What Keeps You Busy?

My friend Alice wrote a post some time ago about the question “what do you do?” and how it usually really means “what do you do for money?”.  But I don’t see the question in that light — really what I’m interested in is “what do you do with the bulk of your time?”.  For most people, that is full-time traditional employment, but I find it more interesting when it isn’t.  As a result, I try to avoid the question “what do you do?” these days in favor of “what keeps you busy?”.  A subtle difference, perhaps, but a meaningful one.  If something other than pursuing income keeps you busy, good for you!  I’d like to hear about it.

I have been kept busy by four different employment statuses in my adult life, and each has its pros and its cons.  Each has a different feel to it.  Sometimes the specific activities which keep me busy are different from one status to the next, and sometimes they’re the same but take on different meanings, but these statuses definitely all have distinctly different flavors.  I’ve been employed, unemployed, self-employed, and most recently, self-unemployed.

To discuss the pros and cons of the these statuses, first I need to explore what I want out of the activities that keep me busy.

What I Want From What Keeps Me Busy

  • Self-Determination. I want to be the master of my time, choosing what I do, when I do it, and how long I do it for.
  • Activities I Care About. I want my activities to make a difference in a way that has significance for me.
  • Project Ownership. I want to have a significant stake in and responsibility for the outcome of what I do.
  • Community. I want to have other people to interact with who are on the same or a similar path, people who want what I want and who can help me when I need it and accept my help when they need it.
  • Adequate Compensation. I want to be able to maintain a comfortable lifestyle indefinitely.

Now that I have some criteria to work with, I can start evaluating the employment statuses.  This is all highly subjective, of course, based on my own life experiences — I’m sure others have different opinions stemming from different experiences.

Employment

Employment has been a mixed bag for me.

Self-Determination: Very little.  Projects and schedules are determined by the employer, often without regard for your skills, interests, wishes, or well-being.  Rigid 5×8 workweeks with more than 40 hours’ worth of work to be done per week.  No telecommuting, despite working almost exclusively in the software industry.  -1

Activities I Care About: Not yet.  Business change management software, real estate database software, adult internet dating and porn sites — unfulfilling, all.  Perhaps I just haven’t worked for the right company yet.  +0

Project Ownership: Varies from company to company.  I’ve found that it’s easier to come by in a small company than in a large, which contributes to my preference for working for small companies.  +0

Community: This is where traditional employment shines.  Everyone who’s hired is brought on to be part of the team, and everywhere I’ve worked, there have been good people, even in amongst the bad.  There are always people to talk to, work with, and learn from, and that has been a significant factor in employee retention at more than one place I’ve worked.  +1

Adequate Compensation: Although I have been underpaid for my skills for most of my career, I have almost always made enough to maintain a comfortable lifestyle, and usually enough to squirrel away a significant percentage as savings as well.  +1

How I Kept Myself Busy: Doing what I was told, when I was told, for as long as I was told.  Trying to make positive change in an organization which was invariably too rigid and inflexible to accept it.  Waiting out the clock because I was obligated to be there for a fixed amount of time every day no matter what.

Total Score: 1

Unemployment

Unemployment was an unmitigated disaster for me.  I think I was already beginning to suffer from depression before I became unemployed in 2001, and being unemployed contributed tremendously.

Self-determination: Up the wazoo.  TOO MUCH self-determination, in fact.  Able to do anything I wanted any time I wanted, I did nothing all the time.  Directionlessness.  -1

Activities I Care About: I wasn’t doing things I cared about so much as doing things to try to fill the time.  -1

Project Ownership: I didn’t recognize that I had a project, so although I certainly had a stake in and responsibility for the outcome, that outcome was inactivity and depression.  Directionlessness meant that there wasn’t anything for me to feel like I had a stake in or responsibility for.  -1

Community: I was pretty isolated during this time, too.  -1

Adequate Compensation: Take it from me, the pay SUCKS.  -1

How I Kept Myself Busy: Staring at a flashing light box (either computer or TV) all day long as an escape.  Sleeping a lot.  Being miserable.

Total score: -5

Self-Employment

Self-employment felt little better than unemployment when I experienced it before, but I do believe that I was doing it wrong.  The directionlessness of unemployment and depression carried over into my freelance web design days, and I found myself unhappily doing the least I could to get by — or not even that.

