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  • Tue Aug 03, 2021 5:10 pm Re: Книги, автори, размисли творчески и човешки Tue Aug 03, 2021 5:10 pm Re: Книги, автори, размисли творчески и човешки
    My review of Nice Dragons Finish Last :

    It's such a breath of fresh air to come across a protagonist who is unapologetically nice. (Interestingly, being nice is the only thing he doesn't apologize for. At least when we first meet him. :D) That alone tipped the balance in favor of 4 "I-really-liked-it" stars. Around the middle, I was wavering, because there was too much violence and too little personal interaction for my current preferences. Given Drake Vato's promise that the series only gets more personal later on, I'm so looking forward to the rest.

    A few favorite moments:

    ~ Everything you need to know about the MC's background:
    Julius sighed. Two guest bedrooms, and she’d still made him sleep on the couch. But then, Jessica had always been very conscious of where she stood in the pecking order, which was usually directly on top of Julius’s head.
    And:
    “(...) Being a disappointment within your own family is one thing, but can you imagine what would happen if the rest of the world found out that my son, my son, spends his days locked in his room playing video games with humans? Humans , Julius! And you don’t even win!”
    ... Already rooting for him, yes? :)

    ~ Being nice doesn't mean you never get to stick to your guns:
    “The point is that we killed something they couldn’t, and now we own the bodies, which they want. That puts them over a barrel, and when you’ve got someone over a barrel, you have to shake them until their pockets are empty. It’s the freelancer’s code.”

    “I’m not shaking anyone,” he said firmly. “I said we were going to agree on a mutually fair price, and that’s what I mean to do.”

    “Juliuuuuuus,” she moaned. “The guy’s a trust fund kid! He won’t even miss forty grand. Don’t be such a goody-two-shoes.”

    “Refusing to take advantage of people doesn’t make me a goody-two-shoes,” Julius said sharply, making Marci flinch. Normally, that would have made him feel guilty. Right now, though, he had a point to make. “I know you don’t have much respect for shamans, but these people seem to be doing legitimate good work. They’re also Katya’s allies. We still need their help to find her, and I’m not going to torpedo our chances there by ripping them off for a one time gain.”

    “Are you nuts?” Marci said. “This isn’t a kid’s show, Julius. It’s not like these people are going to suddenly change their minds and give you all the info on this Katya person just because you were square with them. They live in a sewer . We’ll probably never even see them again. If we don’t go for broke now, we’ll be SOL forever.”

    “You never know,” Julius said. “I’m not saying it isn’t a gamble, but if I’m going to be taking risks, I’d rather take them doing what I think is right. That way, even if I do get ripped off, at least I’ll know I wasn’t the one being a jerk.”
    1 Been thanked
    Кал Author
    Rating Rating: 9.09%  
  • Sat Oct 23, 2021 2:55 pm Re: Труд и творчество Sat Oct 23, 2021 2:55 pm Re: Труд и творчество
    Конкурс за еротичен разказ

    Тема: еротичен разказ

    Краен срок: 23.11.2021 г.

    Резултати: N/A

    Възраст: всякаква

    Вид творба: разказ

    Формат:
    Къс разказ с обем до 5 машинописни страници.
    В конкурса могат да участват и публикувани произведения.
    Всички желаещи да вземат участие в конкурса, могат да ги изпращат на имейла ми dielight -@- abv.bg до 23:59 часа на 23 ноември 2021 г.

    Награди:
    – Първа награда – копие на романа ми „Спи с мен“ с автограф.
    – Други награди – книги, ако се получат достатъчно разкази.
    – Подбрани разкази ще публикувам на блога си, в раздел „еротика“.

    Непопустимост:
    Гадости (урина, екскременти и т.н.), насилие и включване на герои-деца в еротичните сцени.

    Повече информация: във ФБ профила ми (SnezhanaTasheva)

    По случай един месец от премиерата на романа ми „Спи с мен“ реших да обявя конкурс за еротичен разказ. Всички са поканени да се включат с колкото искат на брой творби. Ето подробности:

    – Обем пет стандартни страници на разказ (9000 знака с интервалите).

    – Разрешени са колкото на брой искате герои от който си искате пол, без еротични сцени с участието на герои-деца (макар че тийнейджърите са окей).

    – Без гадости (урина, екскременти, нечистоплътност и т.н.) и насилие. Такива разкази няма да бъдат дочитани докрай, а ако случайно успея, няма да участват в класирането.

    – Ако получа нееротични разкази или поезия, също няма да участват в надпреварата.

    – Старайте се да използвате културен език. Вулгарните и просташки разкази ще бъдат оценявани по-ниско.

    – Използвайте спелчек. Ако си нямате, ето един онлайн:

    http://slovored.com/spellchecker/

    Имайте предвид също, че преди запетая, точка, многоточие не се поставя интервал.

    – Ако някой реши да използва конкурса, за да се изгаври с мен, ще бъде дисквалифициран и докладван. Нека бъдем учтиви помежду си.

    – Допуска се участие на вече публикувани разкази.

    – Творбите не трябва да бъдат анонимни – напишете името и фамилията си във всеки файл, под заглавието.

