read your book, everybody who has seen the reviews are convinced that the potential harm from your "Life and Fate" would be far more dangerous than that of Doctor Zhivago.
== External links ==


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Jon Kopaloff/FilmMagic
Thanks for welcoming Christina Applegate for a four-part blog.
The actress, who stars as Reagan on NBC's hit comedy Up All Night, is also mom to daughter Sadie Grace, 22 months, with fianc Martyn LeNoble.
Applegate, 40, is the creative partner for FabKids.com, a monthly outfit club for stylish girls sizes 2-8.
She can also be found @1capplegate on Twitter.
In her second blog post for PEOPLE, Applegate writes about how her style has evolved throughout the years.
I have always been a firm believer in the freedom to express one's own personality. It is something that has helped me both in my own life and career and is also something that I encourage for my own daughter.
A journey can't really be a journey without change and over the years, my own personal style has definitely seen many different phases! You might say that when it comes to fashion, I've done it all. I've gone rocker, punk, super-trendy, and even full-on glamour.
What I've learned is that when you are comfortable — both physically and also in how you look, that's when you look and feel your best. Recently, my style has been all about ease. Here are a few tricks I've picked up for creating easy, effortless style.
Don't wear heels unless you have to
I haven't put on a pair of heels in years — unless I have to, that is! Flats are just easier for the amount of running around I have to do and can still be very chic. For a real style statement, I love Fiorenti & Baker boots because they are so stylish and are still incredibly comfortable.
Own a few key pieces
One of my favorite tricks is to own a few key pieces that you know work for you. One of my favorites, aside from a good pair of boots, is a great deconstructed jacket. You can toss one over pretty much anything and suddenly you've got a great outfit! On top of key pieces, having a few go-to brands can make a world of difference.
Make things easy
Effortless style is a lot easier when you take as much work out of it as possible, and that extends to how the shopping gets done. When time and energy are of the essence, online shopping can be a huge relief. Believe me when I say there is a LOT of online shopping that goes on in my household – and not just for me! Shopping for household items and children's clothing can be exhausting – if not near impossible and I'm happy to avoid it whenever possible.
I am a huge patron of online sites such as Diapers.com — and absolutely love the convenience of FabKids.com. You get a personalized head-to-toe outfit in just one-click plus free shipping and returns – and it's actually a fun, enjoyable experience, which is the way it should be! Really, shopping for kids clothes has never been easier.
Get to know yourself
One of the benefits that comes with getting older is that you start to have a much better understanding of what works on you and what doesn't. There are a million trends and not all of them will work on you. Learn to embrace what works best for you as an individual. This can be invaluable when it comes to personal style — and actually, for other aspects of your life as well.
Courtesy Christina Applegate
– Christina Applegate