Self-determination: Moderate.  You can pick and choose your clients, right?  Well, I had only one client, and worked for them doing whatever they wanted.  I was freer than at any regular job, but still bound by the client’s wishes (and hadn’t found any other clients to provide me with choices), so this worked out kind of neutral.  +0

Activities I Care About: I was building things on the web, and that was good.  I was able to expand my mind and improve my skills, which is important to me.  But ultimately the business of selling shoes on the web is not one that I am passionate about, so the projects themselves weren’t inspiring.  Another neutral, I think.  +0

Project Ownership: I had a LOT of latitude in what I could do, subject to approval by the business owner and his management staff.  I had a great deal of influence over their web site and their internet marketing activities, and took the web site from doing $500/month in business to about six figures a month in my time there.  It’s just a pity that the increasing business had no effect on my bottom line.  Still, I’ll call this a positive.  +1

Community: Very small, since it was a small business I was working for, and none of them were particularly high tech.  I was mostly on my own as the internet guy.  Again, though, I think I was doing it wrong.  More clients, more networking, etc., could have helped with this.  Another neutral.  +0

Adequate Compensation: It would have been, had I worked the hours I’d planned to, or negotiated better.  Yet another neutral.  +0

How I Kept Myself Busy: Mostly the same as during unemployment, but with an additional 5-20 hours a week of web design.

Total score: +1

Self-Unemployment

Self-unemployment has been FANTASTIC for my mental health and my mood.  I’m so glad I quit my job in January.  It’s been like a mini-retirement (allusion to The 4-Hour Workweek intended).

Self-determination: Extreme.  I can do whatever I want, whenever I want, and I am usually taking full advantage of that to work on my projects.  +1

Activities I Care About: Speaking of my projects, I have time to read, write, code, do web design, blog, study game design, play video games for fun and research (instead of escape), etc.  Things I haven’t had time and/or energy for in year.  +1

Project Ownership: Yes.  No one else is working on my projects, so the stake and responsibility are all mine.  +1

Community: This has come to my attention as something that is currently lacking in my life.  I don’t have enough community, and need to reach out and make some connections with people and groups whose goals and interests are in line with mine.  0 for now, but I believe I can improve this to +1 soon.

Adequate Compensation: This is the one true drawback to self-unemployment.  I’m burning through my savings — and really, if I were receiving adequate compensation, it would be self-employment (doing it right), not self-unemployment.  -1

How I Kept Myself Busy: Like I said in the Activities I Care About section, reading, writing, coding,  web designing, blogging, studying game design, and playing video games.  I’m very happy with how I am keeping myself busy lately, though it defies labeling.

Total score: +2

Conclusion

Self-unemployment is the most fulfilling lifestyle I’ve experienced so far, and I am loathe to leave it behind, but my dwindling savings tell me I must start thinking about it.  I would like to transition into self-employment in a manner that results in a score of +5.  Pretty much doing what I’m doing now but with more project-related social interaction and selling it to people (or otherwise being compensated, e.g. through advertising).  Failing that, I think a job at a small company (perhaps an independent game company, blog network, or web design firm) would be a good fit.  Part-time or temporary work would be good if the money was good enough to keep me in food and clothing.  But really, I’d just like to keep on doing what I’m doing.

What about you?  What keeps you busy?  And what do you want from the activities that keep you busy?

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Restaurant Review: Lee’s Sandwiches

Lee’s Sandwiches is a Vietnamese sandwich restaurant locatef on the El Camino Real in Sunnyvale just east of Mary Avenue.  I decided to drop in for lunch today to check it out, as I’ve often been curious about it.  I was in the mood for a deli-style ham and cheese sandwich, so I went in to see what they’ve got.

The restaurant has a few small round tables as well as a bar-like counter along the window overlooking the parking lot and the street.  It has a tile floor, and although it’s small and fairly utilitarian, it has a comfortable feel to it.  They have a large, colorful menu on the wall behind the counter, with each sandwich illustrated on a large square panel.  They have a number of Vietnamese sandwiches as well as a good selection of what their web site refers to as “Euro Sandwiches”.  Chips are located on shelves under the counter, the top of which is covered with various food items on styrofoam trays, mostly the sort of meat-and-rice or meat-and-noodles dishes you’d expect to find at a roach coach.  To the left is a drink refrigerator which mostly contains Asian beverages (both packaged and fresh) which I found unidentifiable.  Fortunately they have a small selection of American drinks for ignorant Americans like me, such as Arizona iced tea, Snapple, and Vitamin Water.

I ordered a ham and cheese sandwich on a baguette (#21) and picked up an Arizona iced tea and a bag of “Dirty” potato chips to go with it.  I paid and then found a seat at a small round table with two wooden chairs, and set up my laptop to do some reading and chatting while I waited for my sandwich.  A few minutes later it arrived in a cardboard tray with a hot pepper and a couple of pickle wedges.  The pickles looked very seedy, so I skipped them in deference to my dietary restrictions.  The sandwich was a pretty basic ham and cheddar with lettuce and tomato on it (I lucked out on one half and got a slice of tomato with no seeds, so I was able to eat it, but the other slice was very seedy, so I removed it).  There were two packets of mustard with it, but I didn’t feel it needed any.  The sandwich was surprisingly moist and flavorful without it.