    – Използвайте удобни за четене шрифтове и размери (например Times New Roman, Liberation Serif, Arial, Calibri и т.н.), както и формати на файловете – doc, docx, odt, txt. Не пращайте pdf-и, от тях се копира по-трудно.

    Какво печелите?

    Авторът на разказа, който ме впечатли най-силно, ще получи копие на „Спи с мен“ с автограф. Запазвам си правото да наградя с други книги още разкази, в зависимост от полученото качество и количество. Освен това, отличените разкази ще бъдат публикувани в раздел „еротика“ на блога ми. Можете да видите там горе-долу какъв тип разкази търся, но не е нужно да ме имитирате – харесвам и разкази, които не ми е възможно да напиша.

    Ето блога ми:

    https://janeundead.wordpress.com/category/%d0%b5%d1%80%d0%be%d1%82%d0%b8%d0%ba%d0%b0/

    Ето и малко информация за книгата „Спи с мен“, включително откъс от нея:

    https://store.ergobooks.eu/product/spi-s-men-snezhana-tasheva/
    1 Been thanked
    Jane Undead Author
    Rating Rating: 9.09%  
  • Tue Apr 21, 2015 1:21 am Re: Зелени разкази (ама _наистина_) Tue Apr 21, 2015 1:21 am Re: Зелени разкази (ама _наистина_)
    Ето и разгласата за поръчки от Хранкооп форума, публикувана покрай предстоящото им представяне в партньорство на тяхно събитие

    http://forum.hrankoop.com/viewtopic.php?f=23&t=1191
    1 Been thanked
    Люба Author
    Rating Rating: 9.09%  
  • Wed Dec 29, 2021 4:14 pm Re: Любимите компютърни игри Wed Dec 29, 2021 4:14 pm Re: Любимите компютърни игри
    My notes from The Digital Antiquarian, Vol. 8: 1986 :

    Check Thomas M. Disch's design script of Amnesia--particularly for the attention to detail, plus what Jimmy Maher describes as "frank and even moving depictions of physical love that are neither pornographic nor comedic."

    -> Alter Ego :

    - on moral panic and unverified claims:
    As arcades and the Atari VCS grew in popularity over the course of those years, an anti-videogame hysteria grew in response. The Philippines and Singapore banned arcades outright, claiming they “cause aggression, truancy, ‘psychological addictions’ akin to gambling, and encourage stealing money from parents and others to support children’s videogame habits.” Closer to home, the Dallas, Texas, suburb of Mesquite banned children from playing videogames in public without a parent or other adult guardian, prompting a rash of similar bans in small towns across the country that were finally struck down by the Supreme Court as unconstitutional in 1982. Undaunted, Ronald Reagan’s unusually prominent new Surgeon General, C. Everett Koop, waded in soon after, saying videogames created “aberration in childhood behavior” and, toting one of the anti-videogame camp’s two favorite lines of argument, claiming again that they addicted children, “body and soul.” Others colorfully if senselessly described videogames as substitutes for “adolescent masturbatory activity,” without clarifying what that deliciously Freudian phrase was supposed to mean or why we should care if it was true.

    Favaro labored to replace such poetic language with actual data derived from actual research. His PhD thesis, which he completed and successful defended in late 1983, was entitled The Effects of Computer Video Game Play on Mood, Physiological Arousal, and Psychomotor Performance . One of the first studies of its kind, it found that there was nothing uniquely addictive about videogames. While there were indeed a small number of “maladaptive” children who played videogames to the detriment of their scholastic, social, and familial lives, the same was true of many other childhood activities, from eating sweets and chips to playing basketball. With regard to the other popular anti-videogame argument, that they made children “aggressive,” Favaro found that, while violent videogames did slightly increase aggression immediately after being played, they actually did so less than violent television shows. Also discredited was a favorite claim of the pro-videogame camp, that the games improved hand-eye coordination. Favaro found that playing a videogame for a long period of time made children better at playing other videogames, but had little effect on their motor skills or reflexes in the real world.

    - on sex and writing (a favorite topic o'mine )
    The subject of sex has inspired far more bad writing over the course of history than any ten other topics combined.
    + the examples

    - on making Alter Ego work:
    I’d therefore like to see a modern version of Alter Ego that would try a different approach. Instead of a single author, inevitably blinkered by her experiences and prejudices, I’d like to see a crowd-sourced Alter Ego . People from all over the world, and of all ages, races, genders, and sexualities, would be able to submit their own vignettes reflecting their own lived experiences. The result would be a constantly expanding tapestry of the human experience, accessible to anyone who ever felt an urge to walk a mile in someone else’s shoes. Rather than flatten the human experience into some idea of the psychologically normal, it would celebrate all of the different ways there are to think and feel and be.

    + Dorte’s View: Alter Ego :
    Consciousness in a human starts several years after birth, and a lot of people haven’t even learned to understand the consequences of their decisions by the time of their death. So, I had some difficulties relating to the question of do I want to be born now or later. But at the same time, I could enforce my plan of recreating my real life and be born early. Jimmy, on the other hand — and I am not sure how much psychology you should read into this — just didn’t want to come out, trying to push his luck with both his and his mother’s health.

