Bagarozz - Incredibly cool and creative font lets you create your own monsters!

Code and design geek readers, check this out. DL eet. DO EET!

Bagarozz

Install the font, then type your name. Watch the magic.

This is my meatspace name monster, using this Bagarozz font!

And this is my Nugget name monster!

What it does is it associates each graphic with a letter, but somehow positions them so that they are superimposed on each other, allowing the creation of custom monsters based on the letters typed.

It sounds a lot more complicated to use than it is.

Just DL eet, install eet, try eet!

DO EET NAO!

Forsaken World - Give me an honest whore over a fickle courtesan any day

Soooo having gotten past level 40 on my vampire chick, I've finally encountered the portion of FW that I'd been wondering about since I started.

PWE, as I've said before, is absolutely rapacious about slurping money out of your wallet - and they're very good at it. Which has had me feeling slightly uneasy since I started playing FW - this is all TOO reasonable, TOO possible to play... for free.

But now, after level 40, I've found the Pay2Win aspect.

And I like it. Yes, I like it.

I like it because it doesn't affect me at all, which renders FW effectively, truly F2P for me. It means I can spend money on fluff when I feel like it. It means that whatever cash I want to drop on FW won't be to counter the OMG PLZ LEMME SKIP THE GRIND PLZ.

Out with it nugget, how does the P2W aspect actually work!

Well, once you hit L40, you get to do two quests in the Arena of Souls in Lunagrant Forest - the area, not the instance. After you've completed those two quests, you go back to your class trainer, and you'll be able to train Masteries and Resistances. You'll need 15 gold (not soulgold, gold) on hand in order to complete the next quest - train a Mastery or Resistance level to 5 - but this quest is effectively a free 5 levels of either Mastery or Resistance, since upon completion, you're refunded with 15g.

Each level of Mastery or Resistance up to L20 increases the power of what you train by 1%. After that, according to forums (the game's not been out that long in English), it becomes 2%, presumably at L30 it's 3%, etc.

Masteries and Resistances increase your base damage for that given mastery/resistance independent of gear. They're a direct buff to your character. And in a fight which presumes gear and class are equal, the one with the higher mastery will always win. Hello, Pay2Win!

The pricing is as follows:

L1 Training: 1g
L2 Training: 2g
L3 Training: 3g
L4 Training: 4g
L5 Training: 5g (By which point you've spent 15g)
L6 Training: 6g
L7 Training: 7g ... and so on.

FW's mechanics control the 'base' worth of gold through another quest series involving a cash shop item. That cash shop item (Mercury Statuette) costs US$0.50 (20 Eyrda leaves), and, if you aren't lazy and go off and do a quest with it, will return 5 - 6g in well... gold. If you are lazy, it only returns 3g, but it's immediate and you don't have to do anything. Now, presuming that you aren't lazy, and you do your quests (which have a daily cap, even though they're associated / only possible with a cash shop item), you'll get an average of 5g per statuette, IF you buy the statuettes from the cash shop. (Players tend to sell the statuettes for anywhere from 3g 50s to 4g.) So what this means is...

L6 Training: 6g (US$0.60)
L7 Training: 7g (US$0.70)
L8 Training: 8g (US$0.80)
L9 Training: 9g (US$0.90)
L10 Training: 10g (US$1.00 - and by which point you've spent US$4)

But that's not really very much nuggeet! And that's true. At L10 it certainly isn't very much. But (I believe, not sure yet) masteries go up to L100. And there are ?8? masteries and ?8? resistances. Consider that the pattern continues, and I'm not sure that L20 = 20g, it may be 40g - basically no one who's trained that high has posted stats on it yet, so it's all up for speculation. But with that in mind, this begins to look awfully like the classic Wheat and Chessboard problem. Only the wheat is coming directly from your wallet.

Nugget, you crazy thing, you LIKE this?!?

Well, yes, I do. You see, I'm playing on Storm, which is a PvE server. No world PvP, all PvP is duels or guild 'wars' - which are consensual affairs. I don't have the mindset where I need to 'keep up' with other people - I just need to keep up with *myself* to an extent where I am happy. And that whole thing about the whales in F2P models applies - I really don't care what the whales do, as long as they do the spending that makes PWE say yes, yes, we shall continue this, it is indeed viable - leaving me able to potter around the rest of the game.

If you care about being the biggest kid on the block, and care that it isn't 'fair' that people can buy power, you won't like this. If you play on a PvP server, you probably won't like this (PvP kinda goes out the window once you are PvPing with your wallet). But as far as I'm concerned, I don't care if someone spends US$100 to kill mobs faster than I do. All gear in FW is Bind on Equip, so though you could say, 'But eventually it will inflate until you HAVE to cash shop to do instances!' well... that's not true. You can just buy the gear. And again, the whales principle applies. And really, there aren't all that many whales out there.

