Tuesday, December 1, 2015

HliAT #11: Cat Litter/Grapes, on foot

How Long It Actually Takes To...

walk from my friends C & C's house to their local CVS on Lincoln, ~0.3 miles per Google but really less because Google doesn't know about cutting through parking lots, get cat litter at CVS, dawdle for ~1 min thinking if I need anything else, stop at Whole Foods in the same complex on the way back and picking up some grapes, also dawdling I dunno 1-2 mins to poke at samples (not POKE at them, I'm not gross; you know what I mean), walk back to C & C's: 12:53.68  

This one amazes me. That's nothing! No time at all! HliAT taketh away, but HliAT giveth, as well. Or the other way--you get it.

Monday, November 2, 2015

G#d, or Something

A few days ago I was running Temescal Canyon, a popular hike and wonderful trail run in the Pacific Palisades. It's pretty steep, and some sections are skiddy, with loose rocky scree and larger "real" rocks sticking up from the ground.

I was coming down, going fast (for me!); I was minding both my left calf--which cramped for a full week recently, when I pushed too hard on an interval run--and my left adductor, which has been inflamed and painful since June.

So: running fast, minding calf minding adductor but feeling good running CHOCK

My toe caught on one of the "real" rocks, sending all my weight forward in what I was sure was gonna be a pretty unpleasant forward slide; I caught myself first on the left leg, the problematic leg, pulled harder on that leg than I wanted or meant to but my body really did not want to skid chest and face first down this trail, which I mean: fair enough. I ran/fell/stumbled I'd say seven or eight feet (felt like twenty, of course) with my torso way out in front of my legs, my legs pumping to catch up downhill on this scattering rocky slope

and caught up to myself; pulled up, and was running again.

Jack Johnson's "Bubble Toes" was playing in my ears--if you know the song, you'll know it's upbeat acoustic pop with a "La da Da da DAH duh" refrain that's well earned; that refrain came on as I righted myself, and I sang it loud loud loud, and a couple of women coming up the trail I was hurtling down appeared around the corner and we all had a good smile at how stupid I was, hollering, as they parted and I ran between them.

I'm not someone who was raised to sync with, or has gravitated towards, any codified/organized system of religious or spiritual thought. But all of this is to say: there are some situations--healthy enough to be running; these incredible trails and mountains to run in; almost a nasty fall that turns thrilling; "bad" leg catching me and feeling just fine--that I have absolutely no response to but thank you, thank you.

thank you.

Monday, October 19, 2015

HliAT #10: The Laundry Edition

How Long It Actually Takes To...

cross my apartment, put on my shoes, walk downstairs to my building's laundry room, clean the filter in the drier on the load I just dried, fold that load of laundry, walk back to my apartment carrying it, take off my shoes, and lay it down on the bed: 09:56.25 

n.b.: this does not include the sorting and putting away of the laundry; to wit

sort that single drier load of laundry, and put them away: 04:57.91

GRAND LAUNDRY TOTAL: 14:54.16

Monday, October 12, 2015

Three Things That Happened This Week at the Beach

I've been swimming most days, which is of course amazing.

Walking down the boardwalk towards the surf, a little boy's eyes snagged on me--this happens a lot because I'm in my wetsuit, and little kids are struck by, I think, either the novelty, or the engaging assumption that I'm a surfer. They often say something; this kid didn't but did the whole zoogly eyes thing.

Then, when we were three feet past each other he said, "What's your name?" As if he might recognize me, or know it.

I told him my name.

"My name's Lucas!" He said it like that, exclamated.

"What's up, Lucas?" I said. "Here." And I stepped towards him and raised my hand for a high five.

He zipped towards me, did an odd motion, and jumped for the high five and it was good. Then Lucas said, "I've got this new method," and showed me this complicated martial arts-y thing where you kind of cock your fist up, lever it, THEN do a fist bump. Like loading up then firing the fist bump. And then the splooosh thing afterwards, hands wide. He said that, showing me: "Sploosh."

So we did that, and I said, "Thanks a lot, Lucas." And he smiled and said, "Okay," walking back from the beach as I continued out towards it.

***

Coming out of the water after a nice, long swim, a boy--not quite a little boy, maybe 12 or 13, long lanky California kid hair--bounded up to me. He had a rash guard on, and a boogieboard.

"Hey did you see them?"

I paused, smiling.

"You were swimming with dolphins."

I smiled more. I'd certainly seen no dolphins; I wasn't sure there had been any, or that I'd really been anywhere near them. "That's amazing," I said. "I didn't see them. I wonder if they saw they me."

"Yeah," he said, nodding. "Yeah. I wonder what would have happened."

***

There's been a swell with 4-, 5-foot waves even close to the Santa Monica Pier. And it's been hot. So there've been a lot of families at the beach, boogie-boarding and bodysurfing. 

As I walked down into the water yesterday, fussing with my swim cap, two little girls rode the foam of a big crash, practically all the way up to the towels. 