    -> Portal
    In a Baffler article from 2012, David Graeber, in the process of trying to figure out whatever happened to the flying cars and hotels in space that science fiction once promised us, notes how our most transformative inventions of recent years, the microprocessor and the Internet, are largely used to simulate new realities rather than to create them. Those matinee audiences who watched Buck Rogers serials in packed theaters back in the 1930s wouldn’t be as impressed as we might like to think by a modern film like, say, Interstellar because they thought we’d be out there actually exploring interstellar space by now, not just making ever more elaborate movies about it. It’s become something of a truism of serious science-fiction criticism that science fiction isn’t really about predicting the future, that any given story or novel has more to say about the times in which it was created than the times it depicts within its pages. There’s more than a grain of truth to that idea. But it’s also worth noting that many of the predictions of Jules Verne — predictions which seemed just as outlandish in their day as those of 2001: A Space Odyssey did in theirs and still do in ours — have in fact come true, from submarines to voyages to the Moon.

    Whether you claim the failures of more recent science-fictional prognosticators not named William Gibson to be the result of a grand failure of societal ambition and imagination, as Graeber does, or simply a result of a whole pile of technological problems that have proved to be exponentially more difficult than first anticipated, it does sometimes feel to me like we’ve blundered into a postmodern cul-de-sac of the virtualized hyperreal from which we don’t quite know how to escape as we otherwise just continue to go round and round in circles on this crowded little rock of ours. The restlessness or, if you like, malaise that this engenders is becoming more and more a part of the artistic conversation — appropriately, because one of the things art should do is reflect and contemplate the times in which it was created. See, for example, Spike Jonze’s brilliant film Her , which so perfectly evokes the existential emptiness at the heart of our love affair with our gadgets that makes the release of a new Apple phone a major event in many people’s lives. We’ve spent so much time peering down at our screens that we’ve forgotten how to lift our eyes and look to the stars. Already many of us find virtual realities more compelling than our own — and no, the irony of my writing that on a computer-game blog is not lost to me.

    :) Ballyhoo :
    O’Neill’s love of abstract wordplay, the theme around which his second and final work of interactive fiction would be built, also pops up in Ballyhoo from time to time. When you find yourself with an irresistible craving for something sweet, for instance, it takes the form of a literal monkey on your back who drives you to the concession stand. O’Neill also toys with the parser and the player sitting behind it to a degree not seen in an Infocom game since The Hitchhiker’s Guide to the Galaxy . Here’s what happens when you come upon a “piece of wood” that turns out to be a mousetrap:

    >get wood
    You have just encountered that brief instant of time between the realization that you've caused yourself excruciating Pain and the actual onslaught of such Pain, during which time most people speak with exclamation points and ... well, say things like ...

    >fuck
    Easy there! You're jeopardizing our "G" rating.

    >darn
    Bravisimo! Once more now, with feeling.

    >darn
    Cut! Cut! Okay, that's a wrap.

    -> The entire "monograph" on Trinity , starting here and ending here

    Choicest passages:

    - This movie ... this movie:
    On November 20 [1983] (...), the ABC television network aired a first-run movie called The Day After . Directed by Nicholas Meyer, fresh off the triumph of Star Trek II , it told the story of a nuclear attack on the American heartland of Kansas. If anything, it soft-pedaled the likely results of such an attack; as a disclaimer in the end credits noted, a real attack would likely be so devastating that there wouldn’t be enough people left alive and upright to make a story. Still, it was brutally uncompromising for a program that aired on national television during the family-friendly hours of prime time. Viewed by more than 100 million shocked and horrified people, The Day After became one of the landmark events in American television history and a landmark of social history in its own right. Many of the viewers, myself among them, were children. I can remember having nightmares about nuclear hellfire and radiation sickness for weeks afterward.
    So can I ....

    - The origin of a well-loved fashion breakthrough:
    In 1946, not one but two French designers introduced risque new women’s bathing suits that were smaller and more revealing than anything that had come before. Jacques Heim called his the “atome,” or atom, “the world’s smallest bathing suit.” Louis Réard named his the bikini after the recently concluded Operation Crossroads tests at Bikini Atoll. “Like the bomb,” he declared, “the bikini is small and devastating.”

    - Have you ever felt there's something childlike about the typical American approach?
    (...) the people who worked at the [Nevada Test] site weren’t bad people. They were in fact almost uniformly good friends, good colleagues, good workers who were at the absolute tops of their various fields. Almost any one of them would have made a great, helpful neighbor. Nor, as Operation Plowshare and other projects attest, were they bereft of their own certain brand of idealism. If they sound heartlessly dismissive of the Downwinders’ claims and needlessly contemptuous of environmentalists who fret over the damage their work did and may still be doing, well, it would be hard for any of us to even consider the notion that the work to which we dedicated our lives — work which we thoroughly enjoyed , which made us feel good about ourselves, around which many of our happiest memories revolve — was misguided or downright foolish or may have even killed children , for God’s sake. I tend to see the people who worked at the site as embodying the best and the worst qualities of Americans in general, charging forward with optimism and industry and that great American can-do spirit — but perhaps not always thinking enough about just where they’re charging to .