I enjoyed my meal, but found that when it was gone, I was still hungry.  So I returned to the counter and selected a tray of chow mein and a bottle of Snapple.  The chow mein noodles were thin and there were a lot of bean sprouts and green onions in it, so that it was only about half noodles.  It was well-prepared and tasted good, but it wasn’t to my taste (I prefer thicker noodles and fewer vegetables).

Overall, Lee’s is a decent place to get a sandwich, especially if (like me) you like to have a few different places to go so that you don’t always have sandwiches made the same way.  I get tired of always having Togo’s or always having Subway, so it’s nice that Lee’s is nearby so that I have another choice of sandwich style.  I give it four stars out of five.  Check it out if you’re in the area and looking for a sandwich, but don’t feel like going to the Subway across the street.

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The Crucible: Developing Expertise

Gladwell’s 10,000 Hours

I recently read a blog post on The Writer’s Coin which discussed some concepts from Malcolm Gladwell’s book Outliers. I haven’t read the book (yet) myself, but it sounds fascinating, and the post got me thinking about expertise.

Gladwell claims that to be a world-class expert in any given subject requires 10,000 hours of practice.

DAMN.

That’s a lot of time.

Let’s say you work full time on a skill you want to be a world-class expert on. 40 hours a week, 50 weeks a year (with two weeks of vacation) comes out to 2000 hours a year. So you would need to work full-time for five years. And we’re talking undivided attention here — time spent taking a break or working while distracted doesn’t count. 10,000 hours of real dedication, moving forward, challenging yourself, working at your edge and pushing beyond it constantly.

I say again: DAMN!

Even with enough free time, how do you find the motivation to do something like that?

Expertise and Me

Not everyone wants to be a world-class expert, and perhaps those who do usually have the dedication to work single-mindedly on their craft like this. I enjoy being good at things, but I’m less fond of the hard work required to get there. I guess that means I’m unlikely to ever be a world-class expert at anything, unless I discover something that I enjoy so much that it doesn’t feel like work to do it full-time.

I love the feeling of being the expert (a situation I have encountered a couple of times in my professional career), but the idea that true expertise requires that much time and effort is daunting at best. And yet the end result is so alluring that it might be worth it. Then it becomes a question of figuring out what to become an expert on, and that’s where things get really tricky. There are just so many choices!

I’ve been thinking lately about returning to the workforce (though likely in a limited capacity). For the first time in my career, I am thinking hard about what I want from an employer in terms of working conditions, company culture, and values. Expertise is one of the thoughts that keeps crossing my mind as I explore these ideas. “The expert” is my favorite role I’ve ever held in the workplace. Working in software quality assurance, I was often required to become an expert on how the product was supposed to work (and how it actually did work). This put me in a position to serve as a resource for other departments (technical writers, customer service folks, trainers, and even sometimes programmers). Being valued for my knowledge is extremely rewarding to me, whereas being valued for doing real work is almost annoying. I guess I like to be appreciated for my strengths rather than my weaknesses. 😉

I’m keeping this in mind as I think about employment — I will be much happier with a job if it offers me the opportunity to be the expert.

Cultivating Expertise in the Workplace

Now that I’ve worked a few different places, I have some perspective on what factors allow for the development of expertise. This is slanted toward a job in software QA, but I’m sure many of these factors are of general applicability.

  • Small team size. The fewer ways the work is divided, the more each person has to know. Large teams dilute expertise. For large and complex projects, it can be valuable to have each person develop expertise on one or more areas of the project, however.
  • Broad project scope. If an individual’s assignments are in too narrow an area of the product, it can be difficult for them to develop a good understanding of the big picture. Knowledge should be deep enough to qualify as expertise, but also broad enough to be useful often.
  • Quick turn-around. Repetition helps a lot with retaining what you’ve learned. If you learn something once and never need it again, odds are the details will fade. On the other hand, if you use that information again every day of the week, it will soon become second nature.
  • Good availability of information. Having an oracle of your own to turn to is invaluable in developing expertise, whether that oracle be another expert, printed documentation, a well-maintained wiki, or even just the application source code.
  • Customer input. Three things are certain in life: death, taxes, and the fact that the customer WILL abuse your product in ways that no one ever could have anticipated. The customer is both your best friend and your worst enemy in terms of uncovering information about your product. They will help you discover new things, but you may well wish they hadn’t!
  • Long-term attachment to one product/project. Switching from one project to another means that you’re no longer using and reinforcing the knowledge that’s unique to the first one, and you’re starting from scratch learning something new. That’s not an efficient way to leverage (or even maintain) your expertise. Working on one project for a long period of time allows you to maintain, develop, and deepen your expertise and put it to good use on a regular basis.