They were probably nine, ten; wearing those little-girl bikinis that're like two bandannas wrapped around a banana.

They held each others' hands, laughing as their boards coasted up in parallel. Their skin was differently hued.

They stood from their ride, scuffling with their boards, excited to go again. 

"You have no idea how good that was," one said to the other.

No idea. 

Saturday, October 10, 2015

LA, West Side: Life is This, Right Now

This morning, I took a 6am class at a nice local yoga studio that I've mentioned before on this blog. The teacher of this class is a guy whom I like, as a teacher and a dude, the latter in large part because he strikes me as proactive and entrepreneurial about the hard work of marketing yourself as a yoga instructor in LA.

Class was done at 7, which means--this time of year-- that the sun's coming up as you get out. So, I took this picture.

nice, right?




who cares
Then, as I sometimes do, I turned the camera on myself. I like to selfie when I'm in pretty places/settings that make me happy, because it all kind of seems like a gift and who knows when the next gift will come, so I like to remember it. I'll include that shot for completeness' sake.

As I'm doing this, Ryan--the teacher--comes out. Asks if he can take a shot of me taking a selfie, and I sort of know what he's up to: Ryan sends lots of emails promoting his classes (which, again, I respect), and it sounds fun. So I say yes and he's doing all these posing suggestions as I try to recreate my selfie-moment; he sounds like he's giving a yoga class: "lift that arm a bit more," "crook the elbow."

The result is the shot below. which to me feels fun and silly and apotheotic to...I dunno, life, right now. In a waggish tongue-in-cheek way, but also true.

Anyway that's what happened, to me, around 7:10am Pacific.



Sunday, September 6, 2015

Fallout Shelter is Awful & Small-Minded and Also It's Really Well and Carefully Made and... What the Hell is the Deal with Games Like This, Anyway???

This is an angry, frustrated Labor Day post about a popular game, a style of game, focus, effort, work, and how we relate to technology. It's pretty self-contained. If you wish to read more: we're talking about Fallout Shelter, a new-ish mobile game that's a huge hit. The internet has a TON to say about this; as will become clear, I pretty much agree with these thoughtful, backlash-y, negative views of it.

Fallout Shelter's a resource-mining game, which means that you periodically log in on your phone to check how your Shelter (or "Vault", in the game's parlance), an underground self-sufficient community you're creating, is doing. Your shelter looks like this, after you've built it up some:


You build different kinds of rooms, to power your Shelter and Feed and Water its residents. You move them around according to randomized abilities to farm those rooms, basically. (I'm using capitals/terms per my own rubric, here, for the purposes of this post.) You put males and females together in what're basically sex-rooms to do basically that: they then make babies. You do all this building using "Caps", a resource represented on the upper-right of the screen; you can earn Caps by doing stuff in-game or, of course, shelling out some actual $$$ (like, from your meatspace realworld monies) to hasten your progress in this ridiculous f$*#ing fish tank inside of your phone.

You try to keep your Residents happy. Sex makes them happy, and they dance before having it. Being hungry/thirsty makes them sick and unhappy. This leads to humorous juxtapositions such as this, of which the internet is full. Also: costumes (which give them abilities). I'll spare you that, Reader. Google it if you like.

They are unhappy! But dancing! And about to have sex!
(this is a zoomed in view of the image above--tap tap with your fingers)
The sensitive Reader will have already divined a tension in this post; I'm taking a glib, screw-you tone about a game that (a) I've admitted I spend lots of time with, and (b) I'm clearly moved to share screenshots of. I guess I think these screenshots are worth your time, Reader? I do. Because the screenshots are great. That color palette is great. It looks lovely, even on my tiny stupid cracked phone screen. And these "humorous juxtapositions" about which I was all too-cool-for-school, one paragraph up? They are awesome. They're funny. Opening up the game and clicking the little rooms and hearing the sounds as the resources I've mined go ching ching kerCHING--this style of "game" (or, whatever: game) can be addictive, and I've got my situation under control but I won't front: I'm here, writing this, because smart and talented designers have worked successfully to make a compelling, lovely product. I am serious: I admire these designers, and not (just) in a cynical way. They made a terrific thing.

A thing that's also bad, and diminishing my life, and I strongly suspect diminishing those of others', and without which the world would be a little bit better.

A lot of this boils down to the mechanics of how you play the game--the mechanics of finger swipe-swipe; select character; give character new gun/clothes; etc. These things are at once minutiae too boring to recount, good Reader, and the crux of the issue. Because they indicate and guide what the game is about. As the cherry-picked selection of internet negativity that I linked to at the start of this post argues, Fallout Shelter is a repetitive and cyclical exercise that asks you to learn some basics but, after that, requires neither fun gamey "twitch" skills (coordination, timing), nor strategy in any meaningful sense.

What it asks of you: time, attention, thumbs.

Periodically, things go wrong in the Shelter--fires, Radroach infestations; also, you get attacked by baddies from the outside world. You can screw up, in how you handle these disruptions. I screwed up: I didn't give enough of my Residents in the top few rooms good guns/costumes, so when some things called Deathclaws attacked for the first time they housed me, as I attempted the ineffective swipe-swipes that are this game's poor answer to actual contextual gameplay to kit out the Residents facing them.