    - War may never change (hi, Fallout )--but will our perception of war?
    The United States has visited war upon quite a number of nations in recent decades, but the vast majority of Americans have never known war — real war, total war, war as existential struggle — and the mentality it produces. I believe that this weirdly asymmetrical relationship with the subject has warped the way many Americans view war. We insist on trying to make war, the dirtiest business there is, into a sanitized, acceptable thing with our “targeted strikes” and our rhetoric about “liberating” rather than conquering, all whilst wringing our hands appropriately when we learn of “collateral damage” among civilians. Meanwhile we are shocked at the brutal lengths the populations of the countries we invade will go to to defend their homelands, see these lengths as proof of the American moral high ground (an Abu Ghraib here or there aside), while failing to understand that what is to us a far-off exercise in communist control or terrorist prevention is to them a struggle for national and cultural survival. Of course they’re willing to fight dirty, willing to do just about anything to kill us and get us out of their countries.

    World War II, however, had no room for weasel words like “collateral damage.” It was that very existential struggle that the United States has thankfully not had to face since. This brought with it an honesty about what war actually is that always seems to be lacking in peacetime. If the conduct of the United States during the war in the Pacific was not quite as horrendous as that of Japan, plenty of things were nevertheless done that our modern eyes would view as atrocities. Throughout the war, American pilots routinely machine-gunned Japanese pilots who had bailed out of their stricken aircraft — trained pilots being far, far more precious a commodity to the Japanese than the planes they flew. And on the night of March 9, 1945, American B-29s loosed an incendiary barrage on Tokyo’s residential areas carefully planned to burn as much of the city as possible to the ground and to kill as many civilians as possible in the process; it managed to kill at least 100,000, considerably more than were killed in the atomic bombing of Nagasaki and not far off the pace of Hiroshima. These scenes aren’t what we think of when we think of the Greatest Generation; we prefer a nostalgic Glen Miller soundtrack and lots of artfully billowing flags. Our conception of a World War II hero doesn’t usually allow for the machine-gunning of helpless men or the fire-bombing of civilians. But these things, and much more, were done.

    World War II was the last honest war the United States has fought because it was the last to acknowledge, at least tacitly, the reality of what war is: state-sponsored killing. If you’re unlucky enough to lead a nation during wartime, your objective must be to prosecute that war with every means at your disposal, to kill more of your enemy every single day than he kills of your own people. Do this long enough and eventually he will give up. If you have an awesome new weapon to deploy in that task, one which your enemy doesn’t possess and thus cannot use to retaliate in kind, you don’t think twice. You use it. The atomic bomb, the most terrible weapon the world has ever known, was forged in the crucible of the most terrible war the world has ever known. Of course it got used. The atomic bombings of Japan and all of the other terrible deeds committed by American forces in both Europe and the Pacific are not an indictment of Truman or his predecessor Roosevelt or of the United States; they’re an indictment of war. Some wars, like World War II, are sadly necessary to fight. But why on earth would anyone who knows what war really means actually choose to begin one? The collective American denial of the reality of war has enabled a series of elective wars that have turned into ugly, bleeding sores with no clear winners or losers; somehow the United States is able to keep mustering the will to blunder into these things but unable to muster the will to do the ugly things necessary to actually win them.

    The only antidote for the brand of insanity that leads us to freely choose war when any other option is on the table is to be forced to stop thinking about it in the abstract, to be confronted with some inkling of the souls we’re about to snuff out and the suffering we’re about to cause. This is one of the services that Trinity does for us. For me, the most moving moment in the entire game is the one sketched out at the beginning of this article, when you meet a sweet little girl who’s about to become a victim of the world’s second atomic-bomb attack. Later — or earlier; chronology is a tricky thing in Trinity — you’ll meet her again, as an old woman, in the Kensington Gardens.

    >examine woman
    Her face is wrong.

    You look a little closer and shudder to yourself. The entire left side of her head is scarred with deep red lesions, twisting her oriental features into a hideous mask. She must have been in an accident or something.

    A strong gust of wind snatches the umbrella out of the old woman's hands and sweeps it into the branches of the tree.

    The woman circles the tree a few times, gazing helplessly upward. That umbrella obviously means a lot to her, for a wistful tear is running down her cheek. But nobody except you seems to notice her loss.

    After a few moments, the old woman dries her eyes, gives the tree a vicious little kick and shuffles away down the Lancaster Walk.

    :) In preparation for tonight's talk :
    Leather Goddesses of Phobos begins with this:

    Some material in this story may not be suitable for children, especially the parts involving sex, which no one should know anything about until reaching the age of eighteen (twenty-one in certain states). This story is also unsuitable for censors, members of the Moral Majority, and anyone else who thinks that sex is dirty rather than fun.

    The attitudes expressed and language used in this story are representative only of the views of the author, and in no way represent the views of Infocom, Inc. or its employees, many of whom are children, censors, and members of the Moral Majority. (But very few of whom, based on last year's Christmas Party, think that sex is dirty.)

    By now, all the folks who might be offended by LEATHER GODDESSES OF PHOBOS have whipped their disk out of their drive and, evidence in hand, are indignantly huffing toward their dealer, their lawyer, or their favorite repression-oriented politico. So... Hit the RETURN/ENTER key to begin!

    ~ Hear me, ye writers! Or better yet, hear Stu Galley from Infocom :
    THE IMPLEMENTOR’S CREED

    I create fictional worlds. I create experiences.