These elements will help you get closer to that ideal of 10,000 hours.

The blog post I mentioned above included this quote about the Beatles from Outliers:

All told, they performed for 270 nights in just over a year and a half. By the time they had their first burst of success in 1964, in fact, they had performed live an estimated twelve hundred times. Do you know how extraordinary that is? Most bands today don’t perform twelve hundred times in their entire careers. The Hamburg crucible is one of the things that set the Beatles apart.

Do your best to find or create a crucible for yourself, and expertise will follow.

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Six Elements of a Good CRPG

Since I plan to create a computer role-playing game, I’ve been doing a little thinking lately about what makes them good. Although I don’t expect my first game to be a Final Fantasy killer, I do want to make the best game I can, and the first step is to define what that means and how to do it.

Here are six elements I think make for a good computer role playing game, in order of importance:

  • Characters. Rich, believable characters with realistic desires and goals and well-written dialogue help draw the player in and give them a reason to care what happens. If you want to make the player feel something with your game, characters are the way to do it.
  • Plot. The events of the game should be significant, even epic, so that the player feels like their actions matter. There should be high stakes, rich rewards, and dire consequences. There should also be a few plot twists to keep the story from being too predictable, but don’t go overboard — a plot that’s too convoluted is worse than one that’s too straight-forward.
  • Combat. A good CRPG features a fun, interactive combat system with the occasional surprise. These days just selecting commands from a menu isn’t enough, there should be some other element of player interaction. Random encounters should be common enough to build the party’s power, but not too common — it’s no fun fighting random battle after random battle when all you want to do is get to the good stuff (the boss fight, plot advancement, treasure at the end of the dungeon, etc.)
  • Graphics. The graphics should be colorful and distinctive, in a style suitable to the flavor of the game. Personally, I don’t care for the manga-style art used in many CRPGs, but that’s a matter of taste. For a high-fantasy game, the graphics should be clear and bright, while a dark post-apocalyptic RPG would probably be better served by a grittier style.
  • Music. Like the art style, the music needs to be well-suited to the tone of the game, the nature of the storyline, and the current environment the characters are in. Exploring a dank, monster-infested dungeon may call for creepy music, while an unexpected death scene might need a somber dirge, and a grand palace should have something suitably dramatic. One important element is that the music not be too repetitive, as it will be playing over and over again anyway and can get boring or annoying quickly if you’re not careful.
  • Sound Effects. Sound effects are not often done well, perhaps because there are so many other elements that are more important, but they’re worth paying attention to. An inappropriate sound effect or one which is re-used for many different things can be jarring, so it’s a good idea to make them different and as recognizable as possible.

These are the things that came to mind when I sat down to think about what to focus on in working on my game. By no means do I consider this list complete, or even necessarily correct. Think I missed something? Disagree with what’s on the list, or what order it’s in? Leave a comment and let me know!

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Video Game Review: Final Fantasy II

As I mentioned recently in The Greatest Video Game That Never Was, I have long been a fan of the Final Fantasy series of video games. Of course, my dirty little secret about that is that I’ve played fewer than half of them. I played I, IV, and VI as a kid, and VII in my teenage years, but as they’re up to XIII these days, I’d missed far more than I’d played. So last year I set out to rectify that, playing them close to in order and all the way through the series, generally on the oldest versions I could get my hands on. To that end, I’ve recently finished playing a fan translation of the Famicom version of Final Fantasy II.

Unlike other early FF games, FFII has a usage-based advancement system. There are no classes or levels, but your character’s attributes (stats, skills, and even spells) are individually trained through practice. Those you use regularly will steadily advance, while those you neglect will remain untrained. You’ll even occasionally see a stat drop if your actions haven’t been conducive to their improvement. This system has pros and cons — it makes more sense than a class-and-level system because it allows characters to learn new abilities gradually over time in proportion to how much they practice, rather than giving them periodic quantum leaps in all their abilities simultaneously (and totally excluding them from abilities that don’t happen to match their class). On the other hand, I don’t like the fact that having your characters beat on each other in the midst of a supposedly-life-and-death battle with enemies is an effective method of advancement. Improving through sparring with your friends makes sense, but permitting it as part of the combat system (and thereby using lethal damage in your sparring match) is inappropriate. Also, a powerful, skilled spell-caster who learns a new spell late in the game is exactly as bad at it as an unpracticed noob who picks it up at the beginning of the game. Surely the ability to apply related knowledge from casting similar spells should count for SOMETHING, allowing the experienced caster to use it more effectively than the beginner, though not as well as their practiced spells. Neither extreme makes sense here, there should be a happy medium.