What's more, if this works out, it means that FW will NOT constantly drain my Willpower Resource to not buy stuff to make the grind less horrible - precisely because there's a steady stream of income for PWE from masteries and resistances.

And what's best of all, to me, is that this system is honest and transparent. You get exactly what you pay for. You don't play lottery after bloody lottery at $0.50 in the HOPE that you'll perhaps get a stat upgrade.

Pay2Win - long live the honest whore.

The Last Tower - C. J. Cherryh

The old man climbed the stairs slowly, stopping sometimes to let his heart recover and the teapot settle on the tray, while the dormouse would pop out of his sleeve or his beard and steal a nibble at the teacakes be brought up from the kitchen. It was an old tower on the edge of faery, on the edge of the Empire of Man. Between. Uncertain who had built it–men or elves. It was long before the old man’s time, at least, and before the empire in the east. There was magic in its making . . . so they used to say. Now there was only the old man and the dormouse and a sleepy hedgehog, and a bird or two or three, which came for the grain at the windows. That was his real talent, the wild things, the gentle things. A real magician now, would not be making tea for himself, in the kitchen, and wasting his breath on stairs. A real magician would have been more–awesome. Kept some state. Inspired some fear.

He stopped at the halfway turning. Pushed his sliding spectacles up his nose and balanced the tray, tea, cakes and dormouse against the window-ledge. The land was black in the east. Black all about the tower. Burned. On some days he could see the glitter of arms in the distance where men fought. He could see the flutter of banners on the horizon as they rode. Could hear the sound of the horses and the horns.

Now the dust and soot of a group of riders showed against the darkening east. He waited there, not to have the weary stairs again–waited while the dormouse nibbled a cake, and in his pocket the hedgehog squired about, comfortable in the stillness.

The riders came. The prince–it was he–sent the herald forward to ring at the gate. “Open in the king’s name,” the herald cried, and spying him in the window: “Old man-open your gates. Surrender the tower. No more warnings.”

“Tell him no,” the old man said. “Just tell him–no.”

“Tomorrow,” the herald said, “we come with siege.”

The old man pushed his spectacles up again. Blinked sadly, his old heart beating hard. “Why?” he asked. “What importance, to have so much bother?”

“Old meddler.” The prince himself rode forward, curvetted his black horse under the window. “Old fraud. Come down and live. Give us the tower intact–to use . . . and live. Tomorrow morning–we come with fire and iron. And the stones fall–old man.”

The old man said nothing. The men rode away. The old man climbed the stairs, the teaset clattering in his palsied hands. His heart hurt. When he looked out on the land, his heart hurt him terribly. The elves no longer came. The birds and beasts had all fled the burning. There was only the mouse and the hedgehog and the few doves who had lived all their lives in the loft. And the few sparrows who came. Only them now.

He set the tray down, absentmindedly took the hedgehog from his pocket and set it by the dormouse on the tray, took a cake and crumbled it on the window-ledge for the birds. A tear ran down into his beard.

Old fraud. He was. He had only little magics, forest magics. But they’d burned all his forest and scattered the elves, and he had failed even these last few creatures. They would overthrow the tower. They would spread over all the land, and there would be no more magic in the world. He should have done something long ago–but he had never done a great magic. He should have raised whirlwinds and elementals–but he could not so much as summon the legged tea pot up the stairs. And his heart hurt, and his courage failed. The birds failed to come-foreknowing, perhaps. The hedgehog and the dormouse looked at him with eyes small and solemn in the firelight, last of all.

No. He stirred himself, hastened to the musty books–his master’s books, dusty and a thousand times failed. You’ve not the heart, his master would say. You’ve not the desire for the great magics. You’ll call nothing–because you want nothing.

Now he tried. He drew his symbols on the floor-scattered his powders, blinking through the ever-shifting spectacles, panting with his exertions. He would do it this time–would hold the tower on the edge of faery, between the Empire of Man and the kingdom of the elves. He believed, this time. He conjured powers. He called in the great ones. The winds sighed and roared inside the tower.

And died.

His arms fell. He wept, great tears sliding down into his beard. He picked up the dormouse and the hedgehog and held them to his breast, having no more hope.

Then she came. The light grew, white and pure. The scent of lilies filled the air–and she was there, naked, and white, hands empty–beautiful.

“I’ve come,” she said.

His heart hurt him all the more. “Forgive me,” he said. “I was trying for something–fiercer.”

“Oh,” she said, dark eyes sad.

“I make only small–magics,” he said. “I was trying for–a dragon, maybe. A basilisk. An elemental. To stop the king. But I do flowers best. And smokes and maybe a little fireworks. And it’s not enough. Goodbye. Please go. Please do go. Whichever you are. You’re the wrong kind. You’re beautiful. And he’s going to come tomorrow–the king–and the armies . . . it’s not a place for a gentle spirit. Only–could you take them . . . please? Mouse and Hedgehog–they’d not be so much. I’d not like to bother you. But could you? And then you can go.”