    I am exploring a new medium for telling stories.

    My readers should become immersed in the story and forget where they are. They should forget about the keyboard and the screen, forget everything but the experience. My goal is to make the computer invisible.

    I want as many people as possible to share these experiences. I want a broad range of fictional worlds, and a broad range of “reading levels.” I can categorize our past works and discover where the range needs filling in. I should also seek to expand the categories to reach every popular taste.

    In each of my works, I share a vision with the reader. Only I know exactly what the vision is, so only I can make the final decisions about content and style. But I must seriously consider comments and suggestions from any source, in the hope that they will make the sharing better.

    I know what an artist means by saying, “I hope I can finish this work before I ruin it.” Each work-in-progress reaches a point of diminishing returns, where any change is as likely to make it worse as to make it better. My goal is to nurture each work to that point. And to make my best estimate of when it will reach that point.

    I can’t create quality work by myself. I rely on other implementors to help me both with technical wizardry and with overcoming the limitations of the medium. I rely on testers to tell me both how to communicate my vision better and where the rough edges of the work need polishing. I rely on marketeers and salespeople to help me share my vision with more readers. I rely on others to handle administrative details so I can concentrate on the vision.

    None of my goals is easy. But all are worth hard work. Let no one doubt my dedication to my art.

    ~ On story-driven games (from "On S.D.I. (Just a Little) and King of Chicago (Quite a Lot)" :
    The story in a storytelling game lies waiting to be discovered — but not written — by you as you make your way through the game. Storytelling games can offer strong, interesting stories, but do so at the expense of player freedom. You generally have local agency only, meaning that you may have some options about the order in which you explore the storyworld and even how you cause events to progress, but you’re nevertheless tightly bound to the overall plot created by the game’s designer. The canonical example of a storytelling game, a perpetual touchstone of scholars from Janet Murray to Chris Crawford, is Infocom’s Planetfall , particularly the death therein of your poor little robot companion Floyd. Every player who completes Planetfall will have experienced the same basic story. She may have seen that story in a slightly different order than another player and even solved its problems in slightly different ways, but Floyd will always sacrifice himself at the climactic moment, and all of the other major plot events will always play out in the same way. Storytelling games are Calvinist in philosophy: free will is just an illusion, your destiny foreordained before you even get started. Still, fixed as their overall plots may be, they allow plenty of space for puzzle solving, independent investigation of the environment, and all those other things we tend to wrap up under the convenient term of “gameplay.” I’m of the opinion that experiencing a story through the eyes of a person who represents you the player, whom you control, can do wonders to immerse you in that story and deepen the impact it has on you. Some folks, however, take the Infocom style of interactive fiction’s explicit promise of an interactivity that turns out to exist only at the most granular level as a betrayal of the medium’s potential. This has led them to chase after an alternative in the form of the storymaking game.

    The idealized storymaking game is one that turns you loose in a robustly simulated storyworld and allows you to create your own story in conjunction with the inhabitants of that world. Unfortunately, it remains an unsolved and possibly unsolvable problem, for we lack a computerized intelligence capable of responding to the player when the scope of action allowed to her includes literally anything she can dream of doing. Since an infinite number of possibilities cannot be anticipated and coded for by a human, the computer would need to be able to improvise on the fly, and that’s not something computers are notably good at doing. If we somehow could find a way around this problem, we’d just ram up against another: stories of any depth almost universally require words to tell, and computers are terrible at generating natural language. In a presentation on King of Chicago for the 1989 Game Developers Conference, Sharp guessed that artificial intelligence would reach a point around 2030 where what he calls “fat and deep,” AI-driven storymaking games would become possible. As of today, though, it doesn’t look like we’ll get there within the next fifteen years. We may never get there at all. Strong AI remains, at it always has, a chimera lurking a few decades out there in some murky future.

    That said, there’s a large middle ground between the fixed, unalterable story arc of a Planetfall and the complete freedom of our idealized storymaking game. Somewhere inside that middle ground rests the field of choice-based or hypertext literature, which generally gives the player a great deal of control over where the story goes in comparison to a traditional adventure game of the Infocom stripe, if nothing close to the freedom promised by a true storymaking game. The hypertext author figures out all of the different ways that she is willing to allow the story to go beforehand and then hand-crafts lots and lots of text to correspond with all of her various narrative tributaries. The player still isn’t really making her own story, since she can’t possibly do anything that hasn’t been anticipated by the story’s author. Yet if the choices are varied and interesting enough it almost doesn’t matter.

    The adventure game and the hypertext are two very distinct forms; fans of one are by no means guaranteed to be fans of the other. Each is in some sense an exploration of story, but in very different ways. If the adventure game is concerned with the immersive experience of story, the hypertext is concerned with possibilities, with that question we all ask ourselves all the time, even when we know we should know better: what would have happened if I had done something else? The natures of the two forms dictate the ways that we approach them. Most adventure games are long-form works which players are expected to experience just once. Most hypertexts by contrast are written under the assumption that the player will want to engage with them multiple times, making difference choices and exploring the different possible outcomes. This makes up for the fact that the average playthrough of the average hypertext, with its bird’s-eye view of the story, takes a small fraction of the time of the average playthrough of the average adventure game, with its worm’s-eye view.
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  • Tue Jun 23, 2015 10:39 am Re: „Градска вещица / Ловец на таласъми“ Tue Jun 23, 2015 10:39 am Re: „Градска вещица / Ловец на таласъми“
    Отзив в Goodreads за новото издание (дето още не мога да му намеря корицата никъде ;):

    Понеже съм сред първите, чели (и превъртяли?) „Градска вещица“, няма да издам най-голямата изненада в нея дори в спойлър. Само ще кажа, че:

    – постройката ѝ е страхотно нововъведение във формата „книга-игра“;

    – ако ви се е усладила, допочерпете се с Cross†Channel и Life Is Strange .