Advancement system aside, the story of FFII follows four youths who get caught up in a battle for the fate of the world. One of them disappears early on, and the other three proceed onward, frequently joined by one of various allies who fills the fourth slot in the party until they have reason to part ways. The youths join the rebel alliance, a group opposing the draconian rule of the power-hungry Emperor (sound familiar?). Their quest leads them all over the world as they seek to undermine the Emperor’s plans of world domination and find the artifacts and magic required to overthrow him and restore peace to the world. Not the most original plot, but it suits the game and is well-implemented.

One disappointment for me was the music — having just finished FFI when I began FFII, I noticed a distinctive drop in the quality and complexity of the music in FFII. I’m a big fan of Nobuo Uematsu’s work on the FF series, but I really think he phoned in the soundtrack for this game. On the other hand, he may have had stricter technical limitations placed upon him if the game engine was larger than in the previous game — either way, the music took a step back from FFI.

Gameplay is mostly fun, but the advancement system can lead to some difficulties — FFII seems harder than FFI. I often found that I wasn’t powerful enough to take on boss monsters, and had to grind for skills before I could proceed. There’s a new system for hearing about things and getting information out of people by mentioning keywords that they might know something about, but it seems pretty crude and awkward — of course, given that it was a pretty new idea back then, that makes sense. The world layout is kind of odd, with most of the world appearing as a northwest-to-southeast strip of land that sort of wraps around the world like the thread of a screw, so that if you head south or head east, you’ll wind up in the same place. Interesting, but I prefer the more traditional worldmaps of other games in the series.

Overall, I give FFII two and a half stars out of five. I liked FFI better in many ways. Where FFII shines is in concept, not in execution. I probably won’t re-play the Famicom version, but I may check out the Dawn of Souls remake for the Nintendo DS. Play this version only if you’re a hard-core FF fan and a purist looking to recreate the retro-gaming experience like I am.

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The Snowball Effect

The debt snowball is a frequently-recommended method for successfully paying off debts in a relatively short period of time. It is related to the concept of compound interest, and it works by starting with small payments and building upon small, early successes to create larger, quicker successes later. But if you don’t pay off your debts, they can quickly snowball and bury you just as easily — the snowball effect works both ways. Successes tend to build upon and magnify each other, and failures do the same. And this effect isn’t limited to wealth — there are examples of it in health and relationships as well.

Let’s examine the snowball effect first in the context of money. Let’s say you have several outstanding debts (loans, credit cards, etc.) and you pay the minimum on each every month. At this rate, you will be in debt for roughly the rest of your life. To get out of debt, you can use a debt snowball: figure out how much more you can spare, and pay it all into one debt — typically either the one with the highest interest rate or the one with the lowest balance (there are good reasons for both; which one is best depends on your personality). When that one is paid off, take all the money you were paying into it every month and add it to what you’re already paying on the second one. You’ll be paying it off at a faster rate than you did the first one. When that’s done, roll the whole payment that used to go into the first and second debts into the third one. That will go even faster, and you’re well on the way to being debt-free. It can take a while, but if you don’t rack up more debts along the way, it will go faster and faster the longer you do it. It builds momentum.

Saving money works the same way. Compound interest builds savings in a manner similar to the debt snowball. The more money you have, the more you make, so there’s more there next time, so you make even more, and so on.

Of course, if you have debts and you don’t pay them down, the snowball effect will work against you — every month your debt will grow more than the previous month as interest and penalties accumulate and become the basis for the following month’s interest and penalties. The balance owed gets bigger and bigger faster and faster until you can’t possibly keep up with it! It’s important to keep the snowball effect working for you and not against you. Compound interest is a powerful double-edged sword.

The snowball effect isn’t limited to personal finance, though. It can also appear in other areas of your life. For instance, depression is a negative snowball effect that affects your mood. It’s a vicious circle. Depression can deter you from fixing your problems, allowing them to get worse, which can be even more depressing. This was my situation five years ago — I was suffering from Major Depressive Disorder and $14,000 in debt besides. And the way I recovered from depression was very similar to the way I paid off my debts, though I had to take out a “loan” to recover from the depression, in the form of psychiatric treatment. Medication gave me the traction I needed to start making small positive changes in my life, those positive changes helped me feel better enough to make slightly more significant positive changes, and so on, until I no longer needed the medication and no longer felt depressed. The snowball effect in action.

I’m experiencing a negative snowball effect right now in my physical health, and working on finding the willpower to reverse it. An unhealthy diet and not enough exercise contributed to my being overweight, which makes it harder to exercise, which exerts pressure toward getting fatter and more unhealthy. One of my major focuses in the next month or two will be discovering ways to turn my health snowball around and make it work for me instead of against me. All I need to do is identify and implement the health equivalents of the things I did to improve my finances and mental health.

Snowballs can be used in relationships too, building your confidence on social settings and trust and intimacy with the people in your life by starting out with small steps and building on them. The more I learn about how to improve various areas of my life, the more I’m struck by the parallels between them. It seems like the same ideas come up in exercise as in dating as in personal finance as in mental health as in entrepreneurship as in healthy eating as in everything! It almost seems like it should be possible to create a generic template for “how to improve your X” which applies for nearly all values of X. One element of that template would be the snowball effect.

What other ideas do you have for applying the snowball effect?

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The Greatest Video Game That Never Was

I was a Nintendo devotee in the NES and SNES days, back when Nintendo and Sega had an intense rivalry and Sony hadn’t yet arrived on the console gaming scene.  It’s no small coincidence that some of my favorite video game series began there.  Chief among them is the Final Fantasy series, many titles of which exemplify The Way Console RPGs Ought To Be.  I consider Final Fantasy IV (sold as Final Fantasy II in America) the greatest video game of all time and the paragon of console RPGs.  Given my love for both Nintendo and Final Fantasy, you can imagine my heartbreak when the two divorced in 1997, Final Fantasy leaving Nintendo’s 16-bit SNES for another console: the 32-bit Sony Playstation.

With this change from one generation to the next and one brand of consoles to another came other notable changes in the franchise, some for the better, some for the worse.  The games began fully embracing the industrial feel that was introduced in small ways in the early games and explored in more depth in FFVI (FFIII in America).  The resolution and color, of course, improved with the greater capabilities of the next-generation console, and the rendering was changed from 2D to 3D.

The industrialization of the Final Fantasy worlds has always felt out-of-place to me.  Although right from the beginning, Final Fantasy has had airships, technological marvels such as the warmech and the computerized sky castle in which he lives, and the occasional robot, these elements were used sparingly to add a touch of wonder and other-worldliness.  Here were things that could amaze our characters just as we would be amazed by their own magical abilities and equipment were they to step into our world.  When I played Final Fantasy III American, I was disappointed to see a much more industrial world than in I or II American.  It’s been many years since I played it, but I recall that I didn’t play far beyond an encounter with a ghost train — really?  A train soiling my beloved fantasy series?  FFVII carried this trend even further, featuring guns and slums and motorcycles and trains (again), departing further and further from its fantasy roots.

Don’t get me wrong, I don’t have a problem with games like that.  I was just disappointed to see such a shift in a series which had originally established itself solidly as high fantasy.  It continued getting darker and grittier and more industrial, and I continued thinking “gee, this is a fun game, but what ever happened to Final Fantasy?”.

Alongside the industrialization, the graphics improved from the SNES’s resolution of 512×448 with 32768 colors (but only 256 onscreen at one time) to the Playstation’s 640×480 with 16.7 million colors — and from the older tile-based 2D graphics to a new 3D style.  Sadly, this meant losing the old-fashioned charm that comes with the tile-based model.  3D games look more realistic, but they look less like games.  Every day another game comes out that looks more like a movie and less like a game.  There’s an inexplicable feeling of nostalgic fun and joy that I get when playing 2D games that is dampened by a 3D look, and further dampened in proportion to the realism of that look.  Some games should be 3D — the Unreal series is one example — but leave my console RPGs 2D and tile-based for best enjoyment.

All this leads me to one conclusion: there was an entire era of Final Fantasy games that I would have dearly loved to play, only Square never bothered to make them: the 32-bit 2D tile-based era.  Greater resolution, richer color, new and improved, while still retaining the charm of the traditional tile-based RPG.  Games strongly rooted in fantasy, using other genres for a touch of flavor rather than the main course.  Epic swords-and-sorcery tales in the tradition of FFI, FF4j, and FFV, not dark, gritty, industrialized worlds in the tradition of FFVI. 

I came to love the Final Fantasy series because of what it was in the early days, and it saddens me that they departed so far from their roots as they went on.  I can see only one solution to this problem: learn to make games so that I can write the games I wish they had.  This is why I am studying game programming: I intend to create the games that I would have played had they existed.  My first project will be a simple role-playing game engine for the PC, which I will then use and extend and expand to create the RPGs that never were.  Watch this space for news on my progress.  🙂

(Footnote: As you can imagine, I was VERY pleased at the announcement last week at Game Developer’s Conference 2009 in San Francisco that FFIV’s direct sequel, Final Fantasy IV: The After Years will be made available in North America this year as a WiiWare download.  It’s been out exclusively on Japanese mobile phones since early last year, and since I neither speak Japanese nor have a Japanese mobile phone, I was very disappointed to be missing out.  Hooray for WiiWare!)

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Product Review: Gevalia Coffee For Two Coffeemaker

I acquired the Gevalia Coffee For Two coffeemaker a couple of years ago, looking for a way to save a little time and money in the mornings by having my own coffee instead of stopping at Starbucks. I joined the Gevalia Coffee Club, receiving occasional deliveries of various premium coffees throughout the year, and received the Coffee For Two as a free gift. I wound up cancelling the coffee club, but I still have and use the coffeemaker frequently.

As you can see from the link, the Coffee For Two is a pair of-side-by-side drip mechanisms which use separate filters to allow you to brew two different kinds of coffee at once. It comes with two travel cups that it brews directly into, so as soon as it’s done, you can grab your coffee and go. I also use it to make tea and hot chocolate — anything that uses hot water. Operation is simple — load the water in the top (directly from the cup so that you know it’s the right portion), set the selector switch on top to one cup or two, and load the coffee in a #2 cone filter into the filter chamber. At this point I usually go to sleep for the evening. 🙂 When I get up, all I have to do is to press the Start button on my way to the bathroom for my morning routine. When I emerge, a fresh cup of coffee is there waiting for me. And the second chamber means that if I have company, I can make two cups, or tea and coffee, or regular and decaf, or whatever two hot drinks we want simultaneously. And the travel cups are quick and easy to clean. This coffeemaker is a lifesaver in helping me wake up in the morning, and isn’t as much work or trouble as a regular coffee maker.

There aren’t many downsides. I have noticed that it sometimes sputters and spits small amounts of hot water over the edge of the cup while brewing and gets my table wet. Also, in my opinion, the coffee comes out TOO hot — I have to wait rather a long time or put a lot of refrigerated creamer in it before I can drink it. That’s part of the reason I like to start it before my shower — it does need some time to cool off. When I first ordered it, I thought it was programmable, so I was disappointed to learn that it won’t wake me at a pre-set time with coffee — perhaps I’ll find such a device next time I buy a coffeemaker. And one tip for making tea — don’t put the teabag in the brewing chamber unless you like weak tea. Much better to put the teabag in the cup. I was hoping to make the tea-making quicker by not having to deal with the bag until clean-up time later, but the convenience just isn’t worth the watery tea.

Overall, I very much enjoy this coffeemaker. I give it four and a half stars out of five. Try it out if you’re single or a couple and only want one cup of coffee (or one each) in the morning. It’s quick and easy and convenient.

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Is Conventional Wisdom Robbing You of Your Savings?

Financial books and blogs frequently tout the importance of paying yourself first.  And in many cases, this may well be the best course of action.  Certainly when you’re new to personal finance and trying to get your affairs in order, if you don’t follow this wise advice you may never get around to saving.  But the practices that serve us well when we are first starting out can hold us back later on when we are wiser and better off financially.

The cost of paying yourself first only begins appearing when your income begins to exceed your expenses by a noticeable amount.  Let’s play with some numbers to see how this breaks down.

Pay yourself first:

Let’s say your net monthly income (that is, after taxes) is $1400 a month.  Rent and other bills cost you $1000, leaving you with $400 for living expenses (such as groceries) and entertainment (dinners out, movies, bars, video games, whatever) for the month.  That’s $100/week, and when a dinner out with your partner can easily run you $40, that money runs out quickly.  It’s easy to see how it might be difficult to carve out a percentage of your budget for savings in this scenario.  Paying yourself first makes sense here, because if you don’t, you may have nothing left to save later.  Decide how much you can spare and set it aside FIRST, before you spend it.

Don’t pay yourself first:

If, however, your gross income is $3000 a month (net $2000), things are a little different.  Let’s say you’ve developed a good habit of paying yourself first, so you squirrel away $200 (10% of your net) before paying anything else.  Your bills still total $1000, so you now have $800 left over for living expenses and entertainment!  Here’s where things go off-course: you’d probably be perfectly comfortable with only $600, but if $800 is just sitting there tempting you, you’re much more likely to spend it all — impulse buys, little splurges, things you don’t want or need.  You’ll spend it, but you won’t really get much benefit from having done so — especially compared to the value of the compound interest you could have been earning on it.

In this latter case, paying yourself first is precisely backwards.  There’s a much better way to budget your $2000: pay yourself LAST!  You know that you have $1000 of bills which have to be paid one way or another.  And through experience you’ve learned that $600/month in living money is a comfortable lifestyle.  So you budget those two figures and route the money to two separate checking accounts —  $1000 goes to an account for bills which is accessible only by checks (which you leave at home when you go out) or electronic bill pay, and $600 goes into an account which is also accessible via your ATM/debit card.  Now, after setting aside in advance the money you need to keep your bills paid and live a comfortable life, whatever’s left over goes to savings — $400, DOUBLE what you would have saved if you’d paid yourself first.

This strategy becomes even more valuable if your income fluctuates a bit — let’s say the following month you work some overtime and wind up with an extra $200 net — if you paid yourself first, this money is likely to get frittered away, but by paying yourself last, you get to keep it instead of giving it to people for things you don’t really need or, let’s face it, want.  This month you save $600 instead of $400 — excellent!

Some people call “pay yourself first” the golden rule of personal finance — but it is by no means the only way, or even the best way, to save successfully.  I’ve been paying myself last for several years, keeping just the leftovers after allocating fixed amounts each paycheck to bills and to discretionary spending.  By doing so, I’ve seen my net worth consistently grow over that time, putting my leftovers into paying down credit cards as quickly as possible (until I learned how to profit from keeping card debt), saving in high-interest savings accounts, and buying CDs to maximize my returns on my investment.  Paying myself last has improved my net worth a great deal, much more than if I’d been paying myself first.  The key is not to follow anyone’s financial advice (even if it’s EVERYONE’S financial advice) without question, but to think about what will work best for you, try things, and keep the practices that make you successful.

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Welcome to the Technology Category!

When I sat down to write this post, I realized that my Technology category is a nearly blank slate.  Apart from the Gmail tip I posted a few weeks ago, this category has yet to be shaped by any posts.  So in order to introduce you to this category and to get my own techno-creative juices flowing, I’m going to begin by posting about some of the things I will likely discuss here, starting with the two main projects I’m working on right now:

DavidSafar.com – My most obvious project is probably this blog.  In addition to doing the writing, I’m doing a fair bit of work on it in PHP, HTML, and CSS.  I’m letting WordPress do as much of the heavy lifting as possible, but I also find myself needing to hack it occasionally or edit the theme.  When I do something particularly interesting or difficult with it, I will share my experience here so that you might benefit from it if you find yourself needing to do something similar in the future.

Tricks of the Windows Game Programming Gurus – I am working my way through this programming book, learning DirectX and game programming techniques with an eye toward writing my own fantasy role-playing games for the PC.  This is a large and complex topic (and a very long book), and I’m spending a lot of time on it.  I’ll post a book review in the Reviews section when I’m done.  When I move on to writing games, I will write posts here about that, too.

Some other tech-related things that are going on with me (or will be soon) that may generate posts:

Cell Phone Search – I’m in the market for a new cell phone, probably an Android phone.  If I discover anything interesting in my search, I’ll note it here.

Laptop Search – This is on the horizon, but I’ve decided to wait until Windows 7 hits the market later this year — I don’t want Vista, nor do I want to spend the money on a brand new Windows XP machine right before it becomes two versions old.  I’ll be looking to replace my current Dell Vostro 1000 with something a little beefier and better suited to some of the heavier programming tasks I expect to be throwing at it in the foreseeable future, and I’ll write about the selection process as it takes place.

Laptop Hard Drive Transplant – Since I’ll be keeping my current laptop around for a while, I do want to buff it up a little bit.  The next step in the process is to upgrade the hard drive to a faster one to speed up compiling.  This will likely entail using Norton Ghost or something similar to copy over all the data from my old hard drive to the new one without having to reinstall Windows.  I’ll discuss this process when I try it out.

The Importance of Adequate Cooling – Both my laptop and my gaming desktop have heat issues which cause them to either shut down or reboot without my permission when they get too hot.  I’ll be working to mitigate those in the next month or two before the heat of summer strikes, and documenting my methods and results.

Video Games – I’m a life-long gamer, just finding my way back into the fold after a rather long dry spell.  Along with posts about my own gaming projects, I’ll also talk about other games that are on the market for console and PC.

That’s a pretty good overview of the sorts of things you’re likely to see here in the near future.  I’m also open to tech questions, so if you have questions about tech topics, send them to me at askdavid (at) davidsafar (dot) com.  If I get enough questions, the Ask David tech advice column may become a regular feature here.

In summary, I’ll be covering all manner of topics in computers, hardware, software, operating systems, the Internet, programming, web design, and mobile devices, as well as taking questions on anything related to these areas of technology.  I’m looking forward to seeing where this section of the blog goes, and feedback is most welcome.  If you have anything to say, please share it in the comments.  🙂

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