After that, my Shelter went through The Bad Times: corpses everywhere, power low, no food or drink -- inhabitants miserable and slowly dying although, I think, they can't actually DIE of food/thirst (not sure); certainly, it makes them sad and makes it really easy for anything else to kill them.

The days of which we shall not speak...
I kind of gave up--that something so capricious as "Deathclaw Attack!", and so actually manageable (I had the necessary guns/costumes, I had just optimized the Residents for performance in their rooms qua farming rather than defense so... etc. who cares.). I let the Shelter drift, miserable, for... I don't know, a day? And then I sent everyone out into the Wasteland to die. If you clicked that link, my feeling was different: not an experiment in culling. It was existential; I felt bad about leaving the Residents alone in their misery, and so sent them out, on missions for which really only the most leveled and geared of them were prepared.

I didn't feel great about this one.
So, we're at another juncture where I need to self-check. I'm sitting here writing about this, so evidently I somehow feel that it's worth reading about. And I did these things, with my time/brain, freely--there is no coherent model of external pressure in which I can punt the blame for ANY of my wasted time, here. AND, I kind of enjoyed applying my dire narrative to my Shelter: the early flourishing, the weird baby-makings, the Deathclaws, the Bad Times, and then Exodus: Absolution. People who write about games talk with admiration about narrative that's emergent from each player's gameplay, rather than a proscriptive story everyone follows (even if that story has "choices", etc.). I won't ignore the fact that Fallout Shelter is immersive and well-designed enough to have provided me with some of this, even as I played it in stolen, guilty 10-minute sessions, sitting in my car by the ocean, before doing something actually good and getting into that ocean to swim. (I think that ~55% of my time in this game has been in that specific context).

But what the f#$* did I have to show for it? And, in fact and more to the point: what the f#$* do I have to show for it? Because Reader, here's what I did. I used my last few caps to resurrect some of those Deathclawed corpses. I put them back to work. I broke down some rooms, so that I'd need less power; I got rid of the Radio s$1t, so that attacks would be less likely; I rebuilt. And there was, for a little while, pleasure in that. Cuz, I mean--you see that 04%, upper-left in the image above? That's my Shelter's happiness, as I sent its Residents out to their open-skied dooms. So there was some kind of challengepleasuresomething in getting that number back into the 90s, where it now resides (might have dipped some; I haven't checked yet today). I prepped for Deathclaws, which in no way required links like that one; it was self-evident, what I'd done wrong (I have not even read that link. I assume it's about Deathclaws, and how to prepare for them. if it isn't: apologies, Reader).

And now I'm...back where I started, I guess? But further along, and... better? Actually I can see that I've overpopulated, so I better build some rooms that produce Food and Water or else ET FUCKING CETERA.

Reader, two questions lie under this post: one big, one semi-. 

The semi-big: what's the significance, culturally morally aesthetically whatever, of these casual games and their insidious microtransactions and their--I'd say--much more insidious microtransactive demands on our attention? Here's a long article about how the whole thing is very crappy. But are definite positives: what big businesses these studios create! And at what cost, really: surely these games aren't as "bad" for us as, for instance, imagery that demeans and objectifies women that we all see every-fucking-where, right? 

So what's the big deal? 

And a ton of creativity goes into these things; I admire it--I'm not joking--every time my little soldiers in Clash of Clans (different game; similar deal) march off to the shores because I've "donated" some of them to a player with whom I'm allied. The argument that these games are "cynical" in the sense of being dashed-off, shoddy, poor worksmanship falls hard at the first hurdle. As I said at the top: talented people, working (I imagine) quite hard, making entertainment products that are profitable.

The big question... you know what? I literally don't even care enough to articulate this question to you, Reader, because I think this post has pretty much run its course and I bet you get, broadly, what the Big Question is and it's a broad question anyway so that's good enough. It's not as if I have or intend to pose an answer to even the semi-big question, above, so:yes, that's it.

I'm going to try to play less Fallout Shelter. Much less, which may mean none, because without the water (haha as it were) of my attention my Shelter will wither and fall into ruin. But: oh well. It's bullsh1t, and I should play it less/not at all, and that's on me. Maybe, if I'd realized this earlier, or been able to act on it earlier, I wouldn't have troubled you with all this. But I didn't. Why not? Dunno.

Next time.

Out.

Tuesday, August 18, 2015

HliAT #9

How Long It Actually Takes To...

unlock my bike in the carport, ride it to the head of my building's driveway, walk back, drive my car just OUTSIDE my building's driveway (the reason for all this being that the gate is too low for the bike on the car), set my bike up on top of my car, and get going: 04:55.97

This belongs in the now-familiar category of "things I'd really have said take longer because they are fussy and annoying." Not so long, at all. Also, remarkably similar in time to just taking the bike out to ride out (odd).