    Другият основен плюс е стилът: свежарски, свойски, стегнат, тичащ по тесния ръб между безличната безописателност и прекомерната образност. (В хоръра има такова нещо като прекомерна образност. ;) Тук авторът оставя въображението ни да допълва толкова детайли, колкото си поиска/понася.)

    И аз чакам „Хилтън“ да падне, барабар с двете чудовища, които поникнаха покрай Витошка, хаха.

    И, хахаха, Атанас Славов ! Хахахаха, истината за бързото строителство на метрото!

    Най-високо повдигах вежди на реакциите/липсата на реакции от страна на случайните минувачи при екшън сцените. Толкова ли безучастни ни е направила София? Наръгват някой в метрото, а ние само се свиваме по-назад зад таблетите си? Това би било най-гадният хорър в цялото...

    Препоръчвам при следваща версия да се вкарат кодови думи, вместо да се разчита на паметта/честността на читателя. Всъщност това с паметта е яко (насърчава внимателно четене, за което съм винаги „за“ ;), но като питаш читателя „знаеш ли еди-що си?“, му издаваш какво да чака. А заради един ключов епизод изциклих два-три пъти, понеже не си изтълкувах вярно какво точно ме питат; кодовата дума спестява „грешките в превода“.

    Искам ли да чета още истории с отраканата ни вещица? Да, но при две условия:

    – зад шеметното насилие да прозре и малко смисъл („правим го да спасим света“ е такова клише, че смисълът му отдавна е изфирясал)

    – да видя що за характер носи нашата вещица. (Дотук видях колко носи на бой и на банички.)

    Което всъщност е една от темите ни на следващата писателска работилница : „Как правим образите (особено женските) интересни“. Обърнахте ли внимание, че единият водещ е Върджил Дриймънд? ;)

    * * *

    „Ловец на вампири“ не е „ Раиа “. И „ Калоян и златният печат “ не е. Георги Караджов може повече. Очакваме повече. (Новия „Калоян“! Очакваме го! Зимъска! :D)

    Все пак превъзхожда „Градска вещица“ в едно отношение: реалистичните последици от п(р)остъпките на героя. Ако митологичните твари наистина са се запътили към „Червената книга“ (оная с изчезващите и редките видове, не някое оплискано в кръв копие на „Некрономикона“), някак си не върви да ги насолиш с биоенергийното си пушкало („Рьорих“, хехе), а после да се разхождаш безнаказано като номенклатурчик-ловджия от епохата на Пенчо Кубадински. Същото важи и за стрелбата по гардовете на частни партита. (Ние, природозащитниците, милеем за всеки живот. :P)

    И в още едно: добрата употреба на кодови думи.

    * * *

    Забравих да похваля картинките. Сладурски са. :)
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  • Fri Sep 18, 2015 4:04 am Re: Културни събития Fri Sep 18, 2015 4:04 am Re: Културни събития
    ПОГЛЕД ЗАД КУЛИСИТЕ | ПРОГРАМА НА СЪБИТИЕТО

    Театър „БЪЛГАРСКА АРМИЯ” празнува деня на София!
    И Вие, столичани и гости на столицата, сте поканени!
    Колкото поискате и каквото поискате!
    Предлагаме разходка из репетиционните зали, гримьорните, перукерните, архива, ателиетата, фоайетата, както и всички скрити за външен поглед места, където се ражда магията, наречена ТЕАТЪР. Зад затворените до скоро врати ще видите „ковачницата” на наградите „Аскеер”, звукозаписното студио на Дони. За децата ще има приказки, за родителите - горещо кафе и... и разбира се вечерното представление "ЗАВЕЩАНИЕТО НА ЦЕЛОМЪДРЕНИЯ ЖЕНКАР"!

    Какъв ден само!

    На 19 септември (събота) Театър „БЪЛГАРСКА АРМИЯТА” буквално отваря врати, за да отбележи Деня на София!

    Актьорите от трупата на театъра, дори и директорът й ще се преобразят в ролята на гидове, които ще развеждат посетителите из историята и настоящето на театъра.
    Ще бъде отворена вратата и на директорския кабинет. Който не се страхува, ще може да пробва и директорския стол. Гостите ни ще могат да разгледат и да се снимат със скритите до момента колекции от театрални костюми и експонати на единствената по рода си колекционерска сбирка от театрални плакати, а тези от тях, които изявяват музикални предпочитания, ще могат да се насочат директно към четвъртия етаж, където с разтворени врати ще ги чака професионално звукозаписно студио, за да им разкрие своите потайности. Композиторът на театъра – Добрин Векилов - Дони, лично ще консултира бъдещите ексфактори.