“Of course,” she said. It was the whisper of the wind, her voice. The moving of snow crystals on frozen crust. Kissed them in turn, and jewels clothed them in white. “Old man,” she said, and on his brow too planted a kiss, and jewels followed, frosty cobwebs. She walked down the stairs and out the gate, and jeweled it all in her wake. She walked the land, and the snow fell, and fell, and the winds blew–till only the banners were left, here and there, stiffened with ice, above drifts and humps of snow which marked the tents. The land was all white horizon to horizon. Nothing stirred but the wolves that hunted the deer and the birds that hunted the last summer’s berries.

Death drifted back to the tower, and settled there, in the frost and the lasting snows, where the old man and magic slept their lasting sleep.

She breathed kisses on him, on the little ones, and kept watch–faithful to her calling, while the snows deepened, and even the wolves slept, their fur white and sparkling with frost.

#

_______

C.J. Cherryh is a winner of the John W. Campbell Award, winner of multiple Hugo Awards (and numerous Hugo nominations), and a winner the Locus Award for best novel. She is author of the renowned Foreigner series and resides in the Pacific Northwest. “The Last Tower” was originally written—in twenty-four hours—with a micropoint marker on a post card. Reading it at a convention elicited a standing ovation. It is reprinted from The Collected Short Fiction of C.J. Cherryh (Daw, 2004) and Abyss & Apex is thrilled to have the opportunity to share this tale with a wider audience.

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This is far and away my most loved short story. A couple from Charles de Lint come close... but not quite.

Cherryh's short fiction is very, very good. This is one of the best, but the Collected Short Fiction of C. J. Cherryh referenced above has plenty more gems.

:( But she's getting ooooold! She has to write faster! Moar! MOAR FASTER! EEE!

myFry - an application for Mr Stephen Fry

Elegantly creative interface and table of contents design.

Has some UI flaws - basically my devs + designers crowded around excitedly poking and jabbering at it once I DL'd it - and everyone made the SAME mistakes with the UI. That in no way takes away from how innovative and lovely the app is though. It was more of a case of, 'OMG that's so cool, but it would be even cooler if it responded like this to that, etc etc'. It simply shows that it was obviously designed more by artists than by UX folk - which arguably accounts for its brilliance in the first place.

It is a little pricey at US$13.99, but hey... if you'd buy the book anyway, buy the app instead. =)

Jonathan Schwartz's Blog: What Brand Means + Additional Nugrant

The saying goes, "a brand is a promise." On a personal level, I've always felt that statement was incomplete. A promise is the lowest common denominator of a brand - it's what people expect. Think of your favorite brand, whether search engine or sneaker or coffee shop or free software, and you'll know what I mean - a brand is an expectation. If you experience anything less, you're disappointed. A promise seems like table stakes.

But a brand must go beyond a promise. To me, a brand is a cause - a guiding light. For fulfilling expectations, certainly, as well as dealing with the ill-defined and unexpected. It's what tells your employees how to act when circumstances (and customers) go awry, or well beyond a training course. My first real experience with that was a personal one.

Starting on a new Corporate Identity and Branding project today. I'll be writing the entire guide, as well as doing the design stuffs. It's not something that's new to me, I've done a couple of guides over the years, and to be honest, I find it all to be rather relaxing fun.

I can whack out a full guide, (layout, copy, content, design) in about 2 weeks (not counting amendments). But it's not the form of the guide that's the most important. It's the content.

I've read a crapton of CI and branding guides over the years, and the only one I've ever read that's stood out for me, that's made me say, THAT is what I want my brand guide to be... is (was) Sun Microsystem's Branding and CI guide. Not only was it amazingly and inspiringly written, it was written TO inspire. I wish I still had copies. None of the other guides I've ever read cared a whit if the reader was inspired by the contents of the guide or not.

Sun Microsystems' guide made evangelists of designers. Or of at least one designer. Naturally, it's not a magic brainwashing pill. If your branding guide is written to inspire, but your company does anything but - it will fail, and fail miserably. But Sun was one of the clients - the only client, really - that I fell in love with after working with their consistently competent staff and also consistently referring to their brand guide for projects large and small.

Also important is the client's willingness to trust you. Especially when it comes to writing - more so than design - the client's trust is... everything, when it comes to creating good content. The best copy, both content-rich and otherwise, that I've written in my professional life, I've written for Sun. Because as a client, they trusted us to go ahead and just WRITE. They trusted us to know how to talk to their target audience.

And, last but not least, they had a strong, charismatic, articulate and literate CEO. A CEO whose eloquent writing and evangelism made it simple to know where to go with the brand; made it possible to KNOW when the tone of the copy was just right; made complex techy stuff comprehensible, thereby in turn making it possible to write it comprehensibly to non-tech folk.

Yes. I was a Sun fangurl. A brand is a cause. Marketing folk, see that rant above... and remember - that's how you want people to talk about your brand.