    В случай, че посетителите пропуснат етажа и случайността или асансьорът ги отведат по-нагоре, те ще се озоват в най-новото театрално пространство в България - камерната сцена "Миракъл" ! "МИРАКЪЛ” е новоизградено камерно пространство без културен аналог до настоящия момент. То предлага възможности за театрални, литературни,
    музикални, сценографски, танцови и други „елитни” проекти, насочени към публика от ценители на истинското – не комерсиално изкуство. Пет етажа над „Софийския Бродуей” - улица „Раковски”, по-близко до звездите, е мястото, на което ще ви очакват вълнуваши срещи с ярките театрални звезди на Театър „БЪЛГАРСКА АРМИЯ”.

    Всички гости на театъра ще могат да поседнат в кафе-клуба, да се ободрят с питие и да видят неизлъчвани до момента кадри от церемониите по връчването на годишните театрални награди „Аскеер”.

    Столичани ще имат свободен и безплатен достъп до потайностите на Театър „БЪЛГАРСКА АРМИЯ” през целия ден. Вратите ще бъдат затворени едва след края на представлението "ЗАВЕЩАНИЕТО НА ЦЕЛОМЪДРЕНИЯ ЖЕНКАР", а билетите за всички представления от програмата на театъра, като за празник, ще ви предложим на цена от 8 лева!

    Театър „БЪЛГАРСКА АРМИЯ” ще празнува! Можете да празнувате с нас!
    Когато поискате – от 10 до 17:30 часа на 19 септември
    Колкото и каквото поискате!
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  • Wed Jan 26, 2022 5:45 pm Re: Книги, автори, размисли творчески и човешки Wed Jan 26, 2022 5:45 pm Re: Книги, автори, размисли творчески и човешки
    Empires (and imperialist thinking) suck--no matter what they call themselves. :( On our modern world map, I can see at least three of them.
    Ъ... аз тук ще agree to disagree-на, като ре-итерирам едно заключение, до което стигнахме като извод преди години заедно с брат ми: Няма лоши обществени строеве, има лоши хора, които злоупотребяват със системата.

    Flip side: Дадени обществени парадигми клонят към естествен empowerment на участниците в тях и обратното; респективно аз съм фен на първите.

    (The Emperor: "I'm a good guy, so I let you all be good guys, too! Thus our society is good!"
    Back Row Heckler: "And what happens when you die? Good society dies too?"
    The Emperor: ...)
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  • Wed Nov 04, 2015 11:07 am Re: Задължителни клишета в историческия любовен роман Wed Nov 04, 2015 11:07 am Re: Задължителни клишета в историческия любовен роман
    Здравей!

    Да, за жалост и мен ме дразни такъв изглед… Ако, това много ти набива на очи, това което мога да ти предложа са два варианта, ако все пак искаш да прочетеш работата ми естествено.
    Първия е да ти пратя файл Electronic Books (.fb2) тип.
    Другия вариант: Ще „поставя“ напълно коригирания текст (коригиран с помощта на един приятел… това ми е първи опит за форматиране на текст в SFB) в Работното ателие в сайта на Читанка, т.е. ако го качат на сайта тези скоби няма да се виждат :) Ще са си “Underline” така да се каже.

    ПС: Не знам как да поставя пояснения във форума, така че да изглеждат „нормално“.
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  • Tue Feb 22, 2022 10:45 am Re: Ортодокс Tue Feb 22, 2022 10:45 am Re: Ортодокс
    Отзив на Anna V. в Goodreads:

    Първото, което ме впечатли, беше още в предговора — че Петърчо е станал най-любимият герой на редакторката. Бързо разбрах защо. Възхитена съм от умението на автора да погледне всички тези неща, които ни заобикалят, с очите на неудържимо любопитно дете от предишна епоха. Даже бих попитала автора сигурен ли е, че не се е срещал с някое истинско такова дете през някоя машина на времето, та да се сети всичките тези неща! Безкрайно се забавлявах с тази книга. И дори си мисля, че би могла да бъде много по-ценна като обучение за родители от специализираната литература.

    Въпреки, че е фантастика, през цялото време я четях като просто съпоставка на сегашното спрямо преди стотина години. Дори си представях срещата на Петърчо с противоепидемичните мерки и въпросите, които би задавал и как на властите и СЗО би им станало наистина лошо. :D Фантастичните елементи бяха просто добавка. Затова и допълнението след самия разказ, обясняващо цялата система на измисления свят, ми беше скучно - сухи факти, които така или иначе не ме интересуваха особено в историята. Но ако има нови разкази от същата вселена, вероятно биха били полезна информация.
    В ученията на отец Самуил в църквата с децата бяха обяснени на дълго и широко по толкова прекрасен начин някои от нещата от живота, че трябва просто всеки да ги прочете! Аз ще си ги извадя в блога и ще си ги чета така периодично за напомняне. Събирах кратки цитати, които да добавя тук, но няма начин да предам цялостта им и се отказах. Затова пък оставям два откъса като дразнител, който евентуално да накара някого да се запознае с Петърчо.

    — Това какво е?
    — Паста за зъби. Като сапун, но специално за зъби. Ей тая капачка се отвинтва и тубата се стиска… Стиска се полека. Остави, аз ще избърша стената… Ъ… и какво сега, вкусна ли е?
    — Като листа от джоджен. И още нещо, не знам какво.
    — Харесва ти, значи?
    — Много! Може ли да си хапна още малко?
    — Пастата не е за ядене, Петърчо. Само за миене е. И… ей, ей! Една туба е множко за едно миене!
    — Язък! Толкова е вкусна, пък да не е за ядене! А нея от машини ли я берете? Или всъщност как я правите? И как сте я вкарали в това? То какво е? — Зачоплих тубата с нокът. — Аха! Метално е под боята!… Сетих се! Това са черва от машина! И ги пълните с пастата като суджуци. Нали? А как колите машините? И как после ги дерете и нарязвате? Не се ли чупят ножовете?

    — Тука какво правят хората?
    — Спортуват.
    — Това какво ще рече?
    — Ами тичат, вдигат тежести…
    — Това хубаво, ама какво вършат? Закъде тичат? И защо? И какви тежести вдигат, жито ли товарят? Или камъни местят? Нещо строят ли? Или товарят и разтоварват?
    — Правят го ей така. Да са здрави и силни.
    Това не можах да го разбера.
    — Тичат и вдигат тежки неща ей така, без да правят нищо? Че защо тогава не правят нещо полезно? Да хванат примерно да градят къщи или църкви — ще има камъни и тухли за вдигане колкото щат. Или като така и така тичат, да носят каквото има да се пренася? Цяла такава сграда, построена специално за да се върши сума ти работа нахалост? Това не го разбирам.
    — Ами… така е прието, Петърчо. Така са свикнали.
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  • Sun Jul 19, 2015 6:15 pm Re: Последният еднорог Sun Jul 19, 2015 6:15 pm Re: Последният еднорог
    [quote="In "The Silken-Swift" (in 1953), Theodore Sturgeon"]Here Barbara brought a heart light with happiness, large with love, and set it down on the blue moss. And since the loving heart can receive more than anything else, so it is most needed, and Barbara took the best bird songs, and the richest colors, and the deepest peace, and all the other things which are most worth giving. The chipmunks brought her nuts when she was hungry and the prettiest stones when she was not. A green snake explained to her, in pantomime, how a river of jewels may flow uphill, and three mad otters described how a bundle of joy may slip and slide down and down and be all the more joyful for it. And there was the magic moment when a midge hovered, and then a honeybee, and then a bumblebee, and at last a hummingbird; and there they hung, playing a chord in A sharp minor.
    Then one day the pool fell silent, and Barbara learned why the water was pure.
    The aspens stopped trembling.
    The rabbits all came out of the thicket and clustered on the blue bank, backs straight, ears up, and all their noses as still as coral.
    The waterbirds stepped backwards, like courtiers, and stopped on the brink with their heads turned sidewise, one eye closed, the better to see with the other.
    The chipmunks respectfully emptied their cheek pouches, scrubbed their paws together and tucked them out of sight; then stood still as tent pegs.
    The pressure of growth around the pool ceased: the very grass waited.
    The last sound of all to be heard—and by then it was very quiet—was the soft whick! of an owl’s eyelids as it awoke to watch.
    He came like a cloud, the earth cupping itself to take each of his golden hooves. He stopped on the bank and lowered his head, and for a brief moment his eyes met Barbara’s, and she looked into a second universe of wisdom and compassion. Then there was the arch of the magnificent neck, the blinding flash of his golden horn.
    And he drank, and he was gone. Everyone knows the water is pure, where the unicorn drinks.
    How long had he been there? How long gone? Did time wait too, like the grass?
    “And couldn’t he stay?” she wept. “Couldn’t he stay?”
    To have seen the unicorn is a sad thing; one might never see him more. But then—to have seen the unicorn!
    She began to make a song.[/quote]

    What kind of song it was, I wonder ....
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  • Mon Nov 30, 2015 6:02 am Re: Аниме-й! Mon Nov 30, 2015 6:02 am Re: Аниме-й!
    Четейки какво си писал за Данло, си спомням за стария приятел Онии-сама. Така де, Исус. Спасителя. Както там го наричахме.* Леле, имал си и действащ субреддит .

    Не, шегите настрана, Махоука е страхотно анимирано нещо със worldbuilding - с лопата да го ринеш - и с достатъчно привлекателни и смешни герои и развитие.

    P.S. Rakudai's opening. Обожавам школата на Оонума Шин.

    *disclaimer: he's kind of an Ayn-Rand-ish counterpart.
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  • Wed Feb 03, 2016 1:33 am Re: Културни събития Wed Feb 03, 2016 1:33 am Re: Културни събития
    Ъх... да знаех защо помагането с тениските на Златната ябълка е културно събитие...

    На 4 февруари 2016 г. в 16.30 часа в Аулата на СУ директорът на Библиотека "Александрина" д-р Исмаил Серагелдин ще изнесе публична лекция: „Седемте колони на революцията на знанието“. http://slav.uni-sofia.bg/index.php/bibl

    Пак този четвъртък, 20 ч., EggBar - Миро https://www.facebook.com/events/1025253704180